irrlicht/source/Irrlicht/CXAnimationPlayer.cpp

863 lines
22 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CXAnimationPlayer.h"
#include "ISceneNode.h"
#include "IVideoDriver.h"
#include "os.h"
#include "SMeshBuffer.h"
#include "IMeshManipulator.h"
namespace irr
{
namespace scene
{
//! constructor
CXAnimationPlayer::CXAnimationPlayer(CXFileReader* reader,
video::IVideoDriver* driver,
IMeshManipulator* manip,
const c8* filename)
: Reader(reader), Driver(driver), AnimatedMesh(0),
FileName(filename), Manipulator(manip), IsAnimatedSkinnedMesh(false),
CurrentAnimationTime(-1.0f), LastAnimationTime(1.0f),
CurrentAnimationSet(0), DebugSkeletonCrossSize(1.0f)
{
OriginalMesh = new scene::SMesh();
if (!Reader)
return;
if (Driver)
Driver->grab();
if (Manipulator)
Manipulator->grab();
Reader->grab();
createAnimationData();
}
//! destructor
CXAnimationPlayer::~CXAnimationPlayer()
{
OriginalMesh->drop();
if (Reader)
Reader->drop();
if (Driver)
Driver->drop();
if (AnimatedMesh)
AnimatedMesh->drop();
if (Manipulator)
Manipulator->drop();
}
//! Gets the frame count of the animated mesh.
s32 CXAnimationPlayer::getFrameCount()
{
return IsAnimatedSkinnedMesh ? (s32)LastAnimationTime : 1;
}
//! Returns the IMesh interface for a frame.
IMesh* CXAnimationPlayer::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
{
if (!IsAnimatedSkinnedMesh)
return OriginalMesh;
if (CurrentAnimationTime != (f32)frame)
{
CurrentAnimationTime = (f32)frame;
animateSkeleton();
modifySkin();
updateBoundingBoxFromAnimation();
}
return AnimatedMesh;
}
//! Returns an axis aligned bounding box of the mesh.
const core::aabbox3d<f32>& CXAnimationPlayer::getBoundingBox() const
{
return Box;
}
//! Returns the type of the animated mesh.
E_ANIMATED_MESH_TYPE CXAnimationPlayer::getMeshType() const
{
return EAMT_X;
}
void CXAnimationPlayer::createAnimationData()
{
int i, iCnt;
// get joints from x-file
core::array<CXFileReader::SXFrame>& pgRootFrames = Reader->getRootFrames();
iCnt = pgRootFrames.size();
for( i = 0; i < iCnt; i++ )
{
createJointData(pgRootFrames[i], -1);
createMeshData();
if (IsAnimatedSkinnedMesh && AnimatedMesh)
{
animateSkeleton();
modifySkin();
updateBoundingBoxFromAnimation();
DebugSkeletonCrossSize = AnimatedMesh->getBoundingBox().getExtent().X / 20.0f;
}
else
DebugSkeletonCrossSize = OriginalMesh->getBoundingBox().getExtent().X / 20.0f;
}
}
void CXAnimationPlayer::createMeshData()
{
int i, iCnt;
core::array<CXFileReader::SXFrame>& pgRootFrames = Reader->getRootFrames();
iCnt = pgRootFrames.size();
for( i = 0; i < iCnt; i++ )
{
// create mesh
addFrameToMesh(pgRootFrames[i]);
// recalculate box
OriginalMesh->recalculateBoundingBox();
// store box (fix by jox, thnx)
Box = OriginalMesh->getBoundingBox();
// sort weights in joints
for (s32 j=0; j<(s32)Joints.size(); ++j)
Joints[j].Weights.sort();
// copy mesh
AnimatedMesh = Manipulator->createMeshCopy(OriginalMesh);
// create and link animation data
prepareAnimationData();
// first animation
animateSkeleton();
modifySkin();
}
}
void CXAnimationPlayer::addFrameToMesh(CXFileReader::SXFrame& frame)
{
// go through all meshes
for (u32 m=0; m<frame.Meshes.size(); ++m)
{
// create mesh buffer for every material
