General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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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
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following 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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/** @file LWOAnimation.cpp
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* @brief LWOAnimationResolver utility class
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*
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* It's a very generic implementation of LightWave's system of
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* componentwise-animated stuff. The one and only fully free
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* implementation of LightWave envelopes of which I know.
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*/
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#include "AssimpPCH.h"
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#if (!defined ASSIMP_BUILD_NO_LWO_IMPORTER) && (!defined ASSIMP_BUILD_NO_LWS_IMPORTER)
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// internal headers
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#include "LWOFileData.h"
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using namespace Assimp;
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using namespace Assimp::LWO;
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// ------------------------------------------------------------------------------------------------
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// Construct an animation resolver from a given list of envelopes
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AnimResolver::AnimResolver(std::list<Envelope>& _envelopes,double tick)
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: envelopes (_envelopes)
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, sample_rate (0.)
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{
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trans_x = trans_y = trans_z = NULL;
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rotat_x = rotat_y = rotat_z = NULL;
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scale_x = scale_y = scale_z = NULL;
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first = last = 150392.;
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// find transformation envelopes
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for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
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(*it).old_first = 0;
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(*it).old_last = (*it).keys.size()-1;
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if ((*it).keys.empty()) continue;
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switch ((*it).type) {
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// translation
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case LWO::EnvelopeType_Position_X:
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trans_x = &*it;break;
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case LWO::EnvelopeType_Position_Y:
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trans_y = &*it;break;
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case LWO::EnvelopeType_Position_Z:
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trans_z = &*it;break;
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// rotation
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case LWO::EnvelopeType_Rotation_Heading:
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rotat_x = &*it;break;
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case LWO::EnvelopeType_Rotation_Pitch:
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rotat_y = &*it;break;
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case LWO::EnvelopeType_Rotation_Bank:
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rotat_z = &*it;break;
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// scaling
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case LWO::EnvelopeType_Scaling_X:
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scale_x = &*it;break;
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case LWO::EnvelopeType_Scaling_Y:
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scale_y = &*it;break;
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case LWO::EnvelopeType_Scaling_Z:
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scale_z = &*it;break;
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default:
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continue;
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};
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// convert from seconds to ticks
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for (std::vector<LWO::Key>::iterator d = (*it).keys.begin(); d != (*it).keys.end(); ++d)
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(*d).time *= tick;
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// set default animation range (minimum and maximum time value for which we have a keyframe)
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first = std::min(first, (*it).keys.front().time );
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last = std::max(last, (*it).keys.back().time );
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}
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// deferred setup of animation range to increase performance.
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// typically the application will want to specify its own.
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need_to_setup = true;
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}
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// ------------------------------------------------------------------------------------------------
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// Reset all envelopes to their original contents
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void AnimResolver::ClearAnimRangeSetup()
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{
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for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
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(*it).keys.erase((*it).keys.begin(),(*it).keys.begin()+(*it).old_first);
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(*it).keys.erase((*it).keys.begin()+(*it).old_last+1,(*it).keys.end());
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Insert additional keys to match LWO's pre& post behaviours.
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void AnimResolver::UpdateAnimRangeSetup()
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{
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for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
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if ((*it).keys.empty()) continue;
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const double my_first = (*it).keys.front().time;
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const double my_last = (*it).keys.back().time;
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const double delta = my_last-my_first;
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const size_t old_size = (*it).keys.size();
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const float value_delta = (*it).keys.back().value - (*it).keys.front().value;
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// NOTE: We won't handle reset, linear and constant here.
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// See DoInterpolation() for their implementation.
