bool ColladaSceneNode::IsAnimated(FCDSceneNode * originalNode)
{
	for (int t = 0; t < (int)originalNode->GetTransformCount(); ++t)
	{
		FCDTransform * transform = originalNode->GetTransform(t);
		if (transform->IsAnimated()) // process all animations to make CalculateWorldTransform work
		{
			return true;
		}
		if (transform->GetType() == FCDTransform::TRANSLATION)
		{
			FCDTTranslation * translation = dynamic_cast<FCDTTranslation*>(transform);
			if (translation->IsAnimated()) 
			{
				return true;
			}
		}else if (transform->GetType() == FCDTransform::ROTATION)
		{
			FCDTRotation * rotation = dynamic_cast<FCDTRotation*>(transform);
			if (rotation->IsAnimated()) 
			{
				return true;
			}
		}
	}
	return false;
}
示例#2
0
bool FArchiveXML::LoadTransformTranslation(FCDObject* object, xmlNode* node)
{
	FCDTTranslation* tTranslation = (FCDTTranslation*)object;

	const char* content = FUDaeParser::ReadNodeContentDirect(node);
	FloatList factors;
	factors.reserve(3);
	FUStringConversion::ToFloatList(content, factors);
	if (factors.size() != 3) return false;
	
	tTranslation->SetTranslation(factors[0], factors[1], factors[2]);
	FArchiveXML::LoadAnimatable(&tTranslation->GetTranslation(), node);
	
	tTranslation->SetDirtyFlag();
	return true;
}	
FMMatrix44 ColladaSceneNode::CalculateTransformForTime(FCDSceneNode * originalNode, float32 time)
{
	FMMatrix44 colladaLocalMatrix;
	colladaLocalMatrix = FMMatrix44::Identity;// = FMMatrix44::Identity(); 
	
	for (int t = 0; t < (int)originalNode->GetTransformCount(); ++t)
	{
		FCDTransform * transform = originalNode->GetTransform(t);
		if (transform->IsAnimated()) // process all animations to make CalculateWorldTransform work
		{
			FCDAnimated * animated = transform->GetAnimated();
			animated->Evaluate(time);
		}
		
		if (transform->GetType() == FCDTransform::TRANSLATION)
		{
			FCDTTranslation * translation = dynamic_cast<FCDTTranslation*>(transform);
			FMVector3 point = FMVector3(0.0f, 0.0f, 0.0f);
			point = translation->GetTranslation();
			if (transform->IsAnimated()) 
			{
				FCDAnimationCurve* curve;
				
				// look for x animation
				curve = transform->GetAnimated()->FindCurve(".X");
				if (curve != 0) 
					point.x = curve->Evaluate(time);
					
				// look for y animation
				curve = transform->GetAnimated()->FindCurve(".Y");
				if (curve != 0) 
					point.y = curve->Evaluate(time);
						
				// look for z animation
				curve = transform->GetAnimated()->FindCurve(".Z");
				if (curve != 0) 
					point.z = curve->Evaluate(time);
			}
			colladaLocalMatrix = colladaLocalMatrix * FMMatrix44::TranslationMatrix(point);
		}else if (transform->GetType() == FCDTransform::ROTATION)
		{
			FCDTRotation * rotation = dynamic_cast<FCDTRotation*>(transform);
			FMVector3 axis = FMVector3(0.0f, 0.0f, 0.0f);
			float angle = 0;
			axis = rotation->GetAxis();
			angle = rotation->GetAngle();
			
			if (rotation->IsAnimated()) 
			{
				FCDAnimationCurve* curve;
				
				// look for x animation
				curve = rotation->GetAnimated()->FindCurve(".X");
				if (curve != 0) 
					axis.x = curve->Evaluate(time);
					
				// look for y animation
				curve = rotation->GetAnimated()->FindCurve(".Y");
				if (curve != 0) 
					axis.y = curve->Evaluate(time);
						
				// look for z animation
				curve = rotation->GetAnimated()->FindCurve(".Z");
				if (curve != 0) 
					axis.z = curve->Evaluate(time);
							
							// look for z animation
				curve = rotation->GetAnimated()->FindCurve(".ANGLE");
				if (curve != 0) 
					angle = curve->Evaluate(time);
			}
			colladaLocalMatrix = colladaLocalMatrix * FMMatrix44::AxisRotationMatrix(axis, angle * PI / 180.0f);
		}else
		{
			colladaLocalMatrix = colladaLocalMatrix * transform->ToMatrix();
		}
		
	}
	return colladaLocalMatrix;
}