if (frame.Meshes[m].MaterialList.Materials.empty())
os::Printer::log("Mesh without material found in x file.", ELL_WARNING);
for (u32 mt=0; mt<frame.Meshes[m].MaterialList.Materials.size(); ++mt)
{
// create buffer
SMeshBuffer *buf = new SMeshBuffer();
OriginalMesh->addMeshBuffer(buf);
buf->drop();
// new weights buffer
Weights.push_back( core::array<SVertexWeight>() );
// create material
buf->Material = getMaterialFromXMaterial(
frame.Meshes[m].MaterialList.Materials[mt]);
// add all faces of this material
addFacesToBuffer(OriginalMesh->MeshBuffers.size()-1,
frame.Meshes[m], mt, frame);
buf->recalculateBoundingBox();
}
}
// add child frames
for (u32 c=0; c<frame.ChildFrames.size(); ++c)
addFrameToMesh(frame.ChildFrames[c]);
}
video::SMaterial CXAnimationPlayer::getMaterialFromXMaterial(const CXFileReader::SXMaterial& xmat)
{
video::SMaterial mat;
mat.EmissiveColor = xmat.Emissive.toSColor();
mat.DiffuseColor = xmat.FaceColor.toSColor();
mat.SpecularColor = xmat.Specular.toSColor();
mat.Shininess = xmat.Power;
if (xmat.TextureFileName.size() != 0)
{
mat.Textures[0] = Driver->getTexture(getTextureFileName(xmat.TextureFileName).c_str());
if (mat.Textures[0] == 0)
mat.Textures[0] = Driver->getTexture(xmat.TextureFileName.c_str());
}
return mat;
}
void CXAnimationPlayer::addFacesToBuffer(s32 meshbuffernr, CXFileReader::SXMesh& mesh, s32 matnr, const CXFileReader::SXFrame& frame)
{
scene::SMeshBuffer* buf = (SMeshBuffer*)OriginalMesh->MeshBuffers[meshbuffernr];
u32 tcnt = mesh.TextureCoords.size();
u32 ncnt = mesh.Normals.size();
u32 ccnt = mesh.VertexColors.size();
// precompute which joint belongs to which weight array
core::array< s32 > jointNumberWeightNumberMap;
for (u32 w=0; w<mesh.SkinWeights.size(); ++w)
{
s32 jnr = getJointNumberFromName(mesh.SkinWeights[w].TransformNodeName);
if (jnr == -1)
os::Printer::log("Unknown Joint referenced in x file",
mesh.SkinWeights[w].TransformNodeName.c_str(), ELL_WARNING);
else
{
Joints[jnr].MatrixOffset = mesh.SkinWeights[w].MatrixOffset;
IsAnimatedSkinnedMesh = true;
}
jointNumberWeightNumberMap.push_back(jnr);
}
video::S3DVertex v;
v.Color.set(255,255,255,255);
// add only those with material matnr
for (u32 i=0; i<mesh.MaterialList.FaceIndices.size(); ++i)
{
if (mesh.MaterialList.FaceIndices[i] == matnr)
{
// add face number i
for (s32 f=0; f<3; ++f)
{
s32 idxidx = i*3+f;
s32 idx = mesh.Indices[idxidx];
v.Pos = mesh.Vertices[idx];
if (tcnt) v.TCoords = mesh.TextureCoords[idx];
if (ncnt) v.Normal = mesh.Normals[mesh.NormalIndices[idxidx]];
if (ccnt)
v.Color = mesh.VertexColors[idx].Color.toSColor();
else
v.Color = buf->Material.DiffuseColor;
s32 nidx = buf->Vertices.linear_reverse_search(v);
bool alreadyIn = (nidx != -1);
if (!alreadyIn)
{
nidx = buf->Vertices.size();
buf->Indices.push_back(nidx);
buf->Vertices.push_back(v);
Weights[meshbuffernr].push_back(SVertexWeight());
}
else
buf->Indices.push_back(nidx);
bool isWeighted = alreadyIn;
// add weight data of this vertex to all joints
if (!alreadyIn)
for (s32 w=0; w<(s32)mesh.SkinWeights.size(); ++w)
{
s32 vertexinweights = mesh.SkinWeights[w].Weights.binary_search(CXFileReader::SXWeight(idx));
if (vertexinweights != -1)
{
s32 jnr = jointNumberWeightNumberMap[w];
