2008-10-29 17:08:03 +00:00
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/** Manages animations for a given scene and calculates present transformations for all nodes */
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#ifndef AV_SCENEANIMATOR_H_INCLUDED
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#define AV_SCENEANIMATOR_H_INCLUDED
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namespace AssimpView
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{
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/** A little tree structure to match the scene's node structure, but holding additional data. Needs to be public
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* to allow using it in templates at certain compilers.
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*/
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struct SceneAnimNode
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{
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std::string mName;
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SceneAnimNode* mParent;
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std::vector<SceneAnimNode*> mChildren;
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aiMatrix4x4 mLocalTransform; // most recently calculated local transform
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aiMatrix4x4 mGlobalTransform; // same, but in world space
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size_t mChannelIndex; // index in the current animation's channel array. -1 if not animated.
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SceneAnimNode() { mChannelIndex = -1; mParent = NULL; }
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SceneAnimNode( const std::string& pName) : mName( pName) { mChannelIndex = -1; mParent = NULL; }
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~SceneAnimNode() { for( std::vector<SceneAnimNode*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) delete *it; }
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};
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/** Calculates the animated node transformations for a given scene and timestamp. Create an instance for a aiScene
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* you want to animate and set the current animation to play. You can then have the instance calculate the current pose
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* for all nodes by calling Calculate() for a given timestamp. After this you can retrieve the present transformation for a given
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* node by calling GetLocalTransform() or GetGlobalTransform(). A full set of bone matrices can be retrieved by GetBoneMatrices()
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* for a given mesh.
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*/
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class SceneAnimator
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{
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public:
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/** Constructor for a given scene. The object keeps a reference to the scene during its lifetime, but ownership
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* stays at the caller.
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* @param pScene The scene to animate.
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* @param pAnimIndex [optional] Index of the animation to play. Assumed to be 0 if not given.
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*/
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SceneAnimator( const aiScene* pScene, size_t pAnimIndex = 0);
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/** Destructor */
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~SceneAnimator();
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/** Sets the animation to use for playback. This also recreates the internal mapping structures,
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* which might take a few cycles.
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* @param pAnimIndex Index of the animation in the scene's animation array
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*/
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void SetAnimIndex( size_t pAnimIndex);
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/** Calculates the node transformations for the scene. Call this to get uptodate results
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* before calling one of the getters.
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* @param pTime Current time. Can be an arbitrary range.
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*/
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void Calculate( double pTime);
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/** Retrieves the most recent local transformation matrix for the given node. The returned
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* matrix is in the node's parent's local space, just like the original node's transformation
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* matrix. If the node is not animated, the node's original transformation is returned so that
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* you can safely use or assign it to the node itsself. If there is no node with the given name,
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* the identity matrix is returned. All transformations are updated whenever Calculate() is called.
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* @param pNodeName Name of the node
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* @return A reference to the node's most recently calculated local transformation matrix.
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*/
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const aiMatrix4x4& GetLocalTransform( const std::string& pNodeName) const;
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/** Retrieves the most recent global transformation matrix for the given node. The returned
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* matrix is in world space, which is the same coordinate space as the transformation of the
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* scene's root node. If the node is not animated, the node's original transformation is
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* returned so that you can safely use or assign it to the node itsself. If there is no node
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* with the given name, the identity matrix is returned. All transformations are updated whenever
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* Calculate() is called.
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* @param pNodeName Name of the node
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* @return A reference to the node's most recently calculated global transformation matrix.
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*/
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const aiMatrix4x4& GetGlobalTransform( const std::string& pNodeName) const;
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/** Calculates the bone matrices for the given mesh. Each bone matrix transforms from
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* mesh space in bind pose to mesh space in skinned pose, it does not contain the mesh's
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* world matrix. Thus the usual matrix chain for using in the vertex shader is
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* boneMatrix * worldMatrix * viewMatrix * projMatrix.
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* @param pNode The node carrying the mesh.
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* @param pMeshIndex Index of the mesh in the node's mesh array. The NODE's mesh array, not
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* the scene's mesh array! Leave out to use the first mesh of the node, which is usually
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* also the only one.
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* @return A reference to a vector of bone matrices. Stays stable till the next call to GetBoneMatrices();
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*/
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const std::vector<aiMatrix4x4>& GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex = 0);
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protected:
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/** Recursively creates an internal node structure matching the current scene and animation. */
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2008-11-01 14:18:13 +00:00
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SceneAnimNode* CreateNodeTree( aiNode* pNode, SceneAnimNode* pParent);
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2008-10-29 17:08:03 +00:00
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/** Recursively updates the internal node transformations from the given matrix array */
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void UpdateTransforms( SceneAnimNode* pNode, const std::vector<aiMatrix4x4>& pTransforms);
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/** Calculates the global transformation matrix for the given internal node */
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void CalculateGlobalTransform( SceneAnimNode* pInternalNode);
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protected:
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/** The scene we're operating on */
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const aiScene* mScene;
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/** Current animation index */
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size_t mCurrentAnimIndex;
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/** The AnimEvaluator we use to calculate the current pose for the current animation */
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AnimEvaluator* mAnimEvaluator;
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/** Root node of the internal scene structure */
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SceneAnimNode* mRootNode;
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/** Name to node map to quickly find nodes by their name */
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typedef std::map<std::string, SceneAnimNode*> NodeMap;
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NodeMap mNodesByName;
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/** Array to return transformations results inside. */
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std::vector<aiMatrix4x4> mTransforms;
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/** Identity matrix to return a reference to in case of error */
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aiMatrix4x4 mIdentityMatrix;
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};
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} // end of namespace AssimpView
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#endif // AV_SCENEANIMATOR_H_INCLUDED
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