485 lines
14 KiB
C++
485 lines
14 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) 2006-2010, 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 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 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 aiAnim.h
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* @brief Defines the data structures in which the imported animations
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* are returned.
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*/
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#ifndef AI_ANIM_H_INC
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#define AI_ANIM_H_INC
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#include "aiTypes.h"
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#include "aiQuaternion.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** A time-value pair specifying a certain 3D vector for the given time. */
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struct aiVectorKey
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{
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/** The time of this key */
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double mTime;
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/** The value of this key */
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C_STRUCT aiVector3D mValue;
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#ifdef __cplusplus
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//! Default constructor
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aiVectorKey(){}
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//! Construction from a given time and key value
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aiVectorKey(double time, const aiVector3D& value)
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: mTime (time)
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, mValue (value)
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{}
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typedef aiVector3D elem_type;
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// Comparison operators. For use with std::find();
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bool operator == (const aiVectorKey& o) const {
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return o.mValue == this->mValue;
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}
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bool operator != (const aiVectorKey& o) const {
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return o.mValue != this->mValue;
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}
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// Relational operators. For use with std::sort();
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bool operator < (const aiVectorKey& o) const {
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return mTime < o.mTime;
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}
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bool operator > (const aiVectorKey& o) const {
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return mTime > o.mTime;
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}
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#endif
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};
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// ---------------------------------------------------------------------------
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/** A time-value pair specifying a rotation for the given time.
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* Rotations are expressed with quaternions. */
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struct aiQuatKey
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{
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/** The time of this key */
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double mTime;
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/** The value of this key */
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C_STRUCT aiQuaternion mValue;
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#ifdef __cplusplus
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aiQuatKey(){
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}
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/** Construction from a given time and key value */
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aiQuatKey(double time, const aiQuaternion& value)
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: mTime (time)
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, mValue (value)
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{}
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typedef aiQuaternion elem_type;
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// Comparison operators. For use with std::find();
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bool operator == (const aiQuatKey& o) const {
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return o.mValue == this->mValue;
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}
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bool operator != (const aiQuatKey& o) const {
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return o.mValue != this->mValue;
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}
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// Relational operators. For use with std::sort();
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bool operator < (const aiQuatKey& o) const {
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return mTime < o.mTime;
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}
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bool operator > (const aiQuatKey& o) const {
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return mTime > o.mTime;
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}
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#endif
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};
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// ---------------------------------------------------------------------------
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/** Binds a anim mesh to a specific point in time. */
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struct aiMeshKey
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{
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/** The time of this key */
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double mTime;
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/** Index into the aiMesh::mAnimMeshes array of the
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* mesh coresponding to the #aiMeshAnim hosting this
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* key frame. The referenced anim mesh is evaluated
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* according to the rules defined in the docs for #aiAnimMesh.*/
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unsigned int mValue;
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#ifdef __cplusplus
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aiMeshKey() {
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}
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/** Construction from a given time and key value */
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aiMeshKey(double time, const unsigned int value)
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: mTime (time)
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, mValue (value)
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{}
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typedef unsigned int elem_type;
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// Comparison operators. For use with std::find();
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bool operator == (const aiMeshKey& o) const {
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return o.mValue == this->mValue;
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}
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bool operator != (const aiMeshKey& o) const {
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return o.mValue != this->mValue;
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}
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// Relational operators. For use with std::sort();
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bool operator < (const aiMeshKey& o) const {
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return mTime < o.mTime;
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}
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bool operator > (const aiMeshKey& o) const {
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return mTime > o.mTime;
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}
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#endif
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};
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// ---------------------------------------------------------------------------
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/** Defines how an animation channel behaves outside the defined time
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* range. This corresponds to aiNodeAnim::mPreState and
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* aiNodeAnim::mPostState.*/
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enum aiAnimBehaviour
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{
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/** The value from the default node transformation is taken*/
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aiAnimBehaviour_DEFAULT = 0x0,
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/** The nearest key value is used without interpolation */
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aiAnimBehaviour_CONSTANT = 0x1,
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/** The value of the nearest two keys is linearly
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* extrapolated for the current time value.*/
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aiAnimBehaviour_LINEAR = 0x2,
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/** The animation is repeated.
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*
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* If the animation key go from n to m and the current
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* time is t, use the value at (t-n) % (|m-n|).*/
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aiAnimBehaviour_REPEAT = 0x3,
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/** This value is not used, it is just here to force the
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* the compiler to map this enum to a 32 Bit integer */
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#ifndef SWIG
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_aiAnimBehaviour_Force32Bit = 0x8fffffff
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#endif
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};
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// ---------------------------------------------------------------------------
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/** Describes the animation of a single node. The name specifies the
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* bone/node which is affected by this animation channel. The keyframes
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* are given in three separate series of values, one each for position,
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* rotation and scaling. The transformation matrix computed from these
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* values replaces the node's original transformation matrix at a
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* specific time.
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* This means all keys are absolute and not relative to the bone default pose.
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* The order in which the transformations are applied is
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* - as usual - scaling, rotation, translation.
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*
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* @note All keys are returned in their correct, chronological order.
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* Duplicate keys don't pass the validation step. Most likely there
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* will be no negative time values, but they are not forbidden also ( so
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* implementations need to cope with them! ) */
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struct aiNodeAnim
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{
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/** The name of the node affected by this animation. The node
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* must exist and it must be unique.*/
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C_STRUCT aiString mNodeName;
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/** The number of position keys */
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unsigned int mNumPositionKeys;
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/** The position keys of this animation channel. Positions are
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* specified as 3D vector. The array is mNumPositionKeys in size.
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*
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* If there are position keys, there will also be at least one
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* scaling and one rotation key.*/
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C_STRUCT aiVectorKey* mPositionKeys;
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/** The number of rotation keys */
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unsigned int mNumRotationKeys;
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/** The rotation keys of this animation channel. Rotations are
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* given as quaternions, which are 4D vectors. The array is
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* mNumRotationKeys in size.
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*
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* If there are rotation keys, there will also be at least one
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* scaling and one position key. */
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C_STRUCT aiQuatKey* mRotationKeys;
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/** The number of scaling keys */
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unsigned int mNumScalingKeys;
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/** The scaling keys of this animation channel. Scalings are
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* specified as 3D vector. The array is mNumScalingKeys in size.
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*
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* If there are scaling keys, there will also be at least one
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* position and one rotation key.*/
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C_STRUCT aiVectorKey* mScalingKeys;
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/** Defines how the animation behaves before the first
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* key is encountered.
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*
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* The default value is aiAnimBehaviour_DEFAULT (the original
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* transformation matrix of the affected node is used).*/
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C_ENUM aiAnimBehaviour mPreState;
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/** Defines how the animation behaves after the last
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* key was processed.
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*
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* The default value is aiAnimBehaviour_DEFAULT (the original
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* transformation matrix of the affected node is taken).*/
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C_ENUM aiAnimBehaviour mPostState;
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#ifdef __cplusplus
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aiNodeAnim()
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{
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mNumPositionKeys = 0; mPositionKeys = NULL;
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mNumRotationKeys = 0; mRotationKeys = NULL;
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mNumScalingKeys = 0; mScalingKeys = NULL;
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mPreState = mPostState = aiAnimBehaviour_DEFAULT;
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}
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~aiNodeAnim()
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{
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delete [] mPositionKeys;
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delete [] mRotationKeys;
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delete [] mScalingKeys;
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}
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#endif // __cplusplus
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};
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// ---------------------------------------------------------------------------
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/** Describes vertex-based animations for a single mesh or a group of
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* meshes. Meshes carry the animation data for each frame in their
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* aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
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* define keyframes linking each mesh attachment to a particular
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* point in time. */
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struct aiMeshAnim
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{
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/** Name of the mesh to be animated. An empty string is not allowed,
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* animated meshes need to be named (not necessarily uniquely,
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* the name can basically serve as wildcard to select a group
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* of meshes with similar animation setup)*/
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C_STRUCT aiString mName;
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/** Size of the #mKeys array. Must be 1, at least. */
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unsigned int mNumKeys;
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/** Key frames of the animation. May not be NULL. */
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C_STRUCT aiMeshKey* mKeys;
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#ifdef __cplusplus
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aiMeshAnim()
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: mNumKeys()
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, mKeys()
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{}
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~aiMeshAnim()
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{
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delete[] mKeys;
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}
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#endif
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};
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// ---------------------------------------------------------------------------
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/** An animation consists of keyframe data for a number of nodes. For
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* each node affected by the animation a separate series of data is given.*/
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struct aiAnimation
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{
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/** The name of the animation. If the modeling package this data was
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* exported from does support only a single animation channel, this
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* name is usually empty (length is zero). */
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C_STRUCT aiString mName;
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/** Duration of the animation in ticks. */
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double mDuration;
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/** Ticks per second. 0 if not specified in the imported file */
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double mTicksPerSecond;
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/** The number of bone animation channels. Each channel affects
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* a single node. */
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unsigned int mNumChannels;
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/** The node animation channels. Each channel affects a single node.
