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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 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 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, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ /** @file SceneAnimator.cpp * @brief Implementation of the utility class SceneAnimator */ #include "assimp_view.h" using namespace AssimpView; 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 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(mCurrentAnimIndex)) { return; } // kill data of the previous anim delete mRootNode; mRootNode = nullptr; delete mAnimEvaluator; mAnimEvaluator = nullptr; mNodesByName.clear(); mCurrentAnimIndex = static_cast(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(mCurrentAnimIndex) >= mScene->mNumAnimations) { return; } // 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 if (!mAnimEvaluator) { return; } // 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); 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); if (it == mNodesByName.end()) { return IdentityMatrix; } return it->second->mGlobalTransform; } // ------------------------------------------------------------------------------------------------ // Calculates the bone matrices for the given mesh. const std::vector &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]; // 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 ¤tGlobalTransform = 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(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 &pTransforms) { // update node local transform if (pNode->mChannelIndex != -1) { ai_assert(static_cast(pNode->mChannelIndex) < pTransforms.size()); pNode->mLocalTransform = pTransforms[pNode->mChannelIndex]; } // update global transform as well CalculateGlobalTransform(pNode); // continue for all children for (std::vector::iterator it = pNode->mChildren.begin(); it != pNode->mChildren.end(); ++it) { 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; } }