234 lines
9.4 KiB
C++
234 lines
9.4 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file SceneAnimator.cpp
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* @brief Implementation of the utility class SceneAnimator
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*/
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#include "assimp_view.h"
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using namespace AssimpView;
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const aiMatrix4x4 IdentityMatrix;
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// ------------------------------------------------------------------------------------------------
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// Constructor for a given scene.
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SceneAnimator::SceneAnimator( const aiScene* pScene, size_t pAnimIndex)
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: mScene( pScene )
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, mCurrentAnimIndex( -1 )
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, mAnimEvaluator( nullptr )
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, mRootNode( nullptr ) {
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// build the nodes-for-bones table
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
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const aiMesh* mesh = pScene->mMeshes[i];
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for (unsigned int n = 0; n < mesh->mNumBones;++n) {
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const aiBone* bone = mesh->mBones[n];
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mBoneNodesByName[bone->mName.data] = pScene->mRootNode->FindNode(bone->mName);
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}
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}
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// changing the current animation also creates the node tree for this animation
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SetAnimIndex( pAnimIndex);
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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SceneAnimator::~SceneAnimator() {
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delete mRootNode;
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delete mAnimEvaluator;
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}
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// ------------------------------------------------------------------------------------------------
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// Sets the animation to use for playback.
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void SceneAnimator::SetAnimIndex( size_t pAnimIndex) {
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// no change
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if (pAnimIndex == static_cast<unsigned int>( mCurrentAnimIndex ) ) {
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return;
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}
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// kill data of the previous anim
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delete mRootNode; mRootNode = nullptr;
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delete mAnimEvaluator; mAnimEvaluator = nullptr;
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mNodesByName.clear();
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mCurrentAnimIndex = static_cast<int>( pAnimIndex );
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// create the internal node tree. Do this even in case of invalid animation index
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// so that the transformation matrices are properly set up to mimic the current scene
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mRootNode = CreateNodeTree( mScene->mRootNode, nullptr);
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// invalid anim index
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if (static_cast<unsigned int>( mCurrentAnimIndex )>= mScene->mNumAnimations) {
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return;
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}
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// create an evaluator for this animation
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mAnimEvaluator = new AnimEvaluator( mScene->mAnimations[mCurrentAnimIndex]);
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}
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// ------------------------------------------------------------------------------------------------
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// Calculates the node transformations for the scene.
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void SceneAnimator::Calculate( double pTime) {
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// invalid anim
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if (!mAnimEvaluator) {
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return;
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}
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// calculate current local transformations
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mAnimEvaluator->Evaluate( pTime);
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// and update all node transformations with the results
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UpdateTransforms( mRootNode, mAnimEvaluator->GetTransformations());
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}
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// ------------------------------------------------------------------------------------------------
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// Retrieves the most recent local transformation matrix for the given node.
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const aiMatrix4x4& SceneAnimator::GetLocalTransform( const aiNode* node) const {
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NodeMap::const_iterator it = mNodesByName.find( node);
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if (it == mNodesByName.end()) {
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return IdentityMatrix;
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}
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return it->second->mLocalTransform;
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}
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// ------------------------------------------------------------------------------------------------
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// Retrieves the most recent global transformation matrix for the given node.
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const aiMatrix4x4& SceneAnimator::GetGlobalTransform( const aiNode* node) const {
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NodeMap::const_iterator it = mNodesByName.find( node);
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if (it == mNodesByName.end()) {
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return IdentityMatrix;
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}
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return it->second->mGlobalTransform;
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}
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// ------------------------------------------------------------------------------------------------
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// Calculates the bone matrices for the given mesh.
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const std::vector<aiMatrix4x4>& SceneAnimator::GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex /* = 0 */) {
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ai_assert( pMeshIndex < pNode->mNumMeshes);
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size_t meshIndex = pNode->mMeshes[pMeshIndex];
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ai_assert( meshIndex < mScene->mNumMeshes);
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const aiMesh* mesh = mScene->mMeshes[meshIndex];
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// resize array and initialize it with identity matrices
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mTransforms.resize( mesh->mNumBones, aiMatrix4x4());
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// calculate the mesh's inverse global transform
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aiMatrix4x4 globalInverseMeshTransform = GetGlobalTransform( pNode);
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globalInverseMeshTransform.Inverse();
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// Bone matrices transform from mesh coordinates in bind pose to mesh coordinates in skinned pose
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// Therefore the formula is offsetMatrix * currentGlobalTransform * inverseCurrentMeshTransform
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for( size_t a = 0; a < mesh->mNumBones; ++a) {
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const aiBone* bone = mesh->mBones[a];
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const aiMatrix4x4& currentGlobalTransform = GetGlobalTransform( mBoneNodesByName[ bone->mName.data ]);
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mTransforms[a] = globalInverseMeshTransform * currentGlobalTransform * bone->mOffsetMatrix;
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}
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// and return the result
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return mTransforms;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively creates an internal node structure matching the current scene and animation.
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SceneAnimNode* SceneAnimator::CreateNodeTree( aiNode* pNode, SceneAnimNode* pParent) {
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// create a node
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SceneAnimNode* internalNode = new SceneAnimNode( pNode->mName.data);
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internalNode->mParent = pParent;
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mNodesByName[pNode] = internalNode;
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// copy its transformation
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internalNode->mLocalTransform = pNode->mTransformation;
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CalculateGlobalTransform( internalNode);
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// find the index of the animation track affecting this node, if any
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if(static_cast<unsigned int>( mCurrentAnimIndex ) < mScene->mNumAnimations) {
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internalNode->mChannelIndex = -1;
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const aiAnimation* currentAnim = mScene->mAnimations[mCurrentAnimIndex];
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for( unsigned int a = 0; a < currentAnim->mNumChannels; a++) {
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if( currentAnim->mChannels[a]->mNodeName.data == internalNode->mName) {
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internalNode->mChannelIndex = a;
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break;
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}
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}
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}
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// continue for all child nodes and assign the created internal nodes as our children
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for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
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SceneAnimNode* childNode = CreateNodeTree( pNode->mChildren[a], internalNode);
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internalNode->mChildren.push_back( childNode);
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}
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return internalNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively updates the internal node transformations from the given matrix array
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void SceneAnimator::UpdateTransforms( SceneAnimNode* pNode, const std::vector<aiMatrix4x4>& pTransforms) {
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// update node local transform
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if( pNode->mChannelIndex != -1) {
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ai_assert(static_cast<unsigned int>( pNode->mChannelIndex ) < pTransforms.size());
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pNode->mLocalTransform = pTransforms[pNode->mChannelIndex];
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}
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// update global transform as well
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CalculateGlobalTransform( pNode);
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// continue for all children
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for (std::vector<SceneAnimNode*>::iterator it = pNode->mChildren.begin(); it != pNode->mChildren.end(); ++it) {
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UpdateTransforms(*it, pTransforms);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Calculates the global transformation matrix for the given internal node
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void SceneAnimator::CalculateGlobalTransform( SceneAnimNode* pInternalNode) {
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// concatenate all parent transforms to get the global transform for this node
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pInternalNode->mGlobalTransform = pInternalNode->mLocalTransform;
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SceneAnimNode* node = pInternalNode->mParent;
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while( node) {
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pInternalNode->mGlobalTransform = node->mLocalTransform * pInternalNode->mGlobalTransform;
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node = node->mParent;
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}
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}
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