assimp/tools/assimp_view/SceneAnimator.h

166 lines
7.6 KiB
C++

/** Manages animations for a given scene and calculates present transformations for all nodes */
/*
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#ifndef AV_SCENEANIMATOR_H_INCLUDED
#define AV_SCENEANIMATOR_H_INCLUDED
namespace AssimpView
{
/** A little tree structure to match the scene's node structure, but holding additional data. Needs to be public
* to allow using it in templates at certain compilers.
*/
struct SceneAnimNode
{
std::string mName;
SceneAnimNode* mParent;
std::vector<SceneAnimNode*> mChildren;
aiMatrix4x4 mLocalTransform; // most recently calculated local transform
aiMatrix4x4 mGlobalTransform; // same, but in world space
size_t mChannelIndex; // index in the current animation's channel array. -1 if not animated.
SceneAnimNode() { mChannelIndex = -1; mParent = NULL; }
SceneAnimNode( const std::string& pName) : mName( pName) { mChannelIndex = -1; mParent = NULL; }
~SceneAnimNode() { for( std::vector<SceneAnimNode*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) delete *it; }
};
/** Calculates the animated node transformations for a given scene and timestamp. Create an instance for a aiScene
* you want to animate and set the current animation to play. You can then have the instance calculate the current pose
* for all nodes by calling Calculate() for a given timestamp. After this you can retrieve the present transformation for a given
* node by calling GetLocalTransform() or GetGlobalTransform(). A full set of bone matrices can be retrieved by GetBoneMatrices()
* for a given mesh.
*/
class SceneAnimator
{
public:
/** Constructor for a given scene. The object keeps a reference to the scene during its lifetime, but ownership
* stays at the caller.
* @param pScene The scene to animate.
* @param pAnimIndex [optional] Index of the animation to play. Assumed to be 0 if not given.
*/
SceneAnimator( const aiScene* pScene, size_t pAnimIndex = 0);
/** Destructor */
~SceneAnimator();
/** Sets the animation to use for playback. This also recreates the internal mapping structures,
* which might take a few cycles.
* @param pAnimIndex Index of the animation in the scene's animation array
*/
void SetAnimIndex( size_t pAnimIndex);
/** Calculates the node transformations for the scene. Call this to get uptodate results
* before calling one of the getters.
* @param pTime Current time. Can be an arbitrary range.
*/
void Calculate( double pTime);
/** Retrieves the most recent local transformation matrix for the given node. The returned
* matrix is in the node's parent's local space, just like the original node's transformation
* matrix. If the node is not animated, the node's original transformation is returned so that
* you can safely use or assign it to the node itsself. If there is no node with the given name,
* the identity matrix is returned. All transformations are updated whenever Calculate() is called.
* @param pNodeName Name of the node
* @return A reference to the node's most recently calculated local transformation matrix.
*/
const aiMatrix4x4& GetLocalTransform( const std::string& pNodeName) const;
/** Retrieves the most recent global transformation matrix for the given node. The returned
* matrix is in world space, which is the same coordinate space as the transformation of the
* scene's root node. If the node is not animated, the node's original transformation is
* returned so that you can safely use or assign it to the node itsself. If there is no node
* with the given name, the identity matrix is returned. All transformations are updated whenever
* Calculate() is called.
* @param pNodeName Name of the node
* @return A reference to the node's most recently calculated global transformation matrix.
*/
const aiMatrix4x4& GetGlobalTransform( const std::string& pNodeName) const;
/** Calculates the bone matrices for the given mesh. Each bone matrix transforms from
* mesh space in bind pose to mesh space in skinned pose, it does not contain the mesh's
* world matrix. Thus the usual matrix chain for using in the vertex shader is
* boneMatrix * worldMatrix * viewMatrix * projMatrix.
* @param pNode The node carrying the mesh.
* @param pMeshIndex Index of the mesh in the node's mesh array. The NODE's mesh array, not
* the scene's mesh array! Leave out to use the first mesh of the node, which is usually
* also the only one.
* @return A reference to a vector of bone matrices. Stays stable till the next call to GetBoneMatrices();
*/
const std::vector<aiMatrix4x4>& GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex = 0);
protected:
/** Recursively creates an internal node structure matching the current scene and animation. */
SceneAnimNode* CreateNodeTree( aiNode* pNode);
/** Recursively updates the internal node transformations from the given matrix array */
void UpdateTransforms( SceneAnimNode* pNode, const std::vector<aiMatrix4x4>& pTransforms);
/** Calculates the global transformation matrix for the given internal node */
void CalculateGlobalTransform( SceneAnimNode* pInternalNode);
protected:
/** The scene we're operating on */
const aiScene* mScene;
/** Current animation index */
size_t mCurrentAnimIndex;
/** The AnimEvaluator we use to calculate the current pose for the current animation */
AnimEvaluator* mAnimEvaluator;
/** Root node of the internal scene structure */
SceneAnimNode* mRootNode;
/** Name to node map to quickly find nodes by their name */
typedef std::map<std::string, SceneAnimNode*> NodeMap;
NodeMap mNodesByName;
/** Array to return transformations results inside. */
std::vector<aiMatrix4x4> mTransforms;
/** Identity matrix to return a reference to in case of error */
aiMatrix4x4 mIdentityMatrix;
};
} // end of namespace AssimpView
#endif // AV_SCENEANIMATOR_H_INCLUDED