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Animation.cpp
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66 lines (53 loc) · 1.85 KB
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#include "precomp.h"
#include "Animation.h"
#include "AnimatedMesh.h"
Framework::Animation::Animation(const aiAnimation* animation, const aiScene* scene, AnimatedMesh& mesh) :
mMadeForMesh(mesh)
{
mDuration = static_cast<float>(animation->mDuration);
mTicksPerSeconds = static_cast<float>(animation->mTicksPerSecond);
ReadMissingBones(animation, mesh);
ReadHeirarchyData(mRootNode, scene->mRootNode);
}
const Framework::Bone* Framework::Animation::FindBone(const std::string& name) const
{
auto iter = std::find_if(mBones.begin(), mBones.end(),
[&](const Bone& Bone)
{
return Bone.GetBoneName() == name;
}
);
if (iter == mBones.end()) return {};
else return &(*iter);
}
void Framework::Animation::ReadMissingBones(const aiAnimation* animation, AnimatedMesh& mesh)
{
uint size = animation->mNumChannels;
std::unordered_map<std::string, AnimatedMesh::BoneData>& boneLookUp = mesh.GetBoneLookUp();
for (uint i = 0; i < size; i++)
{
aiNodeAnim* channel = animation->mChannels[i];
const std::string boneName = channel->mNodeName.C_Str();
auto boneIt = boneLookUp.find(boneName);
assert(boneIt != boneLookUp.end());
mBones.emplace_back(channel->mNodeName.data, boneIt->second.mIndex, channel);
mBones.back().SetOffset(&boneIt->second.mOffset);
}
}
void Framework::Animation::ReadHeirarchyData(AssimpNodeData& dest, const aiNode* src)
{
assert(src);
dest.mName = src->mName.data;
dest.mTransformMatrix = Math::ToGLM(src->mTransformation);
const Bone* bone = FindBone(dest.mName);
if (bone != nullptr)
{
dest.mBone = bone;
}
for (uint i = 0; i < src->mNumChildren; i++)
{
AssimpNodeData newData;
ReadHeirarchyData(newData, src->mChildren[i]);
dest.mChildren.push_back(newData);
}
}