assimp/tools/assimp_view/SceneAnimator.h

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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2021-02-28 11:17:54 +00:00
Copyright (c) 2006-2021, assimp team
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
/** @file SceneAnimator.h
* Manages animations for a given scene and calculates present
* transformations for all nodes
*/
#ifndef AV_SCENEANIMATOR_H_INCLUDED
#define AV_SCENEANIMATOR_H_INCLUDED
#include <map>
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namespace AssimpView {
// ---------------------------------------------------------------------------------
/** A little tree structure to match the scene's node structure, but holding
* additional data. Needs to be public to allow using it in templates at
* certain compilers.
*/
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struct SceneAnimNode {
std::string mName;
SceneAnimNode *mParent;
std::vector<SceneAnimNode *> mChildren;
//! most recently calculated local transform
aiMatrix4x4 mLocalTransform;
//! same, but in world space
aiMatrix4x4 mGlobalTransform;
//! index in the current animation's channel array. -1 if not animated.
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int mChannelIndex;
//! Default construction
SceneAnimNode() :
mName(), mParent(nullptr), mChildren(), mLocalTransform(), mGlobalTransform(), mChannelIndex(-1) {
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// empty
}
//! Construction from a given name
SceneAnimNode(const std::string &pName) :
mName(pName), mParent(nullptr), mChildren(), mLocalTransform(), mGlobalTransform(), mChannelIndex(-1) {
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// empty
}
//! Destruct all children recursively
~SceneAnimNode() {
for (std::vector<SceneAnimNode *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) {
delete *it;
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}
}
};
// ---------------------------------------------------------------------------------
/** Calculates the animated node transformations for a given scene and timestamp.
*
* Create an instance for a aiScene you want to animate and set the current animation
* to play. You can then have the instance calculate the current pose for all nodes
* by calling Calculate() for a given timestamp. After this you can retrieve the
* present transformation for a given node by calling GetLocalTransform() or
* GetGlobalTransform(). A full set of bone matrices can be retrieved by
* GetBoneMatrices() for a given mesh.
*/
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class SceneAnimator {
public:
// ----------------------------------------------------------------------------
/** Constructor for a given scene.
*
* The object keeps a reference to the scene during its lifetime, but
* ownership stays at the caller.
* @param pScene The scene to animate.
* @param pAnimIndex [optional] Index of the animation to play. Assumed to
* be 0 if not given.
*/
SceneAnimator(const aiScene *pScene, size_t pAnimIndex = 0);
/** Destructor */
~SceneAnimator();
// ----------------------------------------------------------------------------
/** Sets the animation to use for playback. This also recreates the internal
* mapping structures, which might take a few cycles.
* @param pAnimIndex Index of the animation in the scene's animation array
*/
void SetAnimIndex(size_t pAnimIndex);
// ----------------------------------------------------------------------------
/** Calculates the node transformations for the scene. Call this to get
* uptodate results before calling one of the getters.
* @param pTime Current time. Can be an arbitrary range.
*/
void Calculate(double pTime);
// ----------------------------------------------------------------------------
/** Retrieves the most recent local transformation matrix for the given node.
*
* The returned matrix is in the node's parent's local space, just like the
* original node's transformation matrix. If the node is not animated, the
* node's original transformation is returned so that you can safely use or
* assign it to the node itsself. If there is no node with the given name,
* the identity matrix is returned. All transformations are updated whenever
* Calculate() is called.
* @param pNodeName Name of the node
* @return A reference to the node's most recently calculated local
* transformation matrix.
*/
const aiMatrix4x4 &GetLocalTransform(const aiNode *node) const;
// ----------------------------------------------------------------------------
/** Retrieves the most recent global transformation matrix for the given node.
*
* The returned matrix is in world space, which is the same coordinate space
* as the transformation of the scene's root node. If the node is not animated,
* the node's original transformation is returned so that you can safely use or
* assign it to the node itsself. If there is no node with the given name, the
* identity matrix is returned. All transformations are updated whenever
* Calculate() is called.
* @param pNodeName Name of the node
* @return A reference to the node's most recently calculated global
* transformation matrix.
*/
const aiMatrix4x4 &GetGlobalTransform(const aiNode *node) const;
// ----------------------------------------------------------------------------
/** Calculates the bone matrices for the given mesh.
*
* Each bone matrix transforms from mesh space in bind pose to mesh space in
* skinned pose, it does not contain the mesh's world matrix. Thus the usual
* matrix chain for using in the vertex shader is
* @code
* boneMatrix * worldMatrix * viewMatrix * projMatrix
* @endcode
* @param pNode The node carrying the mesh.
* @param pMeshIndex Index of the mesh in the node's mesh array. The NODE's
* mesh array, not the scene's mesh array! Leave out to use the first mesh
* of the node, which is usually also the only one.
* @return A reference to a vector of bone matrices. Stays stable till the
* next call to GetBoneMatrices();
*/
const std::vector<aiMatrix4x4> &GetBoneMatrices(const aiNode *pNode,
size_t pMeshIndex = 0);
// ----------------------------------------------------------------------------
/** @brief Get the current animation index
*/
size_t CurrentAnimIndex() const {
return mCurrentAnimIndex;
}
// ----------------------------------------------------------------------------
/** @brief Get the current animation or NULL
*/
aiAnimation *CurrentAnim() const {
return static_cast<unsigned int>(mCurrentAnimIndex) < mScene->mNumAnimations ? mScene->mAnimations[mCurrentAnimIndex] : NULL;
}
protected:
/** Recursively creates an internal node structure matching the
* current scene and animation.
*/
SceneAnimNode *CreateNodeTree(aiNode *pNode, SceneAnimNode *pParent);
/** Recursively updates the internal node transformations from the
* given matrix array
*/
void UpdateTransforms(SceneAnimNode *pNode, const std::vector<aiMatrix4x4> &pTransforms);
/** Calculates the global transformation matrix for the given internal node */
void CalculateGlobalTransform(SceneAnimNode *pInternalNode);
protected:
/** The scene we're operating on */
const aiScene *mScene;
/** Current animation index */
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int mCurrentAnimIndex;
/** The AnimEvaluator we use to calculate the current pose for the current animation */
AnimEvaluator *mAnimEvaluator;
/** Root node of the internal scene structure */
SceneAnimNode *mRootNode;
/** Name to node map to quickly find nodes by their name */
typedef std::map<const aiNode *, SceneAnimNode *> NodeMap;
NodeMap mNodesByName;
/** Name to node map to quickly find nodes for given bones by their name */
typedef std::map<const char *, const aiNode *> BoneMap;
BoneMap mBoneNodesByName;
/** Array to return transformations results inside. */
std::vector<aiMatrix4x4> mTransforms;
};
} // end of namespace AssimpView
#endif // AV_SCENEANIMATOR_H_INCLUDED