213 lines
6.5 KiB
C++
213 lines
6.5 KiB
C++
/*
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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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#include "AssimpPCH.h"
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#include "TargetAnimation.h"
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using namespace Assimp;
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// ---------------------------------------------------------------------------
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KeyIterator::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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: reachedEnd (false)
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, curTime (-1.)
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, objPos (_objPos)
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, targetObjPos (_targetObjPos)
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, nextObjPos (0)
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, nextTargetObjPos(0)
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{
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// Generate default transformation tracks if necessary
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if (!objPos || objPos->empty())
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{
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defaultObjPos.resize(1);
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defaultObjPos.front().mTime = 10e10;
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if (defaultObjectPos)
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defaultObjPos.front().mValue = *defaultObjectPos;
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objPos = & defaultObjPos;
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}
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if (!targetObjPos || targetObjPos->empty())
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{
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defaultTargetObjPos.resize(1);
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defaultTargetObjPos.front().mTime = 10e10;
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if (defaultTargetPos)
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defaultTargetObjPos.front().mValue = *defaultTargetPos;
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targetObjPos = & defaultTargetObjPos;
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}
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}
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// ---------------------------------------------------------------------------
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void KeyIterator::operator ++()
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{
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// If we are already at the end of all keyframes, return
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if (reachedEnd)return;
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int breakThisUglyStuff = 0;
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// Now search in all arrays for the time value closest
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// to our current position on the time line
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double d0,d1;
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d0 = objPos->at(nextObjPos).mTime;
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if (nextObjPos == objPos->size()-1)
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++breakThisUglyStuff;
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d1 = targetObjPos->at(nextTargetObjPos).mTime;
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if (nextTargetObjPos == targetObjPos->size()-1)
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++breakThisUglyStuff;
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// Easiest case - all are identical. In this
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// case we don't need to interpolate so we can
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// return earlier
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if ( d0 == d1 )
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{
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curTime = d0;
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curPosition = objPos->at(nextObjPos).mValue;
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curTargetPosition = targetObjPos->at(nextTargetObjPos).mValue;
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// Increment all counters, regardless whether
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// the corresponding arrays are there
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++nextObjPos;
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++nextTargetObjPos;
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}
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// An object position key is closest to us
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else if (d0 < d1)
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{
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curTime = d0;
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// interpolate the other
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if (1 == targetObjPos->size() || !nextTargetObjPos)
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{
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curTargetPosition = targetObjPos->at(0).mValue;
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}
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else
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{
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const aiVectorKey& last = targetObjPos->at(nextTargetObjPos);
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const aiVectorKey& first = targetObjPos->at(nextTargetObjPos-1);
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/* curTargetPosition = Interpolate(first.mValue, last.mValue,
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(curTime-first.mTime) / (last.mTime-first.mTime));*/
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}
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// increment counters
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if (objPos->size() != nextObjPos-1)
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++nextObjPos;
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if (targetObjPos->size() != nextTargetObjPos-1)
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++nextTargetObjPos;
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}
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// A target position key is closest to us
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else
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{
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curTime = d1;
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// interpolate the other
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if (1 == objPos->size() || !nextObjPos)
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{
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curPosition = objPos->at(0).mValue;
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}
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else
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{
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const aiVectorKey& last = objPos->at(nextObjPos);
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const aiVectorKey& first = objPos->at(nextObjPos-1);
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/*curPosition = Interpolate(first.mValue, last.mValue,
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(curTime-first.mTime) / (last.mTime-first.mTime));*/
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}
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}
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if (2 == breakThisUglyStuff)
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{
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// We reached the very last keyframe
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reachedEnd = true;
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}
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}
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// ---------------------------------------------------------------------------
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void TargetAnimationHelper::SetTargetAnimationChannel (
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const std::vector<aiVectorKey>* _targetPositions)
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{
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ai_assert(NULL != _targetPositions);
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targetPositions = _targetPositions;
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}
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// ---------------------------------------------------------------------------
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void TargetAnimationHelper::SetMainAnimationChannel (
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const std::vector<aiVectorKey>* _objectPositions)
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{
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ai_assert(NULL != _objectPositions);
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objectPositions = _objectPositions;
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}
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// ---------------------------------------------------------------------------
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void TargetAnimationHelper::SetFixedMainAnimationChannel(
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const aiVector3D& fixed)
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{
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objectPositions = NULL; // just to avoid confusion
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fixedMain = fixed;
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}
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// ---------------------------------------------------------------------------
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void TargetAnimationHelper::Process(std::vector<aiVectorKey>* distanceTrack)
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{
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ai_assert(NULL != targetPositions);
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// Iterate through all object keys and interpolate their values if necessary.
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// Then get the corresponding target position, compute the difference
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// vector between object and target position. Then compute a rotation matrix
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// that rotates the base vector of the object coordinate system at that time
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// to match the diff vector.
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KeyIterator iter(objectPositions,targetPositions,&fixedMain);
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unsigned int curTarget;
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for (;!iter.Finished();++iter)
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{
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const aiVector3D& position = iter.GetCurPosition();
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const aiVector3D& tposition = iter.GetCurTargetPosition();
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}
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} |