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extra fixes

Torque sees the seqEnd in appSequence as a time in seconds whereas in Assimp this is in frames.
This is then converted to frames in generateSequences.
marauder2k7 1 year ago
parent
commit
05960e4d25

+ 84 - 69
Engine/source/ts/assimp/assimpAppNode.cpp

@@ -122,100 +122,115 @@ MatrixF AssimpAppNode::getTransform(F32 time)
 void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
 void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
 {
 {
    // Find the channel for this node
    // Find the channel for this node
-   for (U32 i = 0; i < animSeq->mNumChannels; ++i)
+   for (U32 k = 0; k < animSeq->mNumChannels; ++k)
    {
    {
-      if (strcmp(mName, animSeq->mChannels[i]->mNodeName.C_Str()) == 0)
+      if (dStrcmp(mName, animSeq->mChannels[k]->mNodeName.C_Str()) == 0)
       {
       {
-         aiNodeAnim *nodeAnim = animSeq->mChannels[i];
+         aiNodeAnim *nodeAnim = animSeq->mChannels[k];
          Point3F trans(Point3F::Zero);
          Point3F trans(Point3F::Zero);
          Point3F scale(Point3F::One);
          Point3F scale(Point3F::One);
          QuatF rot;
          QuatF rot;
          rot.identity();
          rot.identity();
+         // T is in seconds, convert to frames.
+         F32 frame = t * animSeq->mTicksPerSecond;
 
 
-         // Transform
-         if (nodeAnim->mNumPositionKeys == 1)
-            trans.set(nodeAnim->mPositionKeys[0].mValue.x, nodeAnim->mPositionKeys[0].mValue.y, nodeAnim->mPositionKeys[0].mValue.z);
-         else
-         {
-            Point3F curPos, lastPos;
-            F32 lastT = 0.0;
-            for (U32 key = 0; key < nodeAnim->mNumPositionKeys; ++key)
+         // interpolate scaling.
+         if (nodeAnim->mNumScalingKeys > 1) {
+            U32 scaleIndex = 0;
+
+            for (U32 i = 0; i < nodeAnim->mNumScalingKeys-1; i++)
             {
             {
-               F32 curT = sTimeMultiplier * (F32)nodeAnim->mPositionKeys[key].mTime;
-               curPos.set(nodeAnim->mPositionKeys[key].mValue.x, nodeAnim->mPositionKeys[key].mValue.y, nodeAnim->mPositionKeys[key].mValue.z);
-               if ((curT > t) && (key > 0))
-               {
-                  F32 factor = (t - lastT) / (curT - lastT);
-                  trans.interpolate(lastPos, curPos, factor);
-                  break;
-               }
-               else if ((curT >= t) || (key == nodeAnim->mNumPositionKeys - 1))
-               {
-                  trans = curPos;
+               if (frame < nodeAnim->mScalingKeys[i + 1].mTime) {
+                  scaleIndex = i;
                   break;
                   break;
                }
                }
-
-               lastT = curT;
-               lastPos = curPos;
             }
             }
-         }
 
