mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-11 17:51:04 +00:00
Fix and clean up skeletal animation (#15722)
* Fix attachments lagging behind their parents (#14818) * Fix animation blending (#14817) * Bring back cool guy as another .x smoke test * Add .x mesh loader unittest * Do bounding box & matrix calculation at proper point in time * Remove obsolete `SAnimatedMesh`
This commit is contained in:
parent
0bb87eb1ff
commit
fde6384a09
40 changed files with 856 additions and 1388 deletions
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@ -3,9 +3,13 @@
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CAnimatedMeshSceneNode.h"
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#include "CBoneSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "S3DVertex.h"
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#include "Transform.h"
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#include "irrTypes.h"
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#include "matrix4.h"
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#include "os.h"
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#include "SkinnedMesh.h"
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#include "IDummyTransformationSceneNode.h"
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@ -17,6 +21,9 @@
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#include "IFileSystem.h"
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#include "quaternion.h"
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#include <algorithm>
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#include <cstddef>
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#include <optional>
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#include <cassert>
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namespace irr
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{
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@ -30,13 +37,13 @@ CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh *mesh,
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const core::vector3df &rotation,
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const core::vector3df &scale) :
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IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale),
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Mesh(0),
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Mesh(nullptr),
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StartFrame(0), EndFrame(0), FramesPerSecond(0.025f),
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CurrentFrameNr(0.f), LastTimeMs(0),
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TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
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JointMode(EJUOR_NONE), JointsUsed(false),
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JointsUsed(false),
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Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
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LoopCallBack(0), PassCount(0)
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PassCount(0)
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{
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setMesh(mesh);
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}
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@ -44,8 +51,6 @@ CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh *mesh,
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//! destructor
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CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
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{
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if (LoopCallBack)
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LoopCallBack->drop();
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if (Mesh)
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Mesh->drop();
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}
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@ -87,8 +92,7 @@ void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
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if (FramesPerSecond > 0.f) { // forwards...
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if (CurrentFrameNr > EndFrame)
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CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, EndFrame - StartFrame);
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} else // backwards...
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{
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} else { // backwards...
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if (CurrentFrameNr < StartFrame)
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CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, EndFrame - StartFrame);
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}
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@ -97,18 +101,9 @@ void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
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CurrentFrameNr += timeMs * FramesPerSecond;
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if (FramesPerSecond > 0.f) { // forwards...
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if (CurrentFrameNr > EndFrame) {
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CurrentFrameNr = EndFrame;
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if (LoopCallBack)
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LoopCallBack->OnAnimationEnd(this);
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}
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} else // backwards...
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{
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if (CurrentFrameNr < StartFrame) {
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CurrentFrameNr = StartFrame;
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if (LoopCallBack)
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LoopCallBack->OnAnimationEnd(this);
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}
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CurrentFrameNr = std::min(CurrentFrameNr, EndFrame);
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} else { // backwards...
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CurrentFrameNr = std::max(CurrentFrameNr, StartFrame);
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}
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}
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}
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@ -156,38 +151,18 @@ void CAnimatedMeshSceneNode::OnRegisterSceneNode()
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IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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{
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if (Mesh->getMeshType() != EAMT_SKINNED) {
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return Mesh->getMesh(getFrameNr());
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} else {
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// As multiple scene nodes may be sharing the same skinned mesh, we have to
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// re-animate it every frame to ensure that this node gets the mesh that it needs.
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SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
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if (JointMode == EJUOR_CONTROL) // write to mesh
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skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
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else
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skinnedMesh->animateMesh(getFrameNr());
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// Update the skinned mesh for the current joint transforms.
