| 29 | } |
| 30 | |
| 31 | bool Load(Animation* animation, Stream& stream, const AnimationParams& /*parameters*/) |
| 32 | { |
| 33 | ///TODO: Utiliser les paramètres |
| 34 | MD5AnimParser parser(stream); |
| 35 | |
| 36 | if (!parser.Parse()) |
| 37 | { |
| 38 | NazaraError("MD5Anim parser failed"); |
| 39 | return false; |
| 40 | } |
| 41 | |
| 42 | const MD5AnimParser::Frame* frames = parser.GetFrames(); |
| 43 | UInt32 frameCount = parser.GetFrameCount(); |
| 44 | UInt32 frameRate = parser.GetFrameRate(); |
| 45 | const MD5AnimParser::Joint* joints = parser.GetJoints(); |
| 46 | UInt32 jointCount = parser.GetJointCount(); |
| 47 | |
| 48 | // À ce stade, nous sommes censés avoir assez d'informations pour créer l'animation |
| 49 | animation->CreateSkeletal(frameCount, jointCount); |
| 50 | |
| 51 | Sequence sequence; |
| 52 | sequence.firstFrame = 0; |
| 53 | sequence.frameCount = frameCount; |
| 54 | sequence.frameRate = frameRate; |
| 55 | sequence.name = stream.GetPath().SubStringFrom(NAZARA_DIRECTORY_SEPARATOR, -1, true); |
| 56 | |
| 57 | animation->AddSequence(sequence); |
| 58 | |
| 59 | SequenceJoint* sequenceJoints = animation->GetSequenceJoints(); |
| 60 | |
| 61 | // Pour que le squelette soit correctement aligné, il faut appliquer un quaternion "de correction" aux joints à la base du squelette |
| 62 | Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) * |
| 63 | Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up()); |
| 64 | |
| 65 | for (UInt32 i = 0; i < jointCount; ++i) |
| 66 | { |
| 67 | int parent = joints[i].parent; |
| 68 | for (UInt32 j = 0; j < frameCount; ++j) |
| 69 | { |
| 70 | SequenceJoint& sequenceJoint = sequenceJoints[j*jointCount + i]; |
| 71 | |
| 72 | if (parent >= 0) |
| 73 | { |
| 74 | sequenceJoint.position = frames[j].joints[i].pos; |
| 75 | sequenceJoint.rotation = frames[j].joints[i].orient; |
| 76 | } |
| 77 | else |
| 78 | { |
| 79 | sequenceJoint.position = rotationQuat * frames[j].joints[i].pos; |
| 80 | sequenceJoint.rotation = rotationQuat * frames[j].joints[i].orient; |
| 81 | } |
| 82 | |
| 83 | sequenceJoint.scale.Set(1.f); |
| 84 | } |
| 85 | } |
| 86 | |
| 87 | return true; |
| 88 | } |
nothing calls this directly
no test coverage detected