if (jnr != -1)
{
// weight per joint
Joints[jnr].Weights.push_back(SWeightData(
meshbuffernr,
nidx,
mesh.SkinWeights[w].Weights[vertexinweights].Weight));
// weight per vertex
SVertexWeight& weight = Weights[meshbuffernr].pointer()[nidx];
weight.add(mesh.SkinWeights[w].Weights[vertexinweights].Weight, jnr);
isWeighted = true;
}
}
} // end for all weights
// if this vertex does not have a weight, create a virtual new
// joint and attach it to this one
if (!isWeighted)
addVirtualWeight(meshbuffernr, nidx, mesh, frame);
} // end for all faces
} // end for all materials
}
// generate missing normals
if (!ncnt)
{
// Using Mesh manipulator
Manipulator->recalculateNormals ( buf, true );
}
/*// transform vertices and normals
core::matrix4 mat = frame.LocalMatrix;
s32 vcnt = buf->Vertices.size();
for (s32 u=0; u<vcnt; ++u)
{
mat.transformVect(buf->Vertices[u].Pos);
mat.rotateVect(buf->Vertices[u].Normal);
}*/
}
void CXAnimationPlayer::addVirtualWeight(s32 meshbuffernr, s32 vtxidx, CXFileReader::SXMesh& mesh,
const CXFileReader::SXFrame& frame)
{
// find original joint of vertex
s32 jnr = getJointNumberFromName(frame.Name);
if (jnr == -1)
return;
// weight per joint
Joints[jnr].Weights.push_back(SWeightData(
meshbuffernr,
vtxidx,
1.0f));
// weight per vertex
SVertexWeight& weight = Weights[meshbuffernr].pointer()[vtxidx];
weight.add(1.0f, jnr);
}
s32 CXAnimationPlayer::getJointNumberFromName(const core::stringc& name) const
{
for (s32 i=0; i<(s32)Joints.size(); ++i)
if (Joints[i].Name == name)
return i;
return -1;
}
core::stringc CXAnimationPlayer::getTextureFileName(const core::stringc& texture)
{
s32 idx = -1;
idx = FileName.findLast('/');
if (idx == -1)
idx = FileName.findLast('\\');
if (idx == -1)
return core::stringc();
core::stringc p = FileName.subString(0, idx+1);
p.append(texture);
return p;
}
void CXAnimationPlayer::createJointData(const CXFileReader::SXFrame& f, s32 JointParent)
{
// add joint
s32 index = Joints.size();
Joints.push_back(SJoint());
SJoint& j = Joints.getLast();
j.Parent = JointParent;
j.GlobalMatrix = f.GlobalMatrix;
j.LocalMatrix = f.LocalMatrix;
j.AnimatedMatrix = j.GlobalMatrix;
j.LocalAnimatedMatrix = j.LocalMatrix;
j.CombinedAnimationMatrix = j.AnimatedMatrix * j.MatrixOffset;
j.IsVirtualJoint = false;
j.Name = f.Name;
// add all children
for (s32 i=0; i<(s32)f.ChildFrames.size(); ++i)
createJointData(f.ChildFrames[i], index);
}
//! Returns a pointer to a transformation matrix
core::matrix4* CXAnimationPlayer::getMatrixOfJoint(s32 jointNumber, s32 frame)
{
if (jointNumber < 0 || jointNumber >= (s32)Joints.size())
return 0;
return &Joints[jointNumber].AnimatedMatrix;
}
//! Gets joint count.
s32 CXAnimationPlayer::getJointCount() const
{
return Joints.size();
}
//! Gets the name of a joint.
const c8* CXAnimationPlayer::getJointName(s32 number) const
{
if (number<0 || number>=(s32)Joints.size())
return 0;
return Joints[number].Name.c_str();
}
//! Gets a joint number from its name
s32 CXAnimationPlayer::getJointNumber(const c8* name) const
{
for (s32 i=0; i<(s32)Joints.size(); ++i)
if (Joints[i].Name == name)
return i;
return -1;
}
//! Returns a pointer to list of points containing the skeleton.