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// process pre behaviour
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switch ((*it).pre) {
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case LWO::PrePostBehaviour_OffsetRepeat:
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case LWO::PrePostBehaviour_Repeat:
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case LWO::PrePostBehaviour_Oscillate:
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const double start_time = delta - fmod(my_first-first,delta);
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std::vector<LWO::Key>::iterator n = std::find_if((*it).keys.begin(),(*it).keys.end(),
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std::bind1st(std::greater<double>(),start_time)),m;
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size_t ofs = 0;
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if (n != (*it).keys.end()) {
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// copy from here - don't use iterators, insert() would invalidate them
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ofs = (*it).keys.end()-n;
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(*it).keys.insert((*it).keys.begin(),ofs,LWO::Key());
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std::copy((*it).keys.end()-ofs,(*it).keys.end(),(*it).keys.begin());
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}
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// do full copies. again, no iterators
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const unsigned int num = (unsigned int)((my_first-first) / delta);
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(*it).keys.resize((*it).keys.size() + num*old_size);
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n = (*it).keys.begin()+ofs;
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bool reverse = false;
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for (unsigned int i = 0; i < num; ++i) {
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m = n+old_size*(i+1);
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std::copy(n,n+old_size,m);
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if ((*it).pre == LWO::PrePostBehaviour_Oscillate && (reverse = !reverse))
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std::reverse(m,m+old_size-1);
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}
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// update time values
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n = (*it).keys.end() - (old_size+1);
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double cur_minus = delta;
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unsigned int tt = 1;
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for (const double tmp = delta*(num+1);cur_minus <= tmp;cur_minus += delta,++tt) {
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m = (delta == tmp ? (*it).keys.begin() : n - (old_size+1));
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for (;m != n; --n) {
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(*n).time -= cur_minus;
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// offset repeat? add delta offset to key value
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if ((*it).pre == LWO::PrePostBehaviour_OffsetRepeat) {
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(*n).value += tt * value_delta;
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}
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}
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}
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break;
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}
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// process post behaviour
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switch ((*it).post) {
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case LWO::PrePostBehaviour_OffsetRepeat:
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case LWO::PrePostBehaviour_Repeat:
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case LWO::PrePostBehaviour_Oscillate:
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break;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Extract bind pose matrix
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void AnimResolver::ExtractBindPose(aiMatrix4x4& out)
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{
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// If we have no envelopes, return identity
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if (envelopes.empty()) {
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out = aiMatrix4x4();
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return;
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}
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aiVector3D angles, scaling(1.f,1.f,1.f), translation;
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if (trans_x) translation.x = trans_x->keys[0].value;
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if (trans_y) translation.y = trans_y->keys[0].value;
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if (trans_z) translation.z = trans_z->keys[0].value;
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if (rotat_x) angles.x = rotat_x->keys[0].value;
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if (rotat_y) angles.y = rotat_y->keys[0].value;
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if (rotat_z) angles.z = rotat_z->keys[0].value;
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if (scale_x) scaling.x = scale_x->keys[0].value;
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if (scale_y) scaling.y = scale_y->keys[0].value;
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if (scale_z) scaling.z = scale_z->keys[0].value;
