mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
579 lines
20 KiB
C++
579 lines
20 KiB
C++
/** Implementation of the BVH loader */
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
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#include "BVHLoader.h"
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#include <assimp/fast_atof.h>
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#include <assimp/SkeletonMeshBuilder.h>
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#include <assimp/Importer.hpp>
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#include <memory>
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#include <assimp/TinyFormatter.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#include <map>
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using namespace Assimp;
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using namespace Assimp::Formatter;
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static const aiImporterDesc desc = {
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"BVH Importer (MoCap)",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"bvh"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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BVHLoader::BVHLoader()
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: mLine(),
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mAnimTickDuration(),
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mAnimNumFrames(),
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noSkeletonMesh()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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BVHLoader::~BVHLoader()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
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{
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// check file extension
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const std::string extension = GetExtension(pFile);
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if( extension == "bvh")
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return true;
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if ((!extension.length() || cs) && pIOHandler) {
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const char* tokens[] = {"HIERARCHY"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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void BVHLoader::SetupProperties(const Importer* pImp)
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{
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Loader meta information
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const aiImporterDesc* BVHLoader::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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mFileName = pFile;
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// read file into memory
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
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if( file.get() == NULL)
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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size_t fileSize = file->FileSize();
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if( fileSize == 0)
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throw DeadlyImportError( "File is too small.");
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mBuffer.resize( fileSize);
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file->Read( &mBuffer.front(), 1, fileSize);
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// start reading
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mReader = mBuffer.begin();
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mLine = 1;
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ReadStructure( pScene);
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if (!noSkeletonMesh) {
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// build a dummy mesh for the skeleton so that we see something at least
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SkeletonMeshBuilder meshBuilder( pScene);
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}
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// construct an animation from all the motion data we read
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CreateAnimation( pScene);
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the file
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void BVHLoader::ReadStructure( aiScene* pScene)
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{
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// first comes hierarchy
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std::string header = GetNextToken();
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if( header != "HIERARCHY")
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ThrowException( "Expected header string \"HIERARCHY\".");
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ReadHierarchy( pScene);
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// then comes the motion data
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std::string motion = GetNextToken();
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if( motion != "MOTION")
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ThrowException( "Expected beginning of motion data \"MOTION\".");
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ReadMotion( pScene);
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the hierarchy
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void BVHLoader::ReadHierarchy( aiScene* pScene)
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{
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std::string root = GetNextToken();
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if( root != "ROOT")
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ThrowException( "Expected root node \"ROOT\".");
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// Go read the hierarchy from here
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pScene->mRootNode = ReadNode();
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a node and recursively its childs and returns the created node;
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aiNode* BVHLoader::ReadNode()
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{
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// first token is name
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std::string nodeName = GetNextToken();
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if( nodeName.empty() || nodeName == "{")
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ThrowException( format() << "Expected node name, but found \"" << nodeName << "\"." );
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// then an opening brace should follow
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std::string openBrace = GetNextToken();
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if( openBrace != "{")
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ThrowException( format() << "Expected opening brace \"{\", but found \"" << openBrace << "\"." );
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// Create a node
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aiNode* node = new aiNode( nodeName);
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std::vector<aiNode*> childNodes;
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// and create an bone entry for it
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mNodes.push_back( Node( node));
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Node& internNode = mNodes.back();
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// now read the node's contents
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std::string siteToken;
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while( 1)
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{
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std::string token = GetNextToken();
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// node offset to parent node
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if( token == "OFFSET")
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ReadNodeOffset( node);
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else if( token == "CHANNELS")
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ReadNodeChannels( internNode);
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else if( token == "JOINT")
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{
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// child node follows
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aiNode* child = ReadNode();
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child->mParent = node;
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childNodes.push_back( child);
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}
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else if( token == "End")
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{
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// The real symbol is "End Site". Second part comes in a separate token
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siteToken.clear();
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siteToken = GetNextToken();
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if( siteToken != "Site")
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ThrowException( format() << "Expected \"End Site\" keyword, but found \"" << token << " " << siteToken << "\"." );
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aiNode* child = ReadEndSite( nodeName);
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child->mParent = node;
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childNodes.push_back( child);
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}
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else if( token == "}")
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{
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// we're done with that part of the hierarchy
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break;
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} else
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{
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// everything else is a parse error
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ThrowException( format() << "Unknown keyword \"" << token << "\"." );
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}
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}
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// add the child nodes if there are any
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if( childNodes.size() > 0)
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{
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node->mNumChildren = static_cast<unsigned int>(childNodes.size());
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node->mChildren = new aiNode*[node->mNumChildren];
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std::copy( childNodes.begin(), childNodes.end(), node->mChildren);
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}
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// and return the sub-hierarchy we built here
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Reads an end node and returns the created node.