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skinnedMesh->skinMesh();
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if (JointMode == EJUOR_READ) { // read from mesh
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skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
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//---slow---
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for (u32 n = 0; n < JointChildSceneNodes.size(); ++n)
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if (JointChildSceneNodes[n]->getParent() == this) {
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JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); // temp, should be an option
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}
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}
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if (JointMode == EJUOR_CONTROL) {
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// For meshes other than EJUOR_CONTROL, this is done by calling animateMesh()
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skinnedMesh->updateBoundingBox();
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}
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return skinnedMesh;
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return Mesh;
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}
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// As multiple scene nodes may be sharing the same skinned mesh, we have to
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// re-animate it every frame to ensure that this node gets the mesh that it needs.
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auto *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
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// Matrices have already been calculated in OnAnimate
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skinnedMesh->skinMesh(PerJoint.GlobalMatrices);
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return skinnedMesh;
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}
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//! OnAnimate() is called just before rendering the whole scene.
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@ -201,7 +176,28 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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buildFrameNr(timeMs - LastTimeMs);
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LastTimeMs = timeMs;
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// This needs to be done on animate, which is called recursively *before*
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// anything is rendered so that the transformations of children are up to date
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animateJoints();
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// Copy old transforms *before* bone overrides have been applied.
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// TODO if there are no bone overrides or no animation blending, this is unnecessary.
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copyOldTransforms();
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if (OnAnimateCallback)
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OnAnimateCallback(timeMs / 1000.0f);
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IAnimatedMeshSceneNode::OnAnimate(timeMs);
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if (auto *skinnedMesh = dynamic_cast<SkinnedMesh*>(Mesh)) {
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for (u16 i = 0; i < PerJoint.SceneNodes.size(); ++i)
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PerJoint.GlobalMatrices[i] = PerJoint.SceneNodes[i]->getRelativeTransformation();
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assert(PerJoint.GlobalMatrices.size() == skinnedMesh->getJointCount());
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skinnedMesh->calculateGlobalMatrices(PerJoint.GlobalMatrices);
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Box = skinnedMesh->calculateBoundingBox(PerJoint.GlobalMatrices);
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} else {
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Box = Mesh->getBoundingBox();
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}
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}
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//! renders the node.
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++PassCount;
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scene::IMesh *m = getMeshForCurrentFrame();
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if (m) {
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Box = m->getBoundingBox();
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} else {
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#ifdef _DEBUG
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os::Printer::log("Animated Mesh returned no mesh to render.", ELL_WARNING);
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#endif
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return;
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}
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assert(m);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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@ -294,11 +282,12 @@ void CAnimatedMeshSceneNode::render()
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if (DebugDataVisible & scene::EDS_SKELETON) {
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if (Mesh->getMeshType() == EAMT_SKINNED) {
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// draw skeleton
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for (auto *joint : ((SkinnedMesh *)Mesh)->getAllJoints()) {
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for (const auto *childJoint : joint->Children) {
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driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
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childJoint->GlobalAnimatedMatrix.getTranslation(),
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const auto &joints = (static_cast<SkinnedMesh *>(Mesh))->getAllJoints();
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for (u16 i = 0; i < PerJoint.GlobalMatrices.size(); ++i) {
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const auto translation = PerJoint.GlobalMatrices[i].getTranslation();
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if (auto pjid = joints[i]->ParentJointID) {
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const auto parent_translation = PerJoint.GlobalMatrices[*pjid].getTranslation();
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driver->draw3DLine(parent_translation, translation,
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video::SColor(255, 51, 66, 255));
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}
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}
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@ -407,12 +396,12 @@ IBoneSceneNode *CAnimatedMeshSceneNode::getJointNode(const c8 *jointName)
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return 0;
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}
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if (JointChildSceneNodes.size() <= *number) {
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if (PerJoint.SceneNodes.size() <= *number) {
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os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
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return 0;
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}
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return JointChildSceneNodes[*number];
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return PerJoint.SceneNodes[*number];
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}
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//! Returns a pointer to a child node, which has the same transformation as
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checkJoints();
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if (JointChildSceneNodes.size() <= jointID) {
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if (PerJoint.SceneNodes.size() <= jointID) {
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os::Printer::log("Joint not loaded into node", ELL_WARNING);
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return 0;
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}
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return JointChildSceneNodes[jointID];
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return PerJoint.SceneNodes[jointID];
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}
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//! Gets joint count.
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@ -452,9 +441,9 @@ bool CAnimatedMeshSceneNode::removeChild(ISceneNode *child)
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{
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if (ISceneNode::removeChild(child)) {
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if (JointsUsed) { // stop weird bugs caused while changing parents as the joints are being created
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for (u32 i = 0; i < JointChildSceneNodes.size(); ++i) {
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if (JointChildSceneNodes[i] == child) {
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JointChildSceneNodes[i] = 0; // remove link to child
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for (u32 i = 0; i < PerJoint.SceneNodes.size(); ++i) {
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if (PerJoint.SceneNodes[i] == child) {
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PerJoint.SceneNodes[i] = 0; // remove link to child
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break;
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}
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}
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return Looping;
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}
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//! Sets a callback interface which will be called if an animation
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//! playback has ended. Set this to 0 to disable the callback again.
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void CAnimatedMeshSceneNode::setAnimationEndCallback(IAnimationEndCallBack *callback)
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{
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if (callback == LoopCallBack)
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return;
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if (LoopCallBack)
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LoopCallBack->drop();
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LoopCallBack = callback;
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if (LoopCallBack)
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LoopCallBack->grab();
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}
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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void CAnimatedMeshSceneNode::setReadOnlyMaterials(bool readonly)
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{
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// get materials and bounding box
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Box = Mesh->getBoundingBox();
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IMesh *m = Mesh->getMesh(0);
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if (m) {
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Materials.clear();
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Materials.reallocate(m->getMeshBufferCount());
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Materials.clear();
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Materials.reallocate(Mesh->getMeshBufferCount());
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for (u32 i = 0; i < m->getMeshBufferCount(); ++i) {
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IMeshBuffer *mb = m->getMeshBuffer(i);
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if (mb)
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Materials.push_back(mb->getMaterial());
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else
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Materials.push_back(video::SMaterial());
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}
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for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i) {
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IMeshBuffer *mb = Mesh->getMeshBuffer(i);
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if (mb)
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Materials.push_back(mb->getMaterial());
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else
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Materials.push_back(video::SMaterial());
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}
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// clean up joint nodes
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@ -556,14 +526,7 @@ void CAnimatedMeshSceneNode::updateAbsolutePosition()
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IAnimatedMeshSceneNode::updateAbsolutePosition();
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}
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//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
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void CAnimatedMeshSceneNode::setJointMode(E_JOINT_UPDATE_ON_RENDER mode)
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{
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checkJoints();
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JointMode = mode;
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}
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//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
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//! Sets the transition time in seconds (note: This needs to enable joints)
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//! you must call animateJoints(), or the mesh will not animate
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void CAnimatedMeshSceneNode::setTransitionTime(f32 time)
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{
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if (TransitionTime == ttime)
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return;
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TransitionTime = ttime;
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if (ttime != 0)
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setJointMode(EJUOR_CONTROL);
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else
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setJointMode(EJUOR_NONE);
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}
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//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
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@ -583,120 +542,104 @@ void CAnimatedMeshSceneNode::setRenderFromIdentity(bool enable)
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RenderFromIdentity = enable;
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}
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//! updates the joint positions of this mesh
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void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
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void CAnimatedMeshSceneNode::addJoints()
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{
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if (Mesh && Mesh->getMeshType() == EAMT_SKINNED) {
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checkJoints();
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const f32 frame = getFrameNr(); // old?
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const auto &joints = static_cast<SkinnedMesh*>(Mesh)->getAllJoints();
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PerJoint.setN(joints.size());
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PerJoint.SceneNodes.clear();
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PerJoint.SceneNodes.reserve(joints.size());
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for (size_t i = 0; i < joints.size(); ++i) {
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const auto *joint = joints[i];
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ISceneNode *parent = this;
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if (joint->ParentJointID)
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parent = PerJoint.SceneNodes.at(*joint->ParentJointID); // exists because of topo. order
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assert(parent);
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const auto *matrix = std::get_if<core::matrix4>(&joint->transform);
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PerJoint.SceneNodes.push_back(new CBoneSceneNode(
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parent, SceneManager, 0, i, joint->Name,
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matrix ? core::Transform{} : std::get<core::Transform>(joint->transform),
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matrix ? *matrix : std::optional<core::matrix4>{}));
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}
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}
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SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
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skinnedMesh->animateMesh(frame);
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skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
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//-----------------------------------------
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// Transition
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//-----------------------------------------
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if (Transiting != 0.f) {
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// Init additional matrices
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if (PretransitingSave.size() < JointChildSceneNodes.size()) {
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for (u32 n = PretransitingSave.size(); n < JointChildSceneNodes.size(); ++n)
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PretransitingSave.push_back(core::matrix4());
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}
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for (u32 n = 0; n < JointChildSceneNodes.size(); ++n) {
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//------Position------
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JointChildSceneNodes[n]->setPosition(
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core::lerp(
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PretransitingSave[n].getTranslation(),
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JointChildSceneNodes[n]->getPosition(),
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TransitingBlend));
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//------Rotation------
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// Code is slow, needs to be fixed up
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const core::quaternion RotationStart(PretransitingSave[n].getRotationRadians());
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const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation() * core::DEGTORAD);
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core::quaternion QRotation;
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QRotation.slerp(RotationStart, RotationEnd, TransitingBlend);
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core::vector3df tmpVector;
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QRotation.toEuler(tmpVector);
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tmpVector *= core::RADTODEG; // convert from radians back to degrees
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JointChildSceneNodes[n]->setRotation(tmpVector);
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//------Scale------
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// JointChildSceneNodes[n]->setScale(
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// core::lerp(
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// PretransitingSave[n].getScale(),
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// JointChildSceneNodes[n]->getScale(),
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// TransitingBlend));
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}
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void CAnimatedMeshSceneNode::updateJointSceneNodes(
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const std::vector<SkinnedMesh::SJoint::VariantTransform> &transforms)
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{
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for (size_t i = 0; i < transforms.size(); ++i) {
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const auto &transform = transforms[i];
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auto *node = static_cast<CBoneSceneNode*>(PerJoint.SceneNodes[i]);
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if (const auto *trs = std::get_if<core::Transform>(&transform)) {
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node->setTransform(*trs);
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// .x lets animations override matrix transforms entirely.
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node->Matrix = std::nullopt;
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} else {
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node->Matrix = std::get<core::matrix4>(transform);
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}
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}
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}
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if (CalculateAbsolutePositions) {
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//---slow---
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for (u32 n = 0; n < JointChildSceneNodes.size(); ++n) {
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if (JointChildSceneNodes[n]->getParent() == this) {
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JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); // temp, should be an option
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}
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//! updates the joint positions of this mesh
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void CAnimatedMeshSceneNode::animateJoints()
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{
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if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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return;
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checkJoints();
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SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
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if (!skinnedMesh->isStatic())
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updateJointSceneNodes(skinnedMesh->animateMesh(getFrameNr()));
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//-----------------------------------------
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// Transition
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//-----------------------------------------
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if (Transiting != 0.f) {
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for (u32 i = 0; i < PerJoint.SceneNodes.size(); ++i) {
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if (PerJoint.PreTransSaves[i]) {
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PerJoint.SceneNodes[i]->setTransform(PerJoint.PreTransSaves[i]->interpolate(
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PerJoint.SceneNodes[i]->getTransform(), TransitingBlend));
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}
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}
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}
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}
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/*!