 
-         // Rotation
-         if (nodeAnim->mNumRotationKeys == 1)
-            rot.set(nodeAnim->mRotationKeys[0].mValue.x, nodeAnim->mRotationKeys[0].mValue.y,
-               nodeAnim->mRotationKeys[0].mValue.z, nodeAnim->mRotationKeys[0].mValue.w);
+            const Point3F& scalingStart = Point3F( nodeAnim->mScalingKeys[scaleIndex].mValue.x,
+                                                   nodeAnim->mScalingKeys[scaleIndex].mValue.y,
+                                                   nodeAnim->mScalingKeys[scaleIndex].mValue.z);
+
+            const Point3F& scalingEnd = Point3F(nodeAnim->mScalingKeys[scaleIndex + 1].mValue.x,
+                                                nodeAnim->mScalingKeys[scaleIndex + 1].mValue.y,
+                                                nodeAnim->mScalingKeys[scaleIndex + 1].mValue.z);
+
+            F32 deltaTime = nodeAnim->mScalingKeys[scaleIndex + 1].mTime - nodeAnim->mScalingKeys[scaleIndex].mTime;
+            F32 factor = (frame - nodeAnim->mScalingKeys[scaleIndex].mTime) / deltaTime;
+
+            scale = scalingStart + factor * (scalingEnd - scalingStart);
+         }
          else
          else
          {
          {
-            QuatF curRot, lastRot;
-            F32 lastT = 0.0;
-            for (U32 key = 0; key < nodeAnim->mNumRotationKeys; ++key)
+            scale.set(  nodeAnim->mScalingKeys[0].mValue.x,
+                        nodeAnim->mScalingKeys[0].mValue.y,
+                        nodeAnim->mScalingKeys[0].mValue.z);
+         }
+
+         // interpolate rotation.
+         if (nodeAnim->mNumRotationKeys > 1) {
+            U32 rotationIndex = 0;
+
+            for (U32 i = 0; i < nodeAnim->mNumRotationKeys - 1; i++)
             {
             {
-               F32 curT = sTimeMultiplier * (F32)nodeAnim->mRotationKeys[key].mTime;
-               curRot.set(nodeAnim->mRotationKeys[key].mValue.x, nodeAnim->mRotationKeys[key].mValue.y,
-                  nodeAnim->mRotationKeys[key].mValue.z, nodeAnim->mRotationKeys[key].mValue.w);
-               if ((curT > t) && (key > 0))
-               {
-                  F32 factor = (t - lastT) / (curT - lastT);
-                  rot.interpolate(lastRot, curRot, factor);
+               if (frame < nodeAnim->mRotationKeys[i + 1].mTime) {
+                  rotationIndex = i;
                   break;
                   break;
                }
                }
-               else if ((curT >= t) || (key == nodeAnim->mNumRotationKeys - 1))
-               {
-                  rot = curRot;
-                  break;
-               }
-
-               lastT = curT;
-               lastRot = curRot;
             }
             }
-         }
 
