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

Michael Roer Pedersen 7 gadi atpakaļ
vecāks
revīzija
fceeaa72f4
1 mainītis faili ar 9 papildinājumiem un 5 dzēšanām
  1. 9 5
      code/FBXExporter.cpp

+ 9 - 5
code/FBXExporter.cpp

@@ -980,9 +980,13 @@ aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene)
 
 int64_t to_ktime(double ticks, const aiAnimation* anim) {
     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 ()
@@ -2089,7 +2093,7 @@ void FBXExporter::WriteObjects ()
             // position/translation
             for (size_t ki = 0; ki < na->mNumPositionKeys; ++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);
                 yval.push_back(k.mValue.y);
                 zval.push_back(k.mValue.z);
@@ -2103,7 +2107,7 @@ void FBXExporter::WriteObjects ()
             times.clear(); xval.clear(); yval.clear(); zval.clear();
             for (size_t ki = 0; ki < na->mNumRotationKeys; ++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...
                 aiMatrix4x4 m(k.mValue.GetMatrix());
                 aiVector3D qs, qr, qt;
@@ -2121,7 +2125,7 @@ void FBXExporter::WriteObjects ()
             times.clear(); xval.clear(); yval.clear(); zval.clear();
             for (size_t ki = 0; ki < na->mNumScalingKeys; ++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);
                 yval.push_back(k.mValue.y);
                 zval.push_back(k.mValue.z);