const core::array<core::vector3df>* CXAnimationPlayer::getDrawableSkeleton(s32 frame)
{
DebugSkeleton.clear();
f32 k = DebugSkeletonCrossSize;
f32 p = 0.0f;
for (s32 i=0; i<(s32)Joints.size(); ++i)
{
core::vector3df start(p,p,p);
core::vector3df end(p,p,p);
Joints[i].AnimatedMatrix.transformVect(start);
DebugSkeleton.push_back(start);
DebugSkeleton.push_back(start + core::vector3df(0,k,0));
DebugSkeleton.push_back(start);
DebugSkeleton.push_back(start + core::vector3df(0,-k,0));
DebugSkeleton.push_back(start);
DebugSkeleton.push_back(start + core::vector3df(k,0,0));
DebugSkeleton.push_back(start);
DebugSkeleton.push_back(start + core::vector3df(-k,0,0));
DebugSkeleton.push_back(start);
DebugSkeleton.push_back(start + core::vector3df(0,0,k));
DebugSkeleton.push_back(start);
DebugSkeleton.push_back(start + core::vector3df(0,0,-k));
if (Joints[i].Parent != -1)
{
Joints[Joints[i].Parent].AnimatedMatrix.transformVect(end);
DebugSkeleton.push_back(end);
DebugSkeleton.push_back(start);
}
}
return &DebugSkeleton;
}
//! animates the skeleton based on the animation data
void CXAnimationPlayer::animateSkeleton()
{
if (!AnimationSets.empty())
{
// reset joints
for (u32 jii=0; jii<Joints.size(); ++jii)
{
Joints[jii].LocalAnimatedMatrix.makeIdentity();
Joints[jii].WasAnimatedThisFrame = false;
}
const SXAnimationSet& currentSet = AnimationSets[CurrentAnimationSet];
// go through all animation tracks
for (u32 i=0; i<currentSet.Animations.size(); ++i)
{
SJoint& joint = Joints[currentSet.Animations[i].jointNr];
// find indices to interpolate between
s32 idx1 = -1;
s32 idx2 = -1;
for (s32 t=0; t<(s32)currentSet.Animations[i].Times.size()-1; ++t)
{
if (currentSet.Animations[i].Times[t] <= CurrentAnimationTime &&
currentSet.Animations[i].Times[t+1] >= CurrentAnimationTime)
{
idx1 = t;
idx2 = (t+1) % currentSet.Animations[i].Times.size();
break;
}
}
if (idx1 == -1)
continue;
// calculate interpolation factor
f32 factor = (CurrentAnimationTime - currentSet.Animations[i].Times[idx1]) /
(currentSet.Animations[i].Times[idx2] - currentSet.Animations[i].Times[idx1]);
// animate it
switch(currentSet.Animations[i].keyType)
{
case 0: // rotation
{
// with this code, rotations are not 100% ok, they are
// mirrored.
core::quaternion q;
q.slerp(currentSet.Animations[i].Quaternions[idx1],
currentSet.Animations[i].Quaternions[idx2],
factor);
joint.LocalAnimatedMatrix *= q.getMatrix();
joint.WasAnimatedThisFrame = true;
}
break;
case 1: // scale
{
core::matrix4 mat1, mat2;
mat1.setScale(currentSet.Animations[i].Vectors[idx1]);
mat2.setScale(currentSet.Animations[i].Vectors[idx2]);
joint.LocalAnimatedMatrix *= mat1.interpolate(mat2, factor);
joint.WasAnimatedThisFrame = true;
}
break;
case 2: // position
{
core::matrix4 mat1, mat2;
mat1.setTranslation(currentSet.Animations[i].Vectors[idx1]);
mat2.setTranslation(currentSet.Animations[i].Vectors[idx2]);
joint.LocalAnimatedMatrix *= mat1.interpolate(mat2, factor);
joint.WasAnimatedThisFrame = true;
}
break;
case 4:
case 3: // matrix
{
joint.LocalAnimatedMatrix =
currentSet.Animations[i].Matrices[idx1].interpolate(
currentSet.Animations[i].Matrices[idx2], factor);
joint.WasAnimatedThisFrame = true;
}
break;
}
}
}
// update all joints
for (s32 ji=0; ji<(s32)Joints.size(); ++ji)
{
if (!Joints[ji].WasAnimatedThisFrame)
