FBX animation export: Assimp animation time is already in seconds. Just convert to FBX time.

pull/1991/head
Michael Roer Pedersen 2018-05-31 15:07:00 +02:00
parent dd0d602681
commit fceeaa72f4
1 changed files with 9 additions and 5 deletions

View File

@ -980,9 +980,13 @@ aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene)
int64_t to_ktime(double ticks, const aiAnimation* anim) { int64_t to_ktime(double ticks, const aiAnimation* anim) {
if (anim->mTicksPerSecond <= 0) { if (anim->mTicksPerSecond <= 0) {
return static_cast<int64_t>(ticks) * FBX::SECOND; return static_cast<int64_t>(ticks * FBX::SECOND);
} }
return (static_cast<int64_t>(ticks) / static_cast<int64_t>(anim->mTicksPerSecond)) * FBX::SECOND; return (static_cast<int64_t>(ticks / anim->mTicksPerSecond * FBX::SECOND));
}
int64_t to_ktime(double time) {
return (static_cast<int64_t>(time * FBX::SECOND));
} }
void FBXExporter::WriteObjects () void FBXExporter::WriteObjects ()
@ -2089,7 +2093,7 @@ void FBXExporter::WriteObjects ()
// position/translation // position/translation
for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) { for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) {
const aiVectorKey& k = na->mPositionKeys[ki]; const aiVectorKey& k = na->mPositionKeys[ki];
times.push_back(to_ktime(k.mTime, anim)); times.push_back(to_ktime(k.mTime));
xval.push_back(k.mValue.x); xval.push_back(k.mValue.x);
yval.push_back(k.mValue.y); yval.push_back(k.mValue.y);
zval.push_back(k.mValue.z); zval.push_back(k.mValue.z);
@ -2103,7 +2107,7 @@ void FBXExporter::WriteObjects ()
times.clear(); xval.clear(); yval.clear(); zval.clear(); times.clear(); xval.clear(); yval.clear(); zval.clear();
for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) { for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) {
const aiQuatKey& k = na->mRotationKeys[ki]; const aiQuatKey& k = na->mRotationKeys[ki];
times.push_back(to_ktime(k.mTime, anim)); times.push_back(to_ktime(k.mTime));
// TODO: aiQuaternion method to convert to Euler... // TODO: aiQuaternion method to convert to Euler...
aiMatrix4x4 m(k.mValue.GetMatrix()); aiMatrix4x4 m(k.mValue.GetMatrix());
aiVector3D qs, qr, qt; aiVector3D qs, qr, qt;
@ -2121,7 +2125,7 @@ void FBXExporter::WriteObjects ()
times.clear(); xval.clear(); yval.clear(); zval.clear(); times.clear(); xval.clear(); yval.clear(); zval.clear();
for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) { for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) {
const aiVectorKey& k = na->mScalingKeys[ki]; const aiVectorKey& k = na->mScalingKeys[ki];
times.push_back(to_ktime(k.mTime, anim)); times.push_back(to_ktime(k.mTime));
xval.push_back(k.mValue.x); xval.push_back(k.mValue.x);
yval.push_back(k.mValue.y); yval.push_back(k.mValue.y);
zval.push_back(k.mValue.z); zval.push_back(k.mValue.z);