 
-         // Scale
-         if (nodeAnim->mNumScalingKeys == 1)
-            scale.set(nodeAnim->mScalingKeys[0].mValue.x, nodeAnim->mScalingKeys[0].mValue.y, nodeAnim->mScalingKeys[0].mValue.z);
+            const QuatF& rotStart = QuatF(nodeAnim->mRotationKeys[rotationIndex].mValue.x,
+                                          nodeAnim->mRotationKeys[rotationIndex].mValue.y,
+                                          nodeAnim->mRotationKeys[rotationIndex].mValue.z,
+                                          nodeAnim->mRotationKeys[rotationIndex].mValue.w);
+
+            const QuatF& rotEnd = QuatF(nodeAnim->mRotationKeys[rotationIndex + 1].mValue.x,
+                                       nodeAnim->mRotationKeys[rotationIndex + 1].mValue.y,
+                                       nodeAnim->mRotationKeys[rotationIndex + 1].mValue.z,
+                                       nodeAnim->mRotationKeys[rotationIndex + 1].mValue.w);
+
+            F32 deltaTime = nodeAnim->mRotationKeys[rotationIndex + 1].mTime - nodeAnim->mRotationKeys[rotationIndex].mTime;
+            F32 factor = (frame - nodeAnim->mRotationKeys[rotationIndex].mTime) / deltaTime;
+
+            rot.interpolate(rotStart, rotEnd, factor);
+         }
          else
          else
          {
          {
-            Point3F curScale, lastScale;
-            F32 lastT = 0.0;
-            for (U32 key = 0; key < nodeAnim->mNumScalingKeys; ++key)
+            rot.set( nodeAnim->mRotationKeys[0].mValue.x,
+                     nodeAnim->mRotationKeys[0].mValue.y,
+                     nodeAnim->mRotationKeys[0].mValue.z,
+                     nodeAnim->mRotationKeys[0].mValue.w);
+         }
+
+         // interpolate position.
+         if (nodeAnim->mNumPositionKeys > 1) {
+            U32 posIndex = 0;
+
+            for (U32 i = 0; i < nodeAnim->mNumPositionKeys - 1; i++)
             {
             {
-               F32 curT = sTimeMultiplier * (F32)nodeAnim->mScalingKeys[key].mTime;
-               curScale.set(nodeAnim->mScalingKeys[key].mValue.x, nodeAnim->mScalingKeys[key].mValue.y, nodeAnim->mScalingKeys[key].mValue.z);
-               if ((curT > t) && (key > 0))
-               {
-                  F32 factor = (t - lastT) / (curT - lastT);
-                  scale.interpolate(lastScale, curScale, factor);
-                  break;
-               }
-               else if ((curT >= t) || (key == nodeAnim->mNumScalingKeys - 1))
-               {
-                  scale = curScale;
+               if (frame < nodeAnim->mPositionKeys[i + 1].mTime) {
+                  posIndex = i;
                   break;
                   break;
                }
                }
-
-               lastT = curT;
-               lastScale = curScale;
             }
             }
+
+            const Point3F& posStart = Point3F( nodeAnim->mPositionKeys[posIndex].mValue.x,
+                                             nodeAnim->mPositionKeys[posIndex].mValue.y,
+                                             nodeAnim->mPositionKeys[posIndex].mValue.z);
+
+            const Point3F& posEnd = Point3F(nodeAnim->mPositionKeys[posIndex + 1].mValue.x,
+                                          nodeAnim->mPositionKeys[posIndex + 1].mValue.y,
+                                          nodeAnim->mPositionKeys[posIndex + 1].mValue.z);
+
+            F32 deltaTime = nodeAnim->mPositionKeys[posIndex + 1].mTime - nodeAnim->mPositionKeys[posIndex].mTime;
+            F32 factor = (frame - nodeAnim->mPositionKeys[posIndex].mTime) / deltaTime;
+
+            trans = posStart + factor * (posEnd - posStart);
+         }
+         else
+         {
+            trans.set(  nodeAnim->mPositionKeys[0].mValue.x,
+                        nodeAnim->mPositionKeys[0].mValue.y,
+                        nodeAnim->mPositionKeys[0].mValue.z);
          }
          }
 
 
          rot.setMatrix(&mat);
          rot.setMatrix(&mat);

+ 58 - 13
Engine/source/ts/assimp/assimpAppSequence.cpp

@@ -14,30 +14,75 @@
 
 
 AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
 AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
    seqStart(0.0f),
    seqStart(0.0f),
-   mAnim(a)
+   seqEnd(0.0f)
 {
 {
+   mAnim = new aiAnimation(*a);
+
+   // Deep copy channels
+   mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
+   for (U32 i = 0; i < a->mNumChannels; ++i) {
+      mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
+   }
+
+   // Deep copy meshes
+   mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
+   for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
+      mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
+   }
+
+   // Deep copy name
+   mAnim->mName = a->mName;
+
    mSequenceName = mAnim->mName.C_Str();
    mSequenceName = mAnim->mName.C_Str();
    if (mSequenceName.isEmpty())
    if (mSequenceName.isEmpty())
       mSequenceName = "ambient";
       mSequenceName = "ambient";
    Con::printf("\n[Assimp] Adding %s animation", mSequenceName.c_str());
    Con::printf("\n[Assimp] Adding %s animation", mSequenceName.c_str());
 
 
-   fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f;
+   fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
 
 
-   U32 maxKeys = 0;
-   F32 maxEndTime = 0;
-   F32 minFrameTime = 100000.0f;
-   // Detect the frame rate (minimum time between keyframes) and max sequence time
-   for (U32 i = 0; i < mAnim->mNumChannels; ++i)
+   if (a->mDuration > 0)
    {
    {
-      aiNodeAnim *nodeAnim = mAnim->mChannels[i];
-      maxKeys = getMax(maxKeys, nodeAnim->mNumPositionKeys);
-      maxKeys = getMax(maxKeys, nodeAnim->mNumRotationKeys);
-      maxKeys = getMax(maxKeys, nodeAnim->mNumScalingKeys);
+      // torques seqEnd is in seconds, this then gets generated into frames in generateSequences()
+      seqEnd = (F32)a->mDuration / fps;
+   }
+   else
+   {
+      for (U32 i = 0; i < a->mNumChannels; ++i)
+      {
+         aiNodeAnim* nodeAnim = a->mChannels[i];
+         // Determine the maximum keyframe time for this animation
+         F32 maxKeyTime = 0.0f;
+         for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
+            maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
+         }
+         for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
+            maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
+         }
+         for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
+            maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
+         }
 