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// build the final matrix
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aiMatrix4x4 s,r,t;
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r.FromEulerAnglesXYZ(angles);
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//aiMatrix4x4::RotationY(angles.y,r);
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// fixme: make FromEulerAngles static, too
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aiMatrix4x4::Translation(translation,t);
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aiMatrix4x4::Scaling(scaling,s);
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out = s*r*t;
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}
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// ------------------------------------------------------------------------------------------------
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// Do a single interpolation on a channel
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void AnimResolver::DoInterpolation(std::vector<LWO::Key>::const_iterator cur,
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LWO::Envelope* envl,double time, float& fill)
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{
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if (envl->keys.size() == 1) {
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fill = envl->keys[0].value;
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return;
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}
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// check whether we're at the beginning of the animation track
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if (cur == envl->keys.begin()) {
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// ok ... this depends on pre behaviour now
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// we don't need to handle repeat&offset repeat&oszillate here, see UpdateAnimRangeSetup()
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switch (envl->pre)
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{
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case LWO::PrePostBehaviour_Linear:
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DoInterpolation2(cur,cur+1,time,fill);
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return;
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case LWO::PrePostBehaviour_Reset:
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fill = 0.f;
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return;
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default : //case LWO::PrePostBehaviour_Constant:
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fill = (*cur).value;
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return;
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}
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}
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// check whether we're at the end of the animation track
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else if (cur == envl->keys.end()-1 && time > envl->keys.rbegin()->time) {
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// ok ... this depends on post behaviour now
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switch (envl->post)
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{
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case LWO::PrePostBehaviour_Linear:
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DoInterpolation2(cur,cur-1,time,fill);
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return;
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case LWO::PrePostBehaviour_Reset:
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fill = 0.f;
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return;
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default : //case LWO::PrePostBehaviour_Constant:
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fill = (*cur).value;
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return;
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}
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}
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// Otherwise do a simple interpolation
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DoInterpolation2(cur-1,cur,time,fill);
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}
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// ------------------------------------------------------------------------------------------------
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// Almost the same, except we won't handle pre/post conditions here
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void AnimResolver::DoInterpolation2(std::vector<LWO::Key>::const_iterator beg,
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std::vector<LWO::Key>::const_iterator end,double time, float& fill)
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{
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switch ((*end).inter) {
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case LWO::IT_STEP:
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// no interpolation at all - take the value of the last key
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fill = (*beg).value;
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return;
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}
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// linear interpolation - default
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fill = (*beg).value + ((*end).value - (*beg).value)*(float)(((time - (*beg).time) / ((*end).time - (*beg).time)));
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}
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// ------------------------------------------------------------------------------------------------
