// If yes, then reference the existing corresponding accessor.
// Otherwise, add to the buffer and create a new accessor.
+ size_t counts[3] = {
+ nodeChannel->mNumPositionKeys,
+ nodeChannel->mNumScalingKeys,
+ nodeChannel->mNumRotationKeys,
+ };
+ size_t numKeyframes = 1;
+ for (int i = 0; i < 3; ++i) {
+ if (counts[i] > numKeyframes) {
+ numKeyframes = counts[i];
+ }
+ }
+
//-------------------------------------------------------
// Extract TIME parameter data.
// Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys.
if(nodeChannel->mNumPositionKeys > 0) {
typedef float TimeType;
std::vector<TimeType> timeData;
- timeData.resize(nodeChannel->mNumPositionKeys);
- for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
- timeData[i] = nodeChannel->mPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t()
+ timeData.resize(numKeyframes);
+ for (size_t i = 0; i < numKeyframes; ++i) {
+ size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
+ // Check if we have to cast type here. e.g. uint16_t()
+ timeData[i] = nodeChannel->mPositionKeys[frameIndex].mTime;
}
- Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
+ Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, numKeyframes, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
}
//-------------------------------------------------------
// Extract translation parameter data
if(nodeChannel->mNumPositionKeys > 0) {
- C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys];
- for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
- translationData[i] = nodeChannel->mPositionKeys[i].mValue;
+ C_STRUCT aiVector3D* translationData = new aiVector3D[numKeyframes];
+ for (size_t i = 0; i < numKeyframes; ++i) {
+ size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
+ translationData[i] = nodeChannel->mPositionKeys[frameIndex].mValue;
}
- Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, numKeyframes, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if ( tranAccessor ) {
animRef->Parameters.translation = tranAccessor;
}
//-------------------------------------------------------
// Extract scale parameter data
if(nodeChannel->mNumScalingKeys > 0) {
- C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys];
- for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) {
- scaleData[i] = nodeChannel->mScalingKeys[i].mValue;
+ C_STRUCT aiVector3D* scaleData = new aiVector3D[numKeyframes];
+ for (size_t i = 0; i < numKeyframes; ++i) {
+ size_t frameIndex = i * nodeChannel->mNumScalingKeys / numKeyframes;
+ scaleData[i] = nodeChannel->mScalingKeys[frameIndex].mValue;
}
- Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, numKeyframes, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if ( scaleAccessor ) {
animRef->Parameters.scale = scaleAccessor;
}
//-------------------------------------------------------
// Extract rotation parameter data
if(nodeChannel->mNumRotationKeys > 0) {
- vec4* rotationData = new vec4[nodeChannel->mNumRotationKeys];
- for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
- rotationData[i][0] = nodeChannel->mRotationKeys[i].mValue.x;
- rotationData[i][1] = nodeChannel->mRotationKeys[i].mValue.y;
- rotationData[i][2] = nodeChannel->mRotationKeys[i].mValue.z;
- rotationData[i][3] = nodeChannel->mRotationKeys[i].mValue.w;
+ vec4* rotationData = new vec4[numKeyframes];
+ for (size_t i = 0; i < numKeyframes; ++i) {
+ size_t frameIndex = i * nodeChannel->mNumRotationKeys / numKeyframes;
+ rotationData[i][0] = nodeChannel->mRotationKeys[frameIndex].mValue.x;
+ rotationData[i][1] = nodeChannel->mRotationKeys[frameIndex].mValue.y;
+ rotationData[i][2] = nodeChannel->mRotationKeys[frameIndex].mValue.z;
+ rotationData[i][3] = nodeChannel->mRotationKeys[frameIndex].mValue.w;
}
- Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
+ Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, numKeyframes, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if ( rotAccessor ) {
animRef->Parameters.rotation = rotAccessor;
}