Use correct data type for animation key (#5998)

This commit is contained in:
Kim Kulling
2025-02-12 00:26:01 +01:00
committed by GitHub
parent 7efb98db27
commit 9bb6f2e1b8

View File

@@ -1311,6 +1311,9 @@ struct AnimationSamplers {
Animation::Sampler *weight;
};
struct vec4f {
float x, y, z, w;
};
aiNodeAnim *CreateNodeAnim(glTF2::Asset &, Node &node, AnimationSamplers &samplers) {
aiNodeAnim *anim = new aiNodeAnim();
@@ -1322,9 +1325,18 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset &, Node &node, AnimationSamplers &sample
if (samplers.translation && samplers.translation->input && samplers.translation->output) {
float *times = nullptr;
samplers.translation->input->ExtractData(times);
aiVector3D *values = nullptr;
samplers.translation->output->ExtractData(values);
anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count);
//aiVector3D *values = nullptr;
vec4f *tmp_values = nullptr;
size_t numItems = samplers.translation->output->ExtractData(tmp_values);
aiVector3D *values = new aiVector3D[numItems];
for (size_t i = 0; i < numItems; ++i) {
values[i].x = tmp_values[i].x;
values[i].y = tmp_values[i].y;
values[i].z = tmp_values[i].z;
}
delete[] tmp_values;
anim->mNumPositionKeys = static_cast<unsigned int>(samplers.translation->input->count);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
unsigned int ii = (samplers.translation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
@@ -1348,7 +1360,7 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset &, Node &node, AnimationSamplers &sample
samplers.rotation->input->ExtractData(times);
aiQuaternion *values = nullptr;
samplers.rotation->output->ExtractData(values);
anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count);
anim->mNumRotationKeys = static_cast<unsigned int>(samplers.rotation->input->count);
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
unsigned int ii = (samplers.rotation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
@@ -1376,7 +1388,7 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset &, Node &node, AnimationSamplers &sample
samplers.scale->input->ExtractData(times);
aiVector3D *values = nullptr;
samplers.scale->output->ExtractData(values);
anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count);
anim->mNumScalingKeys = static_cast<unsigned int>(samplers.scale->input->count);
anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
unsigned int ii = (samplers.scale->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {