Merge pull request #1403 from kebby/fbx_anim_fix
FBX importer: Use actual min/max of anim keys when start/stop time is missingpull/1405/head
commit
ce9c8a4efc
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@ -2368,8 +2368,13 @@ void Converter::ConvertAnimationStack( const AnimationStack& st )
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int64_t start_time = st.LocalStart();
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int64_t stop_time = st.LocalStop();
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double start_timeF = CONVERT_FBX_TIME( start_time );
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double stop_timeF = CONVERT_FBX_TIME( stop_time );
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bool has_local_startstop = start_time != 0 || stop_time != 0;
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if ( !has_local_startstop ) {
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// no time range given, so accept every keyframe and use the actual min/max time
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// the numbers are INT64_MIN/MAX, the 20000 is for safety because GenerateNodeAnimations uses an epsilon of 10000
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start_time = -9223372036854775807ll + 20000;
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stop_time = 9223372036854775807ll - 20000;
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}
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try {
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for( const NodeMap::value_type& kv : node_map ) {
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@ -2401,27 +2406,23 @@ void Converter::ConvertAnimationStack( const AnimationStack& st )
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return;
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}
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//adjust relative timing for animation
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{
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double start_fps = start_timeF * anim_fps;
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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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for ( unsigned int c = 0; c < anim->mNumChannels; c++ )
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{
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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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aiNodeAnim* channel = anim->mChannels[ c ];
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for ( uint32_t i = 0; i < channel->mNumPositionKeys; i++ )
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channel->mPositionKeys[ i ].mTime -= start_fps;
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channel->mPositionKeys[ i ].mTime -= start_time_fps;
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for ( uint32_t i = 0; i < channel->mNumRotationKeys; i++ )
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channel->mRotationKeys[ i ].mTime -= start_fps;
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channel->mRotationKeys[ i ].mTime -= start_time_fps;
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for ( uint32_t i = 0; i < channel->mNumScalingKeys; i++ )
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channel->mScalingKeys[ i ].mTime -= start_fps;
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}
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max_time -= min_time;
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channel->mScalingKeys[ i ].mTime -= start_time_fps;
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}
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// for some mysterious reason, mDuration is simply the maximum key -- the
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// validator always assumes animations to start at zero.
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anim->mDuration = ( stop_timeF - start_timeF ) * anim_fps;
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anim->mDuration = stop_time_fps - start_time_fps;
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anim->mTicksPerSecond = anim_fps;
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}
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