FBXConverter : Fix timescales of FBX animations
FBX animations were recorded by framenumber, not by time. This patch will change it as a base of milliseconds.pull/3524/head
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2f1ff974fd
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b8bf1eac04
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@ -79,7 +79,7 @@ using namespace Util;
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#define MAGIC_NODE_TAG "_$AssimpFbx$"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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#define CONVERT_FBX_TIME(time) (static_cast<double>(time) * 1000.0 / 46186158000LL)
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FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
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defaultMaterialIndex(),
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@ -2560,7 +2560,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
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meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
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meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
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meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
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meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first) * anim_fps;
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meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first);
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for (unsigned int k = 0; k < numValuesAndWeights; k++) {
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meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
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meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
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@ -2578,8 +2578,8 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
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return;
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}
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double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time;
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double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time;
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double start_time_fps = has_local_startstop ? CONVERT_FBX_TIME(start_time) : min_time;
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double stop_time_fps = has_local_startstop ? CONVERT_FBX_TIME(stop_time) : max_time;
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// adjust relative timing for animation
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for (unsigned int c = 0; c < anim->mNumChannels; c++) {
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@ -3099,7 +3099,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outTranslations[i].mValue = defTranslate;
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}
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}
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@ -3108,7 +3108,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outRotations[i].mValue = defQuat;
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}
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}
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@ -3117,7 +3117,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outScales[i].mValue = defScale;
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}
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}
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@ -3306,7 +3306,7 @@ void FBXConverter::InterpolateKeys(aiVectorKey *valOut, const KeyTimeList &keys,
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}
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// magic value to convert fbx times to seconds
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valOut->mTime = CONVERT_FBX_TIME(time) * anim_fps;
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valOut->mTime = CONVERT_FBX_TIME(time);
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min_time = std::min(min_time, valOut->mTime);
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max_time = std::max(max_time, valOut->mTime);
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