Integrating up through commit 90f050496
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@@ -13,6 +13,7 @@
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/algorithm.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzCore/StringFunc/StringFunc.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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@@ -38,8 +39,10 @@ namespace AZ
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namespace FbxSceneBuilder
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{
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const char* AssImpAnimationImporter::s_animationNodeName = "animation";
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const FbxSDKWrapper::FbxTimeWrapper::TimeMode AssImpAnimationImporter::s_defaultTimeMode =
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FbxSDKWrapper::FbxTimeWrapper::frames30;
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// Downstream only supports 30 frames per second sample rate. Adjusting to 60 doubles the
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// length of the animations, they still play back at 30 frames per second.
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const double AssImpAnimationImporter::s_defaultTimeStepSampleRate = 1.0 / 30.0;
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AssImpAnimationImporter::AssImpAnimationImporter()
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{
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@@ -51,7 +54,7 @@ namespace AZ
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<AssImpAnimationImporter, SceneCore::LoadingComponent>()->Version(1);
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serializeContext->Class<AssImpAnimationImporter, SceneCore::LoadingComponent>()->Version(2); // [LYN-2281] Skinned mesh loading fixes
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}
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}
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@@ -115,13 +118,13 @@ namespace AZ
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}
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// These variables are named using AssImp naming convention for consistency
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unsigned int mNumPositionKeys{};
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AZ::u32 mNumPositionKeys{};
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aiVectorKey* mPositionKeys{};
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unsigned int mNumRotationKeys{};
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AZ::u32 mNumRotationKeys{};
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aiQuatKey* mRotationKeys{};
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unsigned int mNumScalingKeys{};
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AZ::u32 mNumScalingKeys{};
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aiVectorKey* mScalingKeys{};
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AZStd::vector<aiVectorKey> m_ownedPositionKeys{};
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@@ -156,7 +159,6 @@ namespace AZ
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return AZStd::make_pair(animation, anim);
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}
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Events::ProcessingResult AssImpAnimationImporter::ImportAnimation(AssImpSceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "Animation");
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@@ -181,11 +183,11 @@ namespace AZ
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// all the animations for a given node
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// In the case of bone animations, the data is copied into a ConsolidatedNodeAnim so we can
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// do fix-ups later without affecting the original data
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auto mapAnimationsFunc = [](unsigned numChannels, auto** channels, const aiAnimation* animation, auto& map)
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auto mapAnimationsFunc = [](AZ::u32 numChannels, auto** channels, const aiAnimation* animation, auto& map)
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{
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map.reserve(numChannels);
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for (unsigned channelIndex = 0; channelIndex < numChannels; ++channelIndex)
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for (AZ::u32 channelIndex = 0; channelIndex < numChannels; ++channelIndex)
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{
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auto* nodeAnim = channels[channelIndex];
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AZStd::string name = GetName(nodeAnim);
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@@ -194,13 +196,13 @@ namespace AZ
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}
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};
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for (unsigned animIndex = 0; animIndex < scene->mNumAnimations; ++animIndex)
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for (AZ::u32 animIndex = 0; animIndex < scene->mNumAnimations; ++animIndex)
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{
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const aiAnimation* animation = scene->mAnimations[animIndex];
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mapAnimationsFunc(animation->mNumChannels, animation->mChannels, animation, boneAnimations);
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for (unsigned channelIndex = 0; channelIndex < animation->mNumMorphMeshChannels; ++channelIndex)
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for (AZ::u32 channelIndex = 0; channelIndex < animation->mNumMorphMeshChannels; ++channelIndex)
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{
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auto* nodeAnim = animation->mMorphMeshChannels[channelIndex];
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AZStd::string name = GetName(nodeAnim);
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@@ -280,7 +282,7 @@ namespace AZ
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}
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Events::ProcessingResultCombiner combinedAnimationResult;
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for (unsigned meshIndex = 0; meshIndex < currentNode->mNumMeshes; ++meshIndex)
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for (AZ::u32 meshIndex = 0; meshIndex < currentNode->mNumMeshes; ++meshIndex)
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{
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aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[meshIndex]];
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@@ -321,7 +323,7 @@ namespace AZ
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DataTypes::MatrixType localTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(combinedTransform);
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context.m_sourceSceneSystem.SwapTransformForUpAxis(localTransform);
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context.m_sourceSceneSystem.ConvertUnit(localTransform);
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for (unsigned time = 0; time <= animation->mDuration; ++time)
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for (AZ::u32 time = 0; time <= animation->mDuration; ++time)
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{
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createdAnimationData->AddKeyFrame(localTransform);
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}
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@@ -408,15 +410,8 @@ namespace AZ
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anim->mNumPositionKeys, anim->mNumRotationKeys, anim->mNumScalingKeys);
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return Events::ProcessingResult::Failure;
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}
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unsigned numAnimationKeys = anim->mNumPositionKeys;
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if (numAnimationKeys <= 1)
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{
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numAnimationKeys = AZStd::GetMax(anim->mNumRotationKeys, anim->mNumScalingKeys);
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}
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auto sampleKeyFrame = [](const auto& keys, unsigned numKeys, double time)
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auto sampleKeyFrame = [](const auto& keys, AZ::u32 numKeys, double time, AZ::u32& lastIndex)
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{
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AZ_Error("AnimationImporter", numKeys > 0, "Animation key set must have at least 1 key");
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@@ -427,9 +422,10 @@ namespace AZ
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auto returnValue = keys[0].mValue;
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for (unsigned keyIndex = 0; keyIndex < numKeys; ++keyIndex)
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for (AZ::u32 keyIndex = lastIndex; keyIndex < numKeys; ++keyIndex)
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{
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const auto& key = keys[keyIndex];
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lastIndex = keyIndex;
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// We want to return the key that exactly matches the time if possible, otherwise we'll keep track of the previous time
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// If we don't find an exact match and end up going past the desired time (or run out of keyframes) then we return the previous key
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@@ -437,7 +433,7 @@ namespace AZ
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{
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returnValue = key.mValue;
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}
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else if (key.mTime == time)
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else if (AZ::IsClose(key.mTime, time))
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{
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return key.mValue;
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}
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@@ -450,16 +446,34 @@ namespace AZ
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return returnValue;
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};
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// Resample the animations at a fixed time step. This matches the behaviour of
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// the previous SDK used. Longer term, this could be data driven, or based on the
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// smallest time step between key frames.
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// AssImp has an animation->mTicksPerSecond and animation->mDuration, but those
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// are less predictable than just using a fixed time step.
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const double duration = animation->mDuration / animation->mTicksPerSecond;
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AZ::u32 numKeyFrames = AZStd::max(AZStd::max(anim->mNumScalingKeys, anim->mNumPositionKeys), anim->mNumRotationKeys);
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if (!AZ::IsClose(duration / s_defaultTimeStepSampleRate, numKeyFrames, 1))
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{
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double dT = duration / s_defaultTimeStepSampleRate;
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numKeyFrames = AZStd::ceilf(dT) + 1; // +1 because the animation is from [0, duration] - we have a keyframe at the end of the duration which needs to be included
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}
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AZStd::shared_ptr<SceneData::GraphData::AnimationData> createdAnimationData =
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AZStd::make_shared<SceneData::GraphData::AnimationData>();
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createdAnimationData->ReserveKeyFrames(animation->mDuration + 1); // +1 because we start at 0 and the last keyframe is at mDuration instead of mDuration-1
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createdAnimationData->SetTimeStepBetweenFrames(1.0 / animation->mTicksPerSecond);
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for (unsigned time = 0; time <= animation->mDuration; ++time)
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createdAnimationData->ReserveKeyFrames(numKeyFrames);
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createdAnimationData->SetTimeStepBetweenFrames(s_defaultTimeStepSampleRate);
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AZ::u32 lastScaleIndex = 0;
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AZ::u32 lastPositionIndex = 0;
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AZ::u32 lastRotationIndex = 0;
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for (AZ::u32 frame = 0; frame < numKeyFrames; ++frame)
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{
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auto scale = sampleKeyFrame(anim->mScalingKeys, anim->mNumScalingKeys, time);
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auto position = sampleKeyFrame(anim->mPositionKeys, anim->mNumPositionKeys, time);
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auto rotation = sampleKeyFrame(anim->mRotationKeys, anim->mNumRotationKeys, time);
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double time = frame * s_defaultTimeStepSampleRate * animation->mTicksPerSecond;
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aiVector3D scale = sampleKeyFrame(anim->mScalingKeys, anim->mNumScalingKeys, time, lastScaleIndex);
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aiVector3D position = sampleKeyFrame(anim->mPositionKeys, anim->mNumPositionKeys, time, lastPositionIndex);
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aiQuaternion rotation = sampleKeyFrame(anim->mRotationKeys, anim->mNumRotationKeys, time, lastRotationIndex);
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aiMatrix4x4 transform(scale, rotation, position);
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@@ -555,9 +569,9 @@ namespace AZ
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aiAnimMesh* aiAnimMesh = mesh->mAnimMeshes[meshIdx];
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AZStd::string_view nodeName(aiAnimMesh->mName.C_Str());
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const unsigned maxKeys = keys.size();
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unsigned keyIdx = 0;
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for (unsigned time = 0; time <= animation->mDuration; ++time)
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const AZ::u32 maxKeys = keys.size();
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AZ::u32 keyIdx = 0;
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for (AZ::u32 time = 0; time <= animation->mDuration; ++time)
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{
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if (keyIdx < maxKeys - 1 && time >= keys[keyIdx+1].m_time)
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{
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