Ogre: Animation Bug fixed (they seem to work now)

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1204 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/5/head
jonathanklein 2012-03-18 13:04:11 +00:00
parent 861974f05c
commit d9b8db78cd
1 changed files with 17 additions and 15 deletions

View File

@ -175,7 +175,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
//--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
BOOST_FOREACH(Bone theBone, Bones)
BOOST_FOREACH(Bone &theBone, Bones)
{
if(-1==theBone.ParentId) //the bone is a root bone
{
@ -294,14 +294,13 @@ void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const st
//Createt the assimp bone hierarchy
DefaultLogger::get()->debug("Root Bones");
vector<aiNode*> RootBoneNodes;
BOOST_FOREACH(Bone theBone, Bones)
{
if(-1==theBone.ParentId) //the bone is a root bone
{
DefaultLogger::get()->debug(theBone.Name);
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));//which will recursily add all other nodes
//which will recursily add all other nodes
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));
}
}
@ -335,21 +334,21 @@ void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const st
aiNodeAnim* NewNodeAnim=new aiNodeAnim();
NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
//we need this, to acces the bones default pose, which we need to make keys absolute
//we need this, to acces the bones default pose, which we need to make keys absolute to the default bone pose
vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
aiMatrix4x4 t0, t1;
aiMatrix4x4 DefBonePose=aiMatrix4x4::Translation(CurBone->Position, t1)
* aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
* aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
//Create the keyframe arrays...
unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
NewNodeAnim->mNumPositionKeys=KeyframeCount;
NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
NewNodeAnim->mNumRotationKeys=KeyframeCount;
NewNodeAnim->mNumScalingKeys =KeyframeCount;
NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
NewNodeAnim->mNumScalingKeys=KeyframeCount;
NewNodeAnim->mScalingKeys=new aiVectorKey[KeyframeCount];
NewNodeAnim->mScalingKeys =new aiVectorKey[KeyframeCount];
//...and fill them
for(unsigned int k=0; k<KeyframeCount; ++k)
@ -357,9 +356,10 @@ void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const st
aiMatrix4x4 t2, t3;
//Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
aiMatrix4x4 PoseToKey=aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2) //scale
aiMatrix4x4 PoseToKey=
aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3) //pos
* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
* aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3); //pos
* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
//calculate the complete transformation from world space to bone space
@ -371,14 +371,15 @@ void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const st
CompleteTransform.Decompose(Scale, Rot, Pos);
double Time=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mPositionKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mPositionKeys[k].mTime=Time;
NewNodeAnim->mPositionKeys[k].mValue=Pos;
NewNodeAnim->mRotationKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mRotationKeys[k].mTime=Time;
NewNodeAnim->mRotationKeys[k].mValue=Rot;
NewNodeAnim->mScalingKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mScalingKeys[k].mTime=Time;
NewNodeAnim->mScalingKeys[k].mValue=Scale;
}
@ -436,8 +437,9 @@ void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
}
else
{
BoneToWorldSpace=Bones[ParentId].BoneToWorldSpace*Transf;
BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace;
}
//and recursivly for all children:
BOOST_FOREACH(int theChildren, Children)