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|
|
|
// Subsample animation track by given key values
|
2009-10-10 12:32:23 +00:00
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|
|
void AnimResolver::SubsampleAnimTrack(std::vector<aiVectorKey>& /*out*/,
|
|
|
|
double /*time*/ ,double /*sample_delta*/ )
|
General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
|
|
|
{
|
2009-11-13 23:27:28 +00:00
|
|
|
//ai_assert(out.empty() && sample_delta);
|
General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
|
|
|
|
2009-04-10 21:59:22 +00:00
|
|
|
//const double time_start = out.back().mTime;
|
General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
|
|
|
// for ()
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Track interpolation
|
|
|
|
void AnimResolver::InterpolateTrack(std::vector<aiVectorKey>& out,aiVectorKey& fill,double time)
|
|
|
|
{
|
|
|
|
// subsample animation track?
|
|
|
|
if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
|
|
|
|
SubsampleAnimTrack(out,time, sample_delta);
|
|
|
|
}
|
|
|
|
|
|
|
|
fill.mTime = time;
|
|
|
|
|
|
|
|
// get x
|
|
|
|
if ((*cur_x).time == time) {
|
|
|
|
fill.mValue.x = (*cur_x).value;
|
|
|
|
|
|
|
|
if (cur_x != envl_x->keys.end()-1) /* increment x */
|
|
|
|
++cur_x;
|
|
|
|
else end_x = true;
|
|
|
|
}
|
|
|
|
else DoInterpolation(cur_x,envl_x,time,(float&)fill.mValue.x);
|
|
|
|
|
|
|
|
// get y
|
|
|
|
if ((*cur_y).time == time) {
|
|
|
|
fill.mValue.y = (*cur_y).value;
|
|
|
|
|
|
|
|
if (cur_y != envl_y->keys.end()-1) /* increment y */
|
|
|
|
++cur_y;
|
|
|
|
else end_y = true;
|
|
|
|
}
|
|
|
|
else DoInterpolation(cur_y,envl_y,time,(float&)fill.mValue.y);
|
|
|
|
|
|
|
|
// get z
|
|
|
|
if ((*cur_z).time == time) {
|
|
|
|
fill.mValue.z = (*cur_z).value;
|
|
|
|
|
|
|
|
if (cur_z != envl_z->keys.end()-1) /* increment z */
|
|
|
|
++cur_z;
|
|
|
|
else end_x = true;
|
|
|
|
}
|
|
|
|
else DoInterpolation(cur_z,envl_z,time,(float&)fill.mValue.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Build linearly subsampled keys from three single envelopes, one for each component (x,y,z)
|
|
|
|
void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
|
|
|
|
LWO::Envelope* _envl_x,
|
|
|
|
LWO::Envelope* _envl_y,
|
|
|
|
LWO::Envelope* _envl_z,
|
|
|
|
unsigned int _flags)
|
|
|
|
{
|
|
|
|
envl_x = _envl_x;
|
|
|
|
envl_y = _envl_y;
|
|
|
|
envl_z = _envl_z;
|
|
|
|
flags = _flags;
|
|
|
|
|
|
|
|
// generate default channels if none are given
|
|
|
|
LWO::Envelope def_x, def_y, def_z;
|
|
|
|
LWO::Key key_dummy;
|
|
|
|
key_dummy.time = 0.f;
|
|
|
|
if (envl_x && envl_x->type == LWO::EnvelopeType_Scaling_X ||
|
|
|
|
envl_y && envl_y->type == LWO::EnvelopeType_Scaling_Y ||
|
|
|
|
envl_z && envl_z->type == LWO::EnvelopeType_Scaling_Z) {
|
|
|
|
key_dummy.value = 1.f;
|
|
|
|
}
|
|
|
|
else key_dummy.value = 0.f;
|
|
|
|
|
|
|
|
if (!envl_x) {
|
|
|
|
envl_x = &def_x;
|
|
|
|
envl_x->keys.push_back(key_dummy);
|
|
|
|
}
|
|
|
|
if (!envl_y) {
|
|
|
|
envl_y = &def_y;
|
|
|
|
envl_y->keys.push_back(key_dummy);
|
|
|
|
}
|
|
|
|
if (!envl_z) {
|
|
|
|
envl_z = &def_z;
|
|
|
|
envl_z->keys.push_back(key_dummy);
|
|
|
|
}
|
|
|
|
|
|
|
|
// guess how many keys we'll get
|
|
|
|
size_t reserve;
|
|
|
|
double sr = 1.;
|
|
|
|
if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
|
|
|
|
if (!sample_rate)
|
|
|
|
sr = 100.f;
|
|
|
|
else sr = sample_rate;
|
|
|
|
sample_delta = 1.f / sr;
|
|
|
|
|
|
|
|
reserve = (size_t)(
|
|
|
|
std::max( envl_x->keys.end()->time,
|
|
|
|
std::max( envl_y->keys.end()->time, envl_z->keys.end()->time )) * sr);
|
|
|
|
}
|
|
|
|
else reserve = std::max(envl_x->keys.size(),std::max(envl_x->keys.size(),envl_z->keys.size()));
|
|
|
|
out.reserve(reserve+(reserve>>1));
|
|
|
|
|
|
|
|
// Iterate through all three arrays at once - it's tricky, but
|
|
|
|
// rather interesting to implement.
|
|
|
|
double lasttime = std::min(envl_x->keys[0].time,std::min(envl_y->keys[0].time,envl_z->keys[0].time));
|
|
|
|
|
|
|
|
cur_x = envl_x->keys.begin();
|
|
|
|
cur_y = envl_y->keys.begin();
|
|
|
|
cur_z = envl_z->keys.begin();
|
|
|
|
|
|
|
|
end_x = end_y = end_z = false;
|
|
|
|
while (1) {
|
|
|
|
|
|
|
|
aiVectorKey fill;
|
|
|
|
|
|
|
|
if ((*cur_x).time == (*cur_y).time && (*cur_x).time == (*cur_z).time ) {
|
|
|
|
|
|
|
|
// we have a keyframe for all of them defined .. great,
|
|
|
|
// we don't need to fucking interpolate here ...
|
|
|
|
fill.mTime = (*cur_x).time;
|
|
|
|
|
|
|
|
fill.mValue.x = (*cur_x).value;
|
|
|
|
fill.mValue.y = (*cur_y).value;
|
|
|
|
fill.mValue.z = (*cur_z).value;
|
|
|
|
|
|
|
|
// subsample animation track
|
|
|
|
if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
|
|
|
|
//SubsampleAnimTrack(out,cur_x, cur_y, cur_z, d, sample_delta);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cur_x != envl_x->keys.end()-1)
|
|
|
|
++cur_x;
|
|
|
|
else end_x = true;
|
|
|
|
if (cur_y != envl_y->keys.end()-1)
|
|
|
|
++cur_y;
|
|
|
|
else end_y = true;
|
|
|
|
if (cur_z != envl_z->keys.end()-1)
|
|
|
|
++cur_z;
|
|
|
|
else end_z = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find key with lowest time value
|
|
|
|
else if ((*cur_x).time <= (*cur_y).time && !end_x) {
|
|
|
|
|
|
|
|
if ((*cur_z).time <= (*cur_x).time && !end_z) {
|
|
|
|
InterpolateTrack(out,fill,(*cur_z).time);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
InterpolateTrack(out,fill,(*cur_x).time);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ((*cur_z).time <= (*cur_y).time && !end_z) {
|
|
|
|
InterpolateTrack(out,fill,(*cur_z).time);
|
|
|
|
}
|
|
|
|
else if (!end_y) {
|
|
|
|
// welcome on the server, y
|
|
|
|
InterpolateTrack(out,fill,(*cur_y).time);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// we have reached the end of at least 2 channels,
|
|
|
|
// only one is remaining. Extrapolate the 2.
