diff --git a/tools/assimp_view/AnimEvaluator.cpp b/tools/assimp_view/AnimEvaluator.cpp index df7bacb5c..0d6c7c75a 100644 --- a/tools/assimp_view/AnimEvaluator.cpp +++ b/tools/assimp_view/AnimEvaluator.cpp @@ -81,7 +81,7 @@ void AnimEvaluator::Evaluate( double pTime) { // Look for present frame number. Search from last position if time is after the last time, else from beginning // Should be much quicker than always looking from start for the average use case. - unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<0>() : 0; + unsigned int frame = (time >= mLastTime) ? std::get<0>(mLastPositions[a]) : 0; while( frame < channel->mNumPositionKeys - 1) { if( time < channel->mPositionKeys[frame+1].mTime) @@ -105,14 +105,14 @@ void AnimEvaluator::Evaluate( double pTime) presentPosition = key.mValue; } - mLastPositions[a].get<0>() = frame; + std::get<0>(mLastPositions[a]) = frame; } // ******** Rotation ********* aiQuaternion presentRotation( 1, 0, 0, 0); if( channel->mNumRotationKeys > 0) { - unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<1>() : 0; + unsigned int frame = (time >= mLastTime) ? std::get<1>(mLastPositions[a]) : 0; while( frame < channel->mNumRotationKeys - 1) { if( time < channel->mRotationKeys[frame+1].mTime) @@ -136,14 +136,14 @@ void AnimEvaluator::Evaluate( double pTime) presentRotation = key.mValue; } - mLastPositions[a].get<1>() = frame; + std::get<1>(mLastPositions[a]) = frame; } // ******** Scaling ********** aiVector3D presentScaling( 1, 1, 1); if( channel->mNumScalingKeys > 0) { - unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<2>() : 0; + unsigned int frame = (time >= mLastTime) ? std::get<2>(mLastPositions[a]) : 0; while( frame < channel->mNumScalingKeys - 1) { if( time < channel->mScalingKeys[frame+1].mTime) @@ -153,7 +153,7 @@ void AnimEvaluator::Evaluate( double pTime) // TODO: (thom) interpolation maybe? This time maybe even logarithmic, not linear presentScaling = channel->mScalingKeys[frame].mValue; - mLastPositions[a].get<2>() = frame; + std::get<2>(mLastPositions[a]) = frame; } // build a transformation matrix from it