Exemple #1
0
void animateArmature(MArmature * armature, MArmatureAnim * armatureAnim, float t)
{
	MObject3dAnim * bonesAnim = armatureAnim->getBonesAnim();

	MVector3 position;
	MVector3 scale;
	MQuaternion rotation;

	unsigned int b;
	unsigned int bSize = armatureAnim->getBonesAnimNumber();
	for (b = 0; b < bSize; b++)
	{
		MOBone * bone = armature->getBone(b);
		
		// position
		if(animateVector3(bonesAnim->getPositionKeys(), bonesAnim->getPositionKeysNumber(), t, &position))
			bone->setPosition(position);

		// scale
		if(animateVector3(bonesAnim->getScaleKeys(), bonesAnim->getScaleKeysNumber(), t, &scale))
			bone->setScale(scale);

		// rotation
		if(animateQuaternion(bonesAnim->getRotationKeys(), bonesAnim->getRotationKeysNumber(), t, &rotation))
			bone->setRotation(rotation);

		bonesAnim++;
	}

	armature->processBonesLinking();
	armature->updateBonesSkinMatrix();
}
Exemple #2
0
void animateMaterials(MMesh * mesh, MMaterialsAnim * materialsAnim, float t)
{
    M_PROFILE_SCOPE(animateMaterials);
	MMaterialAnim * matAnim = materialsAnim->getMaterialsAnim();

	float opacity;
	float shininess;
	float customValue;
	MVector3 diffuse;
	MVector3 specular;
	MVector3 emit;
	MVector3 customColor;

	unsigned int m;
	unsigned int mSize = materialsAnim->getMaterialsAnimNumber();
	for (m = 0; m < mSize; m++)
	{
		MMaterial * material = mesh->getMaterial(m);
		
		// opacity
		if(animateFloat(matAnim->getOpacityKeys(), matAnim->getOpacityKeysNumber(), t, &opacity))
			material->setOpacity(opacity);

		// shininess
		if(animateFloat(matAnim->getShininessKeys(), matAnim->getShininessKeysNumber(), t, &shininess))
			material->setShininess(shininess);

		// customValue
		if(animateFloat(matAnim->getCustomValueKeys(), matAnim->getCustomValueKeysNumber(), t, &customValue))
			material->setCustomValue(customValue);

		// diffuse
		if(animateVector3(matAnim->getDiffuseKeys(), matAnim->getDiffuseKeysNumber(), t, &diffuse))
			material->setDiffuse(diffuse);

		// specular
		if(animateVector3(matAnim->getSpecularKeys(), matAnim->getSpecularKeysNumber(), t, &specular))
			material->setSpecular(specular);

		// emit
		if(animateVector3(matAnim->getEmitKeys(), matAnim->getEmitKeysNumber(), t, &emit))
			material->setEmit(emit);

		// customColor
		if(animateVector3(matAnim->getCustomColorKeys(), matAnim->getCustomColorKeysNumber(), t, &customColor))
			material->setCustomColor(customColor);

		matAnim++;
	}
}