- cleaned up the BVH loading a bit
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@358 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
84e2c82877
commit
04d0a859a5
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@ -431,32 +431,16 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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poskey->mTime = double( fr);
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// Now compute all translations in the right order
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switch (node.mChannels[0])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[1])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[2])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 1];
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poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 2];
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for( unsigned int channel = 0; channel < 3; ++channel)
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{
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switch( node.mChannels[channel])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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}
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++poskey;
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}
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} else
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@ -484,36 +468,23 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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aiQuatKey* rotkey = nodeAnim->mRotationKeys;
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for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
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{
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// translate ZXY euler angels into a quaternion
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const float angle0 = node.mChannelValues[fr * node.mChannels.size() + rotOffset ] * float( AI_MATH_PI) / 180.0f;
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const float angle1 = node.mChannelValues[fr * node.mChannels.size() + rotOffset+1] * float( AI_MATH_PI) / 180.0f;
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const float angle2 = node.mChannelValues[fr * node.mChannels.size() + rotOffset+2] * float( AI_MATH_PI) / 180.0f;
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aiMatrix4x4 temp;
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aiMatrix3x3 rotMatrix;
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aiMatrix4x4 temp;
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aiMatrix3x3 rotMatrix;
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// Compute rotation transformations in the right order
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switch (node.mChannels[rotOffset])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[rotOffset+1])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[rotOffset+2])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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for( unsigned int channel = 0; channel < 3; ++channel)
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{
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// translate ZXY euler angels into a quaternion
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const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
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// Compute rotation transformations in the right order
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switch (node.mChannels[rotOffset+channel])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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}
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rotkey->mTime = double( fr);
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rotkey->mValue = aiQuaternion( rotMatrix);
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