172 lines
6.8 KiB
C++
172 lines
6.8 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2018, 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 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 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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#include "assimp_view.h"
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#include <tuple>
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using namespace AssimpView;
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// ------------------------------------------------------------------------------------------------
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// Constructor on a given animation.
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AnimEvaluator::AnimEvaluator( const aiAnimation* pAnim)
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{
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mAnim = pAnim;
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mLastTime = 0.0;
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mLastPositions.resize( pAnim->mNumChannels, std::make_tuple( 0, 0, 0));
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}
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// ------------------------------------------------------------------------------------------------
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// Evaluates the animation tracks for a given time stamp.
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void AnimEvaluator::Evaluate( double pTime)
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{
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// extract ticks per second. Assume default value if not given
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double ticksPerSecond = mAnim->mTicksPerSecond != 0.0 ? mAnim->mTicksPerSecond : 25.0;
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// every following time calculation happens in ticks
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pTime *= ticksPerSecond;
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// map into anim's duration
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double time = 0.0f;
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if( mAnim->mDuration > 0.0)
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time = fmod( pTime, mAnim->mDuration);
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if( mTransforms.size() != mAnim->mNumChannels)
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mTransforms.resize( mAnim->mNumChannels);
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// calculate the transformations for each animation channel
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for( unsigned int a = 0; a < mAnim->mNumChannels; a++)
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{
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const aiNodeAnim* channel = mAnim->mChannels[a];
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// ******** Position *****
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aiVector3D presentPosition( 0, 0, 0);
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if( channel->mNumPositionKeys > 0)
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{
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// Look for present frame number. Search from last position if time is after the last time, else from beginning
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// Should be much quicker than always looking from start for the average use case.
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unsigned int frame = (time >= mLastTime) ? std::get<0>(mLastPositions[a]) : 0;
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while( frame < channel->mNumPositionKeys - 1)
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{
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if( time < channel->mPositionKeys[frame+1].mTime)
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break;
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frame++;
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}
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// interpolate between this frame's value and next frame's value
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unsigned int nextFrame = (frame + 1) % channel->mNumPositionKeys;
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const aiVectorKey& key = channel->mPositionKeys[frame];
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const aiVectorKey& nextKey = channel->mPositionKeys[nextFrame];
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double diffTime = nextKey.mTime - key.mTime;
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if( diffTime < 0.0)
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diffTime += mAnim->mDuration;
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if( diffTime > 0)
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{
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float factor = float( (time - key.mTime) / diffTime);
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presentPosition = key.mValue + (nextKey.mValue - key.mValue) * factor;
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} else
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{
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presentPosition = key.mValue;
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}
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std::get<0>(mLastPositions[a]) = frame;
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}
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// ******** Rotation *********
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aiQuaternion presentRotation( 1, 0, 0, 0);
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if( channel->mNumRotationKeys > 0)
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{
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unsigned int frame = (time >= mLastTime) ? std::get<1>(mLastPositions[a]) : 0;
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while( frame < channel->mNumRotationKeys - 1)
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{
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if( time < channel->mRotationKeys[frame+1].mTime)
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break;
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frame++;
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}
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// interpolate between this frame's value and next frame's value
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unsigned int nextFrame = (frame + 1) % channel->mNumRotationKeys;
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const aiQuatKey& key = channel->mRotationKeys[frame];
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const aiQuatKey& nextKey = channel->mRotationKeys[nextFrame];
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double diffTime = nextKey.mTime - key.mTime;
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if( diffTime < 0.0)
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diffTime += mAnim->mDuration;
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if( diffTime > 0)
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{
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float factor = float( (time - key.mTime) / diffTime);
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aiQuaternion::Interpolate( presentRotation, key.mValue, nextKey.mValue, factor);
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} else
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{
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presentRotation = key.mValue;
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}
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std::get<1>(mLastPositions[a]) = frame;
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}
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// ******** Scaling **********
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aiVector3D presentScaling( 1, 1, 1);
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if( channel->mNumScalingKeys > 0)
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{
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unsigned int frame = (time >= mLastTime) ? std::get<2>(mLastPositions[a]) : 0;
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while( frame < channel->mNumScalingKeys - 1)
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{
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if( time < channel->mScalingKeys[frame+1].mTime)
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break;
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frame++;
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}
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// TODO: (thom) interpolation maybe? This time maybe even logarithmic, not linear
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presentScaling = channel->mScalingKeys[frame].mValue;
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std::get<2>(mLastPositions[a]) = frame;
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}
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// build a transformation matrix from it
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aiMatrix4x4& mat = mTransforms[a];
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mat = aiMatrix4x4( presentRotation.GetMatrix());
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mat.a1 *= presentScaling.x; mat.b1 *= presentScaling.x; mat.c1 *= presentScaling.x;
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mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y;
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mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z;
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mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z;
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//mat.Transpose();
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}
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mLastTime = time;
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}
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