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* The array is mNumChannels in size. */
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C_STRUCT aiNodeAnim** mChannels;
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/** The number of mesh animation channels. Each channel affects
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* a single mesh and defines vertex-based animation. */
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unsigned int mNumMeshChannels;
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/** The mesh animation channels. Each channel affects a single mesh.
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* The array is mNumMeshChannels in size. */
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C_STRUCT aiMeshAnim** mMeshChannels;
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#ifdef __cplusplus
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aiAnimation()
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: mDuration(-1.)
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, mTicksPerSecond()
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, mNumChannels()
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, mChannels()
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, mNumMeshChannels()
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, mMeshChannels()
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{
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}
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~aiAnimation()
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{
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// DO NOT REMOVE THIS ADDITIONAL CHECK
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if (mNumChannels && mChannels) {
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for( unsigned int a = 0; a < mNumChannels; a++) {
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delete mChannels[a];
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}
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delete [] mChannels;
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}
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if (mNumMeshChannels && mMeshChannels) {
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for( unsigned int a = 0; a < mNumMeshChannels; a++) {
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delete mMeshChannels[a];
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}
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delete [] mMeshChannels;
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}
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}
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#endif // __cplusplus
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};
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#ifdef __cplusplus
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}
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// some C++ utilities for inter- and extrapolation
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** @brief CPP-API: Utility class to simplify interpolations of various data types.
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*
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* The type of interpolation is choosen automatically depending on the
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* types of the arguments. */
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template <typename T>
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struct Interpolator
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{
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// ------------------------------------------------------------------
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/** @brief Get the result of the interpolation between a,b.
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*
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* The interpolation algorithm depends on the type of the operands.
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* aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
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* linear interpolation. */
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void operator () (T& out,const T& a, const T& b, float d) const {
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out = a + (b-a)*d;
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}
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}; // ! Interpolator <T>
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//! @cond Never
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template <>
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struct Interpolator <aiQuaternion> {
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void operator () (aiQuaternion& out,const aiQuaternion& a,
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const aiQuaternion& b, float d) const
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{
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aiQuaternion::Interpolate(out,a,b,d);
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}
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}; // ! Interpolator <aiQuaternion>
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template <>
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struct Interpolator <unsigned int> {
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void operator () (unsigned int& out,unsigned int a,
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unsigned int b, float d) const
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{
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out = d>0.5f ? b : a;
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}
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}; // ! Interpolator <aiQuaternion>
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template <>
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struct Interpolator <aiVectorKey> {
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void operator () (aiVector3D& out,const aiVectorKey& a,
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const aiVectorKey& b, float d) const
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{
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Interpolator<aiVector3D> ipl;
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ipl(out,a.mValue,b.mValue,d);
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}
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}; // ! Interpolator <aiVectorKey>
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template <>
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struct Interpolator <aiQuatKey> {
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void operator () (aiQuaternion& out, const aiQuatKey a,
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const aiQuatKey& b, float d) const
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{
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Interpolator<aiQuaternion> ipl;
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ipl(out,a.mValue,b.mValue,d);
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}
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}; // ! Interpolator <aiQuatKey>
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template <>
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struct Interpolator <aiMeshKey> {
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void operator () (unsigned int& out, const aiMeshKey a,
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const aiMeshKey& b, float d) const
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{
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Interpolator<unsigned int> ipl;
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ipl(out,a.mValue,b.mValue,d);
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}
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}; // ! Interpolator <aiQuatKey>
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//! @endcond
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} // ! end namespace Assimp
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#endif // __cplusplus
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#endif // AI_ANIM_H_INC
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