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hub / github.com/TorqueGameEngines/Torque3D / animatesFrame

Method animatesFrame

Engine/source/ts/collada/colladaAppMesh.cpp:399–416  ·  view source on GitHub ↗

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397}
398
399bool ColladaAppMesh::animatesFrame(const AppSequence* appSeq)
400{
401 // Collada <morph>s ALWAYS contain vert positions, so just need to check if
402 // the morph weights are animated within the sequence interval
403 bool animated = false;
404 if (const domMorph* morph = getMorph()) {
405 for (S32 iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
406 const domInputLocal* input = morph->getTargets()->getInput_array()[iInput];
407 if (dStrEqual(input->getSemantic(), "MORPH_WEIGHT")) {
408 const domSource* source = daeSafeCast<domSource>(findInputSource(input));
409 AnimatedFloatList weights(source ? source->getFloat_array() : 0);
410 animated = weights.isAnimated(appSeq->getStart(), appSeq->getEnd());
411 break;
412 }
413 }
414 }
415 return animated;
416}
417
418F32 ColladaAppMesh::getVisValue(F32 t)
419{

Callers

nothing calls this directly

Calls 9

dStrEqualFunction · 0.85
findInputSourceFunction · 0.85
getTargetsMethod · 0.80
getFloat_arrayMethod · 0.80
getCountMethod · 0.45
getSemanticMethod · 0.45
isAnimatedMethod · 0.45
getStartMethod · 0.45
getEndMethod · 0.45

Tested by

no test coverage detected