 
-      maxEndTime = getMax(maxEndTime, (F32)maxKeys);
+         seqEnd = getMax(seqEnd, maxKeyTime);
+      }
    }
    }
 
 
-   seqEnd = maxEndTime;
+   mTimeMultiplier = 1.0f;
+
+   //S32 timeFactor = ColladaUtils::getOptions().animTiming;
+   //S32 fpsRequest = (S32)a->mTicksPerSecond;
+   //if (timeFactor == 0)
+   //{  // Timing specified in frames
+   //   fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
+   //   mTimeMultiplier = 1.0f / fps;
+   //}
+   //else
+   //{  // Timing specified in seconds or ms depending on format
+   //   if (seqEnd > 1000.0f || a->mDuration > 1000.0f)
+   //      timeFactor = 1000.0f;   // If it's more than 1000 seconds, assume it's ms.
+
+   //   timeFactor = mClamp(timeFactor, 1, 1000);
+   //   mTimeMultiplier = 1.0f / timeFactor;
+   //}
 
 
 }
 }
 
 

+ 1 - 1
Engine/source/ts/assimp/assimpAppSequence.h

@@ -48,4 +48,4 @@ public:
    virtual U32 getFlags() const;
    virtual U32 getFlags() const;
    virtual F32 getPriority() const;
    virtual F32 getPriority() const;
    virtual F32 getBlendRefTime() const;
    virtual F32 getBlendRefTime() const;
-};
+};

+ 20 - 3
Engine/source/ts/assimp/assimpShapeLoader.cpp

@@ -260,22 +260,39 @@ void AssimpShapeLoader::processAnimations()
    ambientSeq->mName = "ambient";
    ambientSeq->mName = "ambient";
 
 
    Vector<aiNodeAnim*> ambientChannels;
    Vector<aiNodeAnim*> ambientChannels;
+   F32 duration = 0.0f;
 
 
    for (U32 i = 0; i < mScene->mNumAnimations; ++i)
    for (U32 i = 0; i < mScene->mNumAnimations; ++i)
    {
    {
       aiAnimation* anim = mScene->mAnimations[i];
       aiAnimation* anim = mScene->mAnimations[i];
       for (U32 j = 0; j < anim->mNumChannels; j++)
       for (U32 j = 0; j < anim->mNumChannels; j++)
       {
       {
-         ambientChannels.push_back(anim->mChannels[j]);
+         aiNodeAnim* nodeAnim = anim->mChannels[j];
+         // Determine the maximum keyframe time for this animation
+         F32 maxKeyTime = 0.0f;
+         for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
+            maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
+         }
+         for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
+            maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
+         }
+         for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
+            maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
+         }
+
+         ambientChannels.push_back(nodeAnim);
+
+         duration = getMax(duration, maxKeyTime);
       }
       }
    }
    }
-      
+
    ambientSeq->mNumChannels = ambientChannels.size();
    ambientSeq->mNumChannels = ambientChannels.size();
    ambientSeq->mChannels = ambientChannels.address();
    ambientSeq->mChannels = ambientChannels.address();
+   ambientSeq->mDuration = duration;
+   ambientSeq->mTicksPerSecond = 24.0;
 
 
    AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
    AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
    appSequences.push_back(defaultAssimpSeq);
    appSequences.push_back(defaultAssimpSeq);
-
 }
 }
 
 
 void AssimpShapeLoader::computeBounds(Box3F& bounds)
 void AssimpShapeLoader::computeBounds(Box3F& bounds)