Joints[ji].LocalAnimatedMatrix = Joints[ji].LocalMatrix;
Joints[ji].AnimatedMatrix = Joints[ji].LocalAnimatedMatrix;
if (Joints[ji].Parent != -1)
Joints[ji].AnimatedMatrix = Joints[Joints[ji].Parent].AnimatedMatrix * Joints[ji].AnimatedMatrix;
Joints[ji].CombinedAnimationMatrix = Joints[ji].AnimatedMatrix *
Joints[ji].MatrixOffset;
}
}
//! modifies the skin based on the animated skeleton
void CXAnimationPlayer::modifySkin()
{
// set animated vertices to zero
for (s32 k=0; k<(s32)Joints.size(); ++k)
{
for (s32 w=0; w<(s32)Joints[k].Weights.size(); ++w)
{
SWeightData& wd = Joints[k].Weights[w];
#ifdef _XREADER_DEBUG
if (wd.buffer >= AnimatedMesh->getMeshBufferCount() ||
wd.vertex >= AnimatedMesh->getMeshBuffer(wd.buffer)->getVertexCount())
os::Printer::log("CXAnimationPlayer: Invalid Weights");
#endif
video::S3DVertex* nv = (video::S3DVertex*)AnimatedMesh->getMeshBuffer(wd.buffer)->getVertices();
nv[wd.vertex].Pos.set(0,0,0);
}
}
#ifdef _XREADER_DEBUG
bool somethingIsWrong = false;
// check if all vertices are set to zero
for (u32 mb=0; mb<AnimatedMesh->getMeshBufferCount(); ++mb)
{
video::S3DVertex* v = (video::S3DVertex*)AnimatedMesh->getMeshBuffer(mb)->getVertices();
s32 c = AnimatedMesh->getMeshBuffer(mb)->getVertexCount();
for (s32 vt=0; vt<c; ++vt)
if (v[vt].Pos != core::vector3df(0,0,0))
{
char tmp[255];
sprintf(tmp, "CXAnimationPlayer: Vertex not null. Buf:%d Vtx:%d", mb, vt);
// this can happen if something is wrong with the vertex weights,
// not all vertices have a weight attached.
os::Printer::log(tmp);
somethingIsWrong = true;
}
}
if (somethingIsWrong)
{
// write out mesh informations
char tmp[255];
sprintf(tmp, "CXAnimationPlayer: Meshbuffers:%d", AnimatedMesh->getMeshBufferCount());
os::Printer::log(tmp);
for (u32 mb=0; mb<AnimatedMesh->getMeshBufferCount(); ++mb)
{
sprintf(tmp, "CXAnimationPlayer: Meshbuffer #%d: %d vertices", mb, AnimatedMesh->getMeshBuffer(mb)->getVertexCount());
os::Printer::log(tmp);
}
}
#endif
// transform vertices
for (u32 mb=0; mb<AnimatedMesh->getMeshBufferCount(); ++mb)
{
video::S3DVertex* av = (video::S3DVertex*)AnimatedMesh->getMeshBuffer(mb)->getVertices();
video::S3DVertex* ov = (video::S3DVertex*)OriginalMesh->getMeshBuffer(mb)->getVertices();
const u32 c = AnimatedMesh->getMeshBuffer(mb)->getVertexCount();
for (u32 vt=0; vt<c; ++vt)
{
core::vector3df vtmp;
core::vector3df orig = ov[vt].Pos;
const SVertexWeight& weight = Weights[mb].pointer()[vt];
av[vt].Pos.set(0.0f,0.0f,0.0f);
s32 w;
for (w=0; w<weight.weightCount; ++w)
{
Joints[weight.joint[w]].CombinedAnimationMatrix.transformVect(
vtmp, orig);
vtmp *= weight.weight[w];
av[vt].Pos += vtmp;
}
// yin nadie: let's modify the normals
orig += ov[vt].Normal;
av[vt].Normal.set(0.0f,0.0f,0.0f);
for( w = 0; w < weight.weightCount; ++w )
{
Joints[weight.joint[w]].CombinedAnimationMatrix.transformVect( vtmp,orig );
vtmp *= weight.weight[w];
av[vt].Normal += vtmp;
}
av[vt].Normal -= av[ vt ].Pos;
av[vt].Normal.normalize();
// yin nadie: normals modified
}
}
}
//! prepares animation data which was read in from the .x file
void CXAnimationPlayer::prepareAnimationData()
{
s32 animationSetCount = Reader->getAnimationSetCount();
for (s32 i=0; i<animationSetCount; ++i)
{
AnimationSets.push_back(SXAnimationSet());
