182 lines
5.7 KiB
C++
182 lines
5.7 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2015, assimp 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 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 Defines a helper class for the ASE and 3DS loaders to
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help them compute camera and spot light animation channels */
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#ifndef AI_TARGET_ANIMATION_H_INC
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#define AI_TARGET_ANIMATION_H_INC
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#include "../include/assimp/anim.h"
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#include <vector>
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** Helper class to iterate through all keys in an animation channel.
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*
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* Missing tracks are interpolated. This is a helper class for
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* TargetAnimationHelper, but it can be freely used for other purposes.
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*/
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class KeyIterator
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{
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public:
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// ------------------------------------------------------------------
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/** Constructs a new key iterator
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*
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* @param _objPos Object position track. May be NULL.
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* @param _targetObjPos Target object position track. May be NULL.
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* @param defaultObjectPos Default object position to be used if
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* no animated track is available. May be NULL.
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* @param defaultTargetPos Default target position to be used if
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* no animated track is available. May be NULL.
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*/
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KeyIterator(const std::vector<aiVectorKey>* _objPos,
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const std::vector<aiVectorKey>* _targetObjPos,
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const aiVector3D* defaultObjectPos = NULL,
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const aiVector3D* defaultTargetPos = NULL);
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// ------------------------------------------------------------------
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/** Returns true if all keys have been processed
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*/
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bool Finished() const
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{return reachedEnd;}
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// ------------------------------------------------------------------
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/** Increment the iterator
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*/
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void operator++();
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inline void operator++(int)
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{return ++(*this);}
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// ------------------------------------------------------------------
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/** Getters to retrieve the current state of the iterator
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*/
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inline const aiVector3D& GetCurPosition() const
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{return curPosition;}
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inline const aiVector3D& GetCurTargetPosition() const
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{return curTargetPosition;}
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inline double GetCurTime() const
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{return curTime;}
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private:
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//! Did we reach the end?
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bool reachedEnd;
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//! Represents the current position of the iterator
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aiVector3D curPosition, curTargetPosition;
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double curTime;
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//! Input tracks and the next key to process
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const std::vector<aiVectorKey>* objPos,*targetObjPos;
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unsigned int nextObjPos, nextTargetObjPos;
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std::vector<aiVectorKey> defaultObjPos,defaultTargetObjPos;
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};
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// ---------------------------------------------------------------------------
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/** Helper class for the 3DS and ASE loaders to compute camera and spot light
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* animations.
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*
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* 3DS and ASE store the differently to Assimp - there is an animation
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* channel for the camera/spot light itself and a separate position
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* animation channels specifying the position of the camera/spot light
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* look-at target */
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class TargetAnimationHelper
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{
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public:
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TargetAnimationHelper()
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: targetPositions (NULL)
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, objectPositions (NULL)
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{}
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// ------------------------------------------------------------------
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/** Sets the target animation channel
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*
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* This channel specifies the position of the camera/spot light
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* target at a specific position.
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*
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* @param targetPositions Translation channel*/
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void SetTargetAnimationChannel (const
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std::vector<aiVectorKey>* targetPositions);
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// ------------------------------------------------------------------
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/** Sets the main animation channel
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*
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* @param objectPositions Translation channel */
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void SetMainAnimationChannel ( const
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std::vector<aiVectorKey>* objectPositions);
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// ------------------------------------------------------------------
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/** Sets the main animation channel to a fixed value
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*
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* @param fixed Fixed value for the main animation channel*/
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void SetFixedMainAnimationChannel(const aiVector3D& fixed);
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// ------------------------------------------------------------------
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/** Computes final animation channels
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* @param distanceTrack Receive camera translation keys ... != NULL. */
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void Process( std::vector<aiVectorKey>* distanceTrack );
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private:
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const std::vector<aiVectorKey>* targetPositions,*objectPositions;
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aiVector3D fixedMain;
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};
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} // ! end namespace Assimp
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#endif // include guard
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