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Merge pull request #1211 from marauder2k9-torque/AssimpLoaader-Fix

Test assimp PR before full refactor
Brian Roberts 1 年間 前
コミット
13e5302e93

+ 14 - 12
Engine/source/ts/assimp/assimpAppNode.cpp

@@ -122,15 +122,17 @@ MatrixF AssimpAppNode::getTransform(F32 time)
 void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
 {
    // 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 scale(Point3F::One);
          QuatF rot;
          rot.identity();
+         // T is in seconds, convert to frames.
+         F32 frame = (t * animSeq->mTicksPerSecond + 0.5f) + 1.0f;
 
          // Transform
          if (nodeAnim->mNumPositionKeys == 1)
@@ -143,13 +145,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
             {
                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))
+               if ((curT > frame) && (key > 0))
                {
-                  F32 factor = (t - lastT) / (curT - lastT);
+                  F32 factor = (frame - lastT) / (curT - lastT);
                   trans.interpolate(lastPos, curPos, factor);
                   break;
                }
-               else if ((curT >= t) || (key == nodeAnim->mNumPositionKeys - 1))
+               else if ((curT >= frame) || (key == nodeAnim->mNumPositionKeys - 1))
                {
                   trans = curPos;
                   break;
@@ -173,13 +175,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
                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))
+               if ((curT > frame) && (key > 0))
                {
-                  F32 factor = (t - lastT) / (curT - lastT);
+                  F32 factor = (frame - lastT) / (curT - lastT);
                   rot.interpolate(lastRot, curRot, factor);
                   break;
                }
-               else if ((curT >= t) || (key == nodeAnim->mNumRotationKeys - 1))
+               else if ((curT >= frame) || (key == nodeAnim->mNumRotationKeys - 1))
                {
                   rot = curRot;
                   break;
@@ -201,13 +203,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
             {
                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))
+               if ((curT > frame) && (key > 0))
                {
-                  F32 factor = (t - lastT) / (curT - lastT);
+                  F32 factor = (frame - lastT) / (curT - lastT);
                   scale.interpolate(lastScale, curScale, factor);
                   break;
                }
-               else if ((curT >= t) || (key == nodeAnim->mNumScalingKeys - 1))
+               else if ((curT >= frame) || (key == nodeAnim->mNumScalingKeys - 1))
                {
                   scale = curScale;
                   break;

+ 47 - