assimp/tools/assimp_view/SceneAnimator.cpp

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/*
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Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
All rights reserved.
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following disclaimer.
* Redistributions in binary form must reproduce the above
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following disclaimer in the documentation and/or other
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* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
/** @file SceneAnimator.cpp
* @brief Implementation of the utility class SceneAnimator
*/
#include "assimp_view.h"
using namespace AssimpView;
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const aiMatrix4x4 IdentityMatrix;
// ------------------------------------------------------------------------------------------------
// Constructor for a given scene.
SceneAnimator::SceneAnimator(const aiScene *pScene, size_t pAnimIndex) :
mScene(pScene),
mCurrentAnimIndex(-1),
mAnimEvaluator(nullptr),
mRootNode(nullptr) {
// build the nodes-for-bones table
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
const aiMesh *mesh = pScene->mMeshes[i];
for (unsigned int n = 0; n < mesh->mNumBones; ++n) {
const aiBone *bone = mesh->mBones[n];
mBoneNodesByName[bone->mName.data] = pScene->mRootNode->FindNode(bone->mName);
}
}
// changing the current animation also creates the node tree for this animation
SetAnimIndex(pAnimIndex);
}
// ------------------------------------------------------------------------------------------------
// Destructor
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SceneAnimator::~SceneAnimator() {
delete mRootNode;
delete mAnimEvaluator;
}
// ------------------------------------------------------------------------------------------------
// Sets the animation to use for playback.
void SceneAnimator::SetAnimIndex(size_t pAnimIndex) {
// no change
if (pAnimIndex == static_cast<unsigned int>(mCurrentAnimIndex)) {
return;
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}
// kill data of the previous anim
delete mRootNode;
mRootNode = nullptr;
delete mAnimEvaluator;
mAnimEvaluator = nullptr;
mNodesByName.clear();
mCurrentAnimIndex = static_cast<int>(pAnimIndex);
// create the internal node tree. Do this even in case of invalid animation index
// so that the transformation matrices are properly set up to mimic the current scene
mRootNode = CreateNodeTree(mScene->mRootNode, nullptr);
// invalid anim index
if (static_cast<unsigned int>(mCurrentAnimIndex) >= mScene->mNumAnimations) {
return;
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}
// create an evaluator for this animation
mAnimEvaluator = new AnimEvaluator(mScene->mAnimations[mCurrentAnimIndex]);
}
// ------------------------------------------------------------------------------------------------
// Calculates the node transformations for the scene.
void SceneAnimator::Calculate(double pTime) {
// invalid anim
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if (!mAnimEvaluator) {
return;
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}
// calculate current local transformations
mAnimEvaluator->Evaluate(pTime);
// and update all node transformations with the results
UpdateTransforms(mRootNode, mAnimEvaluator->GetTransformations());
}
// ------------------------------------------------------------------------------------------------
// Retrieves the most recent local transformation matrix for the given node.
const aiMatrix4x4 &SceneAnimator::GetLocalTransform(const aiNode *node) const {
NodeMap::const_iterator it = mNodesByName.find(node);
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if (it == mNodesByName.end()) {
return IdentityMatrix;
}
return it->second->mLocalTransform;
}
// ------------------------------------------------------------------------------------------------
// Retrieves the most recent global transformation matrix for the given node.
const aiMatrix4x4 &SceneAnimator::GetGlobalTransform(const aiNode *node) const {
NodeMap::const_iterator it = mNodesByName.find(node);
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if (it == mNodesByName.end()) {
return IdentityMatrix;
}
return it->second->mGlobalTransform;
}
// ------------------------------------------------------------------------------------------------
// Calculates the bone matrices for the given mesh.
const std::vector<aiMatrix4x4> &SceneAnimator::GetBoneMatrices(const aiNode *pNode, size_t pMeshIndex /* = 0 */) {
ai_assert(pMeshIndex < pNode->mNumMeshes);
size_t meshIndex = pNode->mMeshes[pMeshIndex];
ai_assert(meshIndex < mScene->mNumMeshes);
const aiMesh *mesh = mScene->mMeshes[meshIndex];
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// resize array and initialize it with identity matrices
mTransforms.resize(mesh->mNumBones, aiMatrix4x4());
// calculate the mesh's inverse global transform
aiMatrix4x4 globalInverseMeshTransform = GetGlobalTransform(pNode);
globalInverseMeshTransform.Inverse();
// Bone matrices transform from mesh coordinates in bind pose to mesh coordinates in skinned pose
// Therefore the formula is offsetMatrix * currentGlobalTransform * inverseCurrentMeshTransform
for (size_t a = 0; a < mesh->mNumBones; ++a) {
const aiBone *bone = mesh->mBones[a];
const aiMatrix4x4 &currentGlobalTransform = GetGlobalTransform(mBoneNodesByName[bone->mName.data]);
mTransforms[a] = globalInverseMeshTransform * currentGlobalTransform * bone->mOffsetMatrix;
}
// and return the result
return mTransforms;
}
// ------------------------------------------------------------------------------------------------
// Recursively creates an internal node structure matching the current scene and animation.
SceneAnimNode *SceneAnimator::CreateNodeTree(aiNode *pNode, SceneAnimNode *pParent) {
// create a node
SceneAnimNode *internalNode = new SceneAnimNode(pNode->mName.data);
internalNode->mParent = pParent;
mNodesByName[pNode] = internalNode;
// copy its transformation
internalNode->mLocalTransform = pNode->mTransformation;
CalculateGlobalTransform(internalNode);
// find the index of the animation track affecting this node, if any
if (static_cast<unsigned int>(mCurrentAnimIndex) < mScene->mNumAnimations) {
internalNode->mChannelIndex = -1;
const aiAnimation *currentAnim = mScene->mAnimations[mCurrentAnimIndex];
for (unsigned int a = 0; a < currentAnim->mNumChannels; a++) {
if (currentAnim->mChannels[a]->mNodeName.data == internalNode->mName) {
internalNode->mChannelIndex = a;
break;
}
}
}
// continue for all child nodes and assign the created internal nodes as our children
for (unsigned int a = 0; a < pNode->mNumChildren; ++a) {
SceneAnimNode *childNode = CreateNodeTree(pNode->mChildren[a], internalNode);
internalNode->mChildren.push_back(childNode);
}
return internalNode;
}
// ------------------------------------------------------------------------------------------------
// Recursively updates the internal node transformations from the given matrix array
void SceneAnimator::UpdateTransforms(SceneAnimNode *pNode, const std::vector<aiMatrix4x4> &pTransforms) {
// update node local transform
if (pNode->mChannelIndex != -1) {
ai_assert(static_cast<unsigned int>(pNode->mChannelIndex) < pTransforms.size());
pNode->mLocalTransform = pTransforms[pNode->mChannelIndex];
}
// update global transform as well
CalculateGlobalTransform(pNode);
// continue for all children
for (std::vector<SceneAnimNode *>::iterator it = pNode->mChildren.begin(); it != pNode->mChildren.end(); ++it) {
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UpdateTransforms(*it, pTransforms);
}
}
// ------------------------------------------------------------------------------------------------
// Calculates the global transformation matrix for the given internal node
void SceneAnimator::CalculateGlobalTransform(SceneAnimNode *pInternalNode) {
// concatenate all parent transforms to get the global transform for this node
pInternalNode->mGlobalTransform = pInternalNode->mLocalTransform;
SceneAnimNode *node = pInternalNode->mParent;
while (node) {
pInternalNode->mGlobalTransform = node->mLocalTransform * pInternalNode->mGlobalTransform;
node = node->mParent;
}
}