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*/
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void CAnimatedMeshSceneNode::checkJoints()
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{
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if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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return;
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if (!JointsUsed) {
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for (u32 i = 0; i < JointChildSceneNodes.size(); ++i)
|
||||
removeChild(JointChildSceneNodes[i]);
|
||||
JointChildSceneNodes.clear();
|
||||
|
||||
// Create joints for SkinnedMesh
|
||||
((SkinnedMesh *)Mesh)->addJoints(JointChildSceneNodes, this, SceneManager);
|
||||
((SkinnedMesh *)Mesh)->recoverJointsFromMesh(JointChildSceneNodes);
|
||||
for (u32 i = 0; i < PerJoint.SceneNodes.size(); ++i)
|
||||
removeChild(PerJoint.SceneNodes[i]);
|
||||
addJoints();
|
||||
|
||||
JointsUsed = true;
|
||||
JointMode = EJUOR_READ;
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
*/
|
||||
void CAnimatedMeshSceneNode::copyOldTransforms()
|
||||
{
|
||||
for (u32 i = 0; i < PerJoint.SceneNodes.size(); ++i) {
|
||||
if (!PerJoint.SceneNodes[i]->Matrix) {
|
||||
PerJoint.PreTransSaves[i] = PerJoint.SceneNodes[i]->getTransform();
|
||||
} else {
|
||||
PerJoint.PreTransSaves[i] = std::nullopt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CAnimatedMeshSceneNode::beginTransition()
|
||||
{
|
||||
if (!JointsUsed)
|
||||
return;
|
||||
|
||||
if (TransitionTime != 0) {
|
||||
// Check the array is big enough
|
||||
if (PretransitingSave.size() < JointChildSceneNodes.size()) {
|
||||
for (u32 n = PretransitingSave.size(); n < JointChildSceneNodes.size(); ++n)
|
||||
PretransitingSave.push_back(core::matrix4());
|
||||
}
|
||||
|
||||
// Copy the position of joints
|
||||
for (u32 n = 0; n < JointChildSceneNodes.size(); ++n)
|
||||
PretransitingSave[n] = JointChildSceneNodes[n]->getRelativeTransformation();
|
||||
|
||||
Transiting = core::reciprocal((f32)TransitionTime);
|
||||
}
|
||||
TransitingBlend = 0.f;
|
||||
}
|
||||
|
||||
/*!
|
||||
*/
|
||||
ISceneNode *CAnimatedMeshSceneNode::clone(ISceneNode *newParent, ISceneManager *newManager)
|
||||
{
|
||||
if (!newParent)
|
||||
|
@ -722,19 +665,15 @@ ISceneNode *CAnimatedMeshSceneNode::clone(ISceneNode *newParent, ISceneManager *
|
|||
newNode->EndFrame = EndFrame;
|
||||
newNode->FramesPerSecond = FramesPerSecond;
|
||||
newNode->CurrentFrameNr = CurrentFrameNr;
|
||||
newNode->JointMode = JointMode;
|
||||
newNode->JointsUsed = JointsUsed;
|
||||
newNode->TransitionTime = TransitionTime;
|
||||
newNode->Transiting = Transiting;
|
||||
newNode->TransitingBlend = TransitingBlend;
|
||||
newNode->Looping = Looping;
|
||||
newNode->ReadOnlyMaterials = ReadOnlyMaterials;
|
||||
newNode->LoopCallBack = LoopCallBack;
|
||||
if (newNode->LoopCallBack)
|
||||
newNode->LoopCallBack->grab();
|
||||
newNode->PassCount = PassCount;
|
||||
newNode->JointChildSceneNodes = JointChildSceneNodes;
|
||||
newNode->PretransitingSave = PretransitingSave;
|
||||
newNode->PerJoint.SceneNodes = PerJoint.SceneNodes;
|
||||
newNode->PerJoint.PreTransSaves = PerJoint.PreTransSaves;
|
||||
newNode->RenderFromIdentity = RenderFromIdentity;
|
||||
|
||||
return newNode;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue