FBX importer: Use actual min/max of animation keyframes when start/stop time is missing

pull/1403/head
Tammo Hinrichs 2017-08-24 14:40:53 +02:00
parent 3a89e36718
commit 7182f89a51
1 changed files with 19 additions and 18 deletions

View File

@ -2368,8 +2368,13 @@ void Converter::ConvertAnimationStack( const AnimationStack& st )
int64_t start_time = st.LocalStart();
int64_t stop_time = st.LocalStop();
double start_timeF = CONVERT_FBX_TIME( start_time );
double stop_timeF = CONVERT_FBX_TIME( stop_time );
bool has_local_startstop = start_time != 0 || stop_time != 0;
if ( !has_local_startstop ) {
// no time range given, so accept every keyframe and use the actual min/max time
// the +/- 20000 is a safety because GenerateNodeAnimations uses an epsilon of 10000
start_time = INT64_MIN + 20000;
stop_time = INT64_MAX - 20000;
}
try {
for( const NodeMap::value_type& kv : node_map ) {
@ -2401,27 +2406,23 @@ void Converter::ConvertAnimationStack( const AnimationStack& st )
return;
}
//adjust relative timing for animation
{
double start_fps = start_timeF * anim_fps;
double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time;
double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time;
for ( unsigned int c = 0; c < anim->mNumChannels; c++ )
{
// adjust relative timing for animation
for ( unsigned int c = 0; c < anim->mNumChannels; c++ ) {
aiNodeAnim* channel = anim->mChannels[ c ];
for ( uint32_t i = 0; i < channel->mNumPositionKeys; i++ )
channel->mPositionKeys[ i ].mTime -= start_fps;
channel->mPositionKeys[ i ].mTime -= start_time_fps;
for ( uint32_t i = 0; i < channel->mNumRotationKeys; i++ )
channel->mRotationKeys[ i ].mTime -= start_fps;
channel->mRotationKeys[ i ].mTime -= start_time_fps;
for ( uint32_t i = 0; i < channel->mNumScalingKeys; i++ )
channel->mScalingKeys[ i ].mTime -= start_fps;
}
max_time -= min_time;
channel->mScalingKeys[ i ].mTime -= start_time_fps;
}
// for some mysterious reason, mDuration is simply the maximum key -- the
// validator always assumes animations to start at zero.
anim->mDuration = ( stop_timeF - start_timeF ) * anim_fps;
anim->mDuration = stop_time_fps - start_time_fps;
anim->mTicksPerSecond = anim_fps;
}