- BVH-Loader more or less final now. Reads motion capturing date which plays fine in the viewer, just mirrored ATM.
- Fixed RH->LH conversion, now correctly exchanging Y and Z axis. WARNING: this might propably break face orientations and stuff... I'm to revisit this in the next days. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@227 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
6ee05b6238
commit
c25e576a01
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@ -435,20 +435,18 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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{
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poskey->mTime = double( fr);
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poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 0];
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poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 1];
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poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 2];
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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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++poskey;
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}
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} else
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{
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// if no translation part is given, put a default sequence
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aiVector3D nodePos( node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
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nodeAnim->mNumPositionKeys = 2;
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nodeAnim->mPositionKeys = new aiVectorKey[2];
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nodeAnim->mNumPositionKeys = 1;
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nodeAnim->mPositionKeys = new aiVectorKey[1];
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nodeAnim->mPositionKeys[0].mTime = 0.0;
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nodeAnim->mPositionKeys[0].mValue = nodePos;
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nodeAnim->mPositionKeys[1].mTime = anim->mDuration;
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nodeAnim->mPositionKeys[1].mValue = nodePos;
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}
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// rotation part. Always present. First find value offsets
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@ -485,9 +483,9 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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float angleY = 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::RotationZ( angleZ, temp); rotMatrix *= aiMatrix3x3( temp);
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aiMatrix4x4::RotationX( angleX, temp); rotMatrix *= aiMatrix3x3( temp);
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aiMatrix4x4::RotationY( angleY, temp); rotMatrix *= aiMatrix3x3( temp);
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aiMatrix4x4::RotationZ( angleZ, temp); rotMatrix *= aiMatrix3x3( temp);
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rotkey->mTime = double( fr);
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rotkey->mValue = aiQuaternion( rotMatrix);
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@ -497,12 +495,10 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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// scaling part. Always just a default track
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{
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nodeAnim->mNumScalingKeys = 2;
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nodeAnim->mScalingKeys = new aiVectorKey[2];
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nodeAnim->mNumScalingKeys = 1;
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nodeAnim->mScalingKeys = new aiVectorKey[1];
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nodeAnim->mScalingKeys[0].mTime = 0.0;
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nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f);
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nodeAnim->mScalingKeys[1].mTime = anim->mDuration;
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nodeAnim->mScalingKeys[1].mValue.Set( 1.0f, 1.0f, 1.0f);
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}
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}
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}
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@ -51,11 +51,11 @@ using namespace Assimp;
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// The transformation matrix to convert from DirectX coordinates to OpenGL coordinates.
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const aiMatrix3x3 Assimp::ConvertToLHProcess::sToOGLTransform(
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f
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);
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// The transformation matrix to convert from OpenGL coordinates to DirectX coordinates.
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const aiMatrix3x3 Assimp::ConvertToLHProcess::sToDXTransform(
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f
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);
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// ------------------------------------------------------------------------------------------------
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@ -145,7 +145,7 @@ void ConvertToLHProcess::Execute( aiScene* pScene)
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for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
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{
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aiAnimation* anim = pScene->mAnimations[a];
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for( unsigned int b = 0; b < anim->mNumChannels; b++)
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for( unsigned int b = 0; b < anim->mNumChannels; b++)
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{
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aiNodeAnim* nodeAnim = anim->mChannels[b];
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if( strcmp( nodeAnim->mNodeName.data, pScene->mRootNode->mName.data) == 0)
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@ -193,6 +193,7 @@ void ConvertToLHProcess::ProcessAnimation( aiNodeAnim* pAnim)
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for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
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ConvertToDX( pAnim->mPositionKeys[a].mValue);
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return;
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// rotation keys
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for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
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{
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@ -212,13 +213,13 @@ void ConvertToLHProcess::ConvertToOGL( aiVector3D& poVector)
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// ------------------------------------------------------------------------------------------------
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void ConvertToLHProcess::ConvertToOGL( aiMatrix3x3& poMatrix)
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{
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poMatrix *= sToOGLTransform;
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poMatrix = sToOGLTransform * poMatrix;
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertToLHProcess::ConvertToOGL( aiMatrix4x4& poMatrix)
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{
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poMatrix *= aiMatrix4x4( sToOGLTransform);
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poMatrix = aiMatrix4x4( sToOGLTransform) * poMatrix;
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}
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// ------------------------------------------------------------------------------------------------
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@ -231,12 +232,11 @@ void ConvertToLHProcess::ConvertToDX( aiVector3D& poVector)
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// ------------------------------------------------------------------------------------------------
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void ConvertToLHProcess::ConvertToDX( aiMatrix3x3& poMatrix)
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{
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poMatrix *= sToDXTransform;
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poMatrix = sToDXTransform * poMatrix;
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertToLHProcess::ConvertToDX( aiMatrix4x4& poMatrix)
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{
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aiMatrix4x4 temp(sToDXTransform);
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poMatrix *= temp;
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poMatrix = aiMatrix4x4(sToDXTransform) * poMatrix;
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}
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