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aiNode* BVHLoader::ReadEndSite( const std::string& pParentName)
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{
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// check opening brace
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std::string openBrace = GetNextToken();
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if( openBrace != "{")
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ThrowException( format() << "Expected opening brace \"{\", but found \"" << openBrace << "\".");
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// Create a node
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aiNode* node = new aiNode( "EndSite_" + pParentName);
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// now read the node's contents. Only possible entry is "OFFSET"
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std::string token;
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while( 1) {
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token.clear();
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token = GetNextToken();
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// end node's offset
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if( token == "OFFSET") {
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ReadNodeOffset( node);
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} else if( token == "}") {
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// we're done with the end node
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break;
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} else {
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// everything else is a parse error
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ThrowException( format() << "Unknown keyword \"" << token << "\"." );
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}
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}
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// and return the sub-hierarchy we built here
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a node offset for the given node
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void BVHLoader::ReadNodeOffset( aiNode* pNode)
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{
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// Offset consists of three floats to read
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aiVector3D offset;
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offset.x = GetNextTokenAsFloat();
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offset.y = GetNextTokenAsFloat();
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offset.z = GetNextTokenAsFloat();
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// build a transformation matrix from it
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pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x,
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0.0f, 1.0f, 0.0f, offset.y,
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0.0f, 0.0f, 1.0f, offset.z,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the animation channels for the given node
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void BVHLoader::ReadNodeChannels( BVHLoader::Node& pNode)
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{
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// number of channels. Use the float reader because we're lazy
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float numChannelsFloat = GetNextTokenAsFloat();
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unsigned int numChannels = (unsigned int) numChannelsFloat;
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for( unsigned int a = 0; a < numChannels; a++)
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{
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std::string channelToken = GetNextToken();
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if( channelToken == "Xposition")
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pNode.mChannels.push_back( Channel_PositionX);
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else if( channelToken == "Yposition")
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pNode.mChannels.push_back( Channel_PositionY);
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else if( channelToken == "Zposition")
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pNode.mChannels.push_back( Channel_PositionZ);
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else if( channelToken == "Xrotation")
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pNode.mChannels.push_back( Channel_RotationX);
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else if( channelToken == "Yrotation")
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pNode.mChannels.push_back( Channel_RotationY);
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else if( channelToken == "Zrotation")
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pNode.mChannels.push_back( Channel_RotationZ);
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else
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ThrowException( format() << "Invalid channel specifier \"" << channelToken << "\"." );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the motion data
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void BVHLoader::ReadMotion( aiScene* /*pScene*/)
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{
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// Read number of frames
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std::string tokenFrames = GetNextToken();
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if( tokenFrames != "Frames:")
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ThrowException( format() << "Expected frame count \"Frames:\", but found \"" << tokenFrames << "\".");
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float numFramesFloat = GetNextTokenAsFloat();
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mAnimNumFrames = (unsigned int) numFramesFloat;
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// Read frame duration
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std::string tokenDuration1 = GetNextToken();
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std::string tokenDuration2 = GetNextToken();
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if( tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
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ThrowException( format() << "Expected frame duration \"Frame Time:\", but found \"" << tokenDuration1 << " " << tokenDuration2 << "\"." );
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mAnimTickDuration = GetNextTokenAsFloat();
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// resize value vectors for each node
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for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
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it->mChannelValues.reserve( it->mChannels.size() * mAnimNumFrames);
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// now read all the data and store it in the corresponding node's value vector
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for( unsigned int frame = 0; frame < mAnimNumFrames; ++frame)
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{
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// on each line read the values for all nodes
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for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
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{
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// get as many values as the node has channels
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for( unsigned int c = 0; c < it->mChannels.size(); ++c)
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it->mChannelValues.push_back( GetNextTokenAsFloat());
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}
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// after one frame worth of values for all nodes there should be a newline, but we better don't rely on it
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Retrieves the next token
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std::string BVHLoader::GetNextToken()
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{
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// skip any preceding whitespace
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while( mReader != mBuffer.end())
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{
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if( !isspace( *mReader))
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break;
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// count lines
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if( *mReader == '\n')
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mLine++;
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++mReader;
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}
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// collect all chars till the next whitespace. BVH is easy in respect to that.
