#include "ts/assimp/assimpShapeLoader.h" #include "console/console.h" #include "core/stream/fileStream.h" #include "core/stringTable.h" #include "math/mathIO.h" #include "ts/tsShape.h" #include "ts/tsShapeInstance.h" #include "materials/materialManager.h" #include "console/persistenceManager.h" #include "ts/assimp/assimpAppMaterial.h" #include "ts/assimp/assimpAppSequence.h" #include "ts/assimp/assimpAppNode.h" AssimpAppSequence::AssimpAppSequence(aiAnimation *a) : seqStart(0.0f), mAnim(a) { // From: http://sir-kimmi.de/assimp/lib_html/data.html#anims // An aiAnimation has a duration. The duration as well as all time stamps are given in ticks. // To get the correct timing, all time stamp thus have to be divided by aiAnimation::mTicksPerSecond. // Beware, though, that certain combinations of file format and exporter don't always store this // information in the exported file. In this case, mTicksPerSecond is set to 0 to indicate the lack of knowledge. fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f; F32 maxEndTime = 0; F32 minFrameTime = 1000.0f; // Detect the frame rate (minimum time between keyframes) and max sequence time for (U32 i = 0; i < mAnim->mNumChannels; ++i) { aiNodeAnim *nodeAnim = mAnim->mChannels[i]; if (nodeAnim->mNumPositionKeys) maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mPositionKeys[nodeAnim->mNumPositionKeys-1].mTime); if (nodeAnim->mNumRotationKeys) maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mRotationKeys[nodeAnim->mNumRotationKeys-1].mTime); if (nodeAnim->mNumScalingKeys) maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mScalingKeys[nodeAnim->mNumScalingKeys-1].mTime); for (U32 key = 1; key < nodeAnim->mNumPositionKeys; ++key) { F32 deltaT = nodeAnim->mPositionKeys[key].mTime - nodeAnim->mPositionKeys[key-1].mTime; minFrameTime = getMin(minFrameTime, deltaT); } for (U32 key = 1; key < nodeAnim->mNumRotationKeys; ++key) { F32 deltaT = nodeAnim->mRotationKeys[key].mTime - nodeAnim->mRotationKeys[key-1].mTime; minFrameTime = getMin(minFrameTime, deltaT); } for (U32 key = 1; key < nodeAnim->mNumScalingKeys; ++key) { F32 deltaT = nodeAnim->mScalingKeys[key].mTime - nodeAnim->mScalingKeys[key-1].mTime; minFrameTime = getMin(minFrameTime, deltaT); } } fps = (minFrameTime > 0.0f) ? 1.0f / minFrameTime : fps; fps = mClamp(fps, TSShapeLoader::MinFrameRate, TSShapeLoader::MaxFrameRate); seqEnd = maxEndTime; } AssimpAppSequence::~AssimpAppSequence() { } void AssimpAppSequence::setActive(bool active) { if (active) AssimpAppNode::sActiveSequence = mAnim; else { if (AssimpAppNode::sActiveSequence == mAnim) AssimpAppNode::sActiveSequence = NULL; } } U32 AssimpAppSequence::getFlags() const { return TSShape::Blend; } F32 AssimpAppSequence::getPriority() const { return 5; } F32 AssimpAppSequence::getBlendRefTime() const { return -1.0f; }