SXAnimationSet& mySet = AnimationSets.getLast();
const CXFileReader::SXAnimationSet& readerSet = Reader->getAnimationSet(i);
mySet.AnimationName = readerSet.AnimationName;
// through all animations
for (s32 a=0; a<(s32)readerSet.Animations.size(); ++a)
{
// through all keys
for (s32 k=0; k<(s32)readerSet.Animations[a].Keys.size(); ++k)
{
// link with joint
s32 jntnr = getJointNumberFromName(readerSet.Animations[a].FrameName);
if (jntnr == -1)
{
os::Printer::log(
"CXAnimationPlayer: Animationtrack without corresponding joint found",
readerSet.Animations[a].FrameName.c_str());
continue;
}
// copy track
s32 keyCount = (s32)readerSet.Animations[a].Keys[k].numberOfKeys;
if (!keyCount)
{
os::Printer::log(
"CXAnimationPlayer: Skipping Animationtrack with zero key frames",
readerSet.Animations[a].FrameName.c_str());
continue;
}
// add new track
mySet.Animations.push_back(SXAnimationTrack());
SXAnimationTrack& myTrack = mySet.Animations.getLast();
myTrack.jointNr = jntnr;
IsAnimatedSkinnedMesh = true;
s32 type = readerSet.Animations[a].Keys[k].keyType;
s32 l;
myTrack.keyType = type;
#ifdef _XREADER_DEBUG
char tmp[255];
sprintf(tmp, "adding track %s with %d keys, type:%d", readerSet.Animations[a].FrameName.c_str(), keyCount, type);
os::Printer::log(tmp);
#endif
switch(type)
{
case 0: // quaternion
for (l=0; l<keyCount; ++l)
myTrack.Quaternions.push_back(readerSet.Animations[a].Keys[k].getQuaternion(l));
break;
case 1: // scale
case 2: // position
for (l=0; l<keyCount; ++l)
myTrack.Vectors.push_back(readerSet.Animations[a].Keys[k].getVector(l));
break;
case 4:
case 3: // matrix
for (l=0; l<keyCount; ++l)
myTrack.Matrices.push_back(readerSet.Animations[a].Keys[k].getMatrix(l));
break;
}
// copy times
if (keyCount)
{
for (l=0; l<keyCount; ++l)
myTrack.Times.push_back((f32)readerSet.Animations[a].Keys[k].time[l]);
if (myTrack.Times.getLast() > LastAnimationTime)
LastAnimationTime = myTrack.Times.getLast();
}
}
}
// sort animation tracks
mySet.Animations.sort();
}
}
void CXAnimationPlayer::updateBoundingBoxFromAnimation()
{
if (!Joints.size())
return;
bool first = true;
for (u32 i=0; i<Joints.size(); ++i)
// I think there should be two vectors from aabbox of each joint should
// be used instead of just (0,0,0)
// if (!Joints[i].Weights.empty())
{
core::vector3df p(0,0,0);
Joints[i].AnimatedMatrix.transformVect(p);
if (first)
Box.reset(p);
else
Box.addInternalPoint(p);
first = false;
}
AnimatedMesh->BoundingBox = Box;
}
//! Returns amount of animations in .X-file.
s32 CXAnimationPlayer::getAnimationCount() const
{
return AnimationSets.size();
}
//! Returns the name of an animation.
const c8* CXAnimationPlayer::getAnimationName(s32 idx) const
{
if (idx < 0 || idx >= (s32)AnimationSets.size())
return 0;
return AnimationSets[idx].AnimationName.c_str();
}
//! Sets an animation as animation to play back.
void CXAnimationPlayer::setCurrentAnimation(s32 idx)
{
if (idx < 0 || idx >= (s32)AnimationSets.size())
return;
CurrentAnimationSet = idx;
}
//! Sets an animation as animation to play back.
bool CXAnimationPlayer::setCurrentAnimation(const c8* name)
{
for (s32 i=0; i<(s32)AnimationSets.size(); ++i)
if (AnimationSets[i].AnimationName == name)
{
CurrentAnimationSet = i;
return true;
}
return false;
}
} // end namespace scene
} // end namespace irr