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std::string token;
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while( mReader != mBuffer.end())
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{
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if( isspace( *mReader))
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break;
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token.push_back( *mReader);
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++mReader;
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// little extra logic to make sure braces are counted correctly
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if( token == "{" || token == "}")
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break;
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}
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// empty token means end of file, which is just fine
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return token;
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the next token as a float
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float BVHLoader::GetNextTokenAsFloat()
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{
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std::string token = GetNextToken();
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if( token.empty())
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ThrowException( "Unexpected end of file while trying to read a float");
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// check if the float is valid by testing if the atof() function consumed every char of the token
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const char* ctoken = token.c_str();
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float result = 0.0f;
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ctoken = fast_atoreal_move<float>( ctoken, result);
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if( ctoken != token.c_str() + token.length())
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ThrowException( format() << "Expected a floating point number, but found \"" << token << "\"." );
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return result;
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}
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// ------------------------------------------------------------------------------------------------
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// Aborts the file reading with an exception
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AI_WONT_RETURN void BVHLoader::ThrowException( const std::string& pError)
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{
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throw DeadlyImportError( format() << mFileName << ":" << mLine << " - " << pError);
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}
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// ------------------------------------------------------------------------------------------------
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// Constructs an animation for the motion data and stores it in the given scene
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void BVHLoader::CreateAnimation( aiScene* pScene)
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{
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// create the animation
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pScene->mNumAnimations = 1;
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pScene->mAnimations = new aiAnimation*[1];
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aiAnimation* anim = new aiAnimation;
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pScene->mAnimations[0] = anim;
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// put down the basic parameters
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anim->mName.Set( "Motion");
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anim->mTicksPerSecond = 1.0 / double( mAnimTickDuration);
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anim->mDuration = double( mAnimNumFrames - 1);
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// now generate the tracks for all nodes
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anim->mNumChannels = static_cast<unsigned int>(mNodes.size());
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anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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// FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown
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for (unsigned int i = 0; i < anim->mNumChannels;++i)
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anim->mChannels[i] = NULL;
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for( unsigned int a = 0; a < anim->mNumChannels; a++)
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{
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const Node& node = mNodes[a];
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const std::string nodeName = std::string( node.mNode->mName.data );
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aiNodeAnim* nodeAnim = new aiNodeAnim;
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anim->mChannels[a] = nodeAnim;
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nodeAnim->mNodeName.Set( nodeName);
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std::map<BVHLoader::ChannelType, int> channelMap;
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//Build map of channels
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for (unsigned int channel = 0; channel < node.mChannels.size(); ++channel)
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{
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channelMap[node.mChannels[channel]] = channel;
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}
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// translational part, if given
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if( node.mChannels.size() == 6)
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{
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nodeAnim->mNumPositionKeys = mAnimNumFrames;
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nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
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aiVectorKey* poskey = nodeAnim->mPositionKeys;
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for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
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{
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poskey->mTime = double( fr);
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// Now compute all translations
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for(BVHLoader::ChannelType channel = Channel_PositionX; channel <= Channel_PositionZ; channel = (BVHLoader::ChannelType)(channel +1))
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{
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//Find channel in node
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std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
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if (mapIter == channelMap.end())
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throw DeadlyImportError("Missing position channel in node " + nodeName);
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else {
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int channelIdx = mapIter->second;
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switch (channel) {
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case Channel_PositionX:
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poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
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break;
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case Channel_PositionY:
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poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
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break;
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case Channel_PositionZ:
|
|
poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
++poskey;
|
|
}
|
|
} else
|
|
{
|
|
// if no translation part is given, put a default sequence
|
|
aiVector3D nodePos( node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
|
|
nodeAnim->mNumPositionKeys = 1;
|
|
nodeAnim->mPositionKeys = new aiVectorKey[1];
|
|
nodeAnim->mPositionKeys[0].mTime = 0.0;
|
|
nodeAnim->mPositionKeys[0].mValue = nodePos;
|
|
}
|
|
|
|
// rotation part. Always present. First find value offsets
|
|
{
|
|
|
|
// Then create the number of rotation keys
|
|
nodeAnim->mNumRotationKeys = mAnimNumFrames;
|
|
nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames];
|
|
aiQuatKey* rotkey = nodeAnim->mRotationKeys;
|
|
for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
|
|
{
|
|
aiMatrix4x4 temp;
|
|
aiMatrix3x3 rotMatrix;
|
|
for (BVHLoader::ChannelType channel = Channel_RotationX; channel <= Channel_RotationZ; channel = (BVHLoader::ChannelType)(channel + 1))
|
|
{
|
|
//Find channel in node
|
|
std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
|
|
|
|
if (mapIter == channelMap.end())
|
|
throw DeadlyImportError("Missing rotation channel in node " + nodeName);
|
|
else {
|
|
int channelIdx = mapIter->second;
|
|
// translate ZXY euler angels into a quaternion
|
|
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
|
|
|
|
// Compute rotation transformations in the right order
|
|
switch (channel)
|
|
{
|
|
case Channel_RotationX:
|
|
aiMatrix4x4::RotationX(angle, temp); rotMatrix *= aiMatrix3x3(temp);
|
|
break;
|
|
case Channel_RotationY:
|
|
aiMatrix4x4::RotationY(angle, temp); rotMatrix *= aiMatrix3x3(temp);
|
|
break;
|
|
case Channel_RotationZ: aiMatrix4x4::RotationZ(angle, temp); rotMatrix *= aiMatrix3x3(temp);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
rotkey->mTime = double( fr);
|
|
rotkey->mValue = aiQuaternion( rotMatrix);
|
|
++rotkey;
|
|
}
|
|
}
|
|
|
|
// scaling part. Always just a default track
|
|
{
|
|
nodeAnim->mNumScalingKeys = 1;
|
|
nodeAnim->mScalingKeys = new aiVectorKey[1];
|
|
nodeAnim->mScalingKeys[0].mTime = 0.0;
|
|
nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER
|