|
|
|
|
if (end_y) {
|
|
|
|
InterpolateTrack(out,fill,(end_x ? (*cur_z) : (*cur_x)).time);
|
|
|
|
}
|
|
|
|
else if (end_x) {
|
|
|
|
InterpolateTrack(out,fill,(end_z ? (*cur_y) : (*cur_z)).time);
|
|
|
|
}
|
|
|
|
else { // if (end_z)
|
|
|
|
InterpolateTrack(out,fill,(end_y ? (*cur_x) : (*cur_y)).time);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
lasttime = fill.mTime;
|
|
|
|
out.push_back(fill);
|
|
|
|
|
|
|
|
if( end_x && end_y && end_z ) /* finished? */
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (flags & AI_LWO_ANIM_FLAG_START_AT_ZERO) {
|
|
|
|
for (std::vector<aiVectorKey>::iterator it = out.begin(); it != out.end(); ++it)
|
|
|
|
(*it).mTime -= first;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Extract animation channel
|
|
|
|
void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int flags /*= 0*/)
|
|
|
|
{
|
|
|
|
*out = NULL;
|
|
|
|
|
2009-11-19 23:22:53 +00:00
|
|
|
|
|
|
|
//FIXME: crashes if more than one component is animated at different timings, to be resolved.
|
|
|
|
return;
|
|
|
|
|
|
|
|
#if 0
|
General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
|
|
|
// If we have no envelopes, return NULL
|
|
|
|
if (envelopes.empty()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2009-04-10 21:59:22 +00:00
|
|
|
// We won't spawn an animation channel if we don't have at least one envelope with more than one keyframe defined.
|
General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
|
|
|
const bool trans = (trans_x && trans_x->keys.size() > 1 || trans_y && trans_y->keys.size() > 1 || trans_z && trans_z->keys.size() > 1);
|
|
|
|
const bool rotat = (rotat_x && rotat_x->keys.size() > 1 || rotat_y && rotat_y->keys.size() > 1 || rotat_z && rotat_z->keys.size() > 1);
|
|
|
|
const bool scale = (scale_x && scale_x->keys.size() > 1 || scale_y && scale_y->keys.size() > 1 || scale_z && scale_z->keys.size() > 1);
|
|
|
|
if (!trans && !rotat && !scale)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Allocate the output animation
|
|
|
|
aiNodeAnim* anim = *out = new aiNodeAnim();
|
|
|
|
|
|
|
|
// Setup default animation setup if necessary
|
|
|
|
if (need_to_setup) {
|
|
|
|
UpdateAnimRangeSetup();
|
|
|
|
need_to_setup = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy translation keys
|
|
|
|
if (trans) {
|
|
|
|
std::vector<aiVectorKey> keys;
|
|
|
|
GetKeys(keys,trans_x,trans_y,trans_z,flags);
|
|
|
|
|
|
|
|
anim->mPositionKeys = new aiVectorKey[ anim->mNumPositionKeys = keys.size() ];
|
|
|
|
std::copy(keys.begin(),keys.end(),anim->mPositionKeys);
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy rotation keys
|
|
|
|
if (rotat) {
|
|
|
|
std::vector<aiVectorKey> keys;
|
|
|
|
GetKeys(keys,rotat_x,rotat_y,rotat_z,flags);
|
|
|
|
|
|
|
|
anim->mRotationKeys = new aiQuatKey[ anim->mNumRotationKeys = keys.size() ];
|
|
|
|
|
|
|
|
// convert heading, pitch, bank to quaternion
|
|
|
|
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
|
|
|
|
aiQuatKey& qk = anim->mRotationKeys[i];
|
|
|
|
qk.mTime = keys[i].mTime;
|
2009-03-15 00:40:30 +00:00
|
|
|
qk.mValue = aiQuaternion( keys[i].mValue.x ,keys[i].mValue.z ,keys[i].mValue.y );
|
General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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}
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}
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// copy scaling keys
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if (scale) {
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std::vector<aiVectorKey> keys;
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GetKeys(keys,scale_x,scale_y,scale_z,flags);
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anim->mScalingKeys = new aiVectorKey[ anim->mNumScalingKeys = keys.size() ];
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std::copy(keys.begin(),keys.end(),anim->mScalingKeys);
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}
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2009-11-19 23:22:53 +00:00
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#endif
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General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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}
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#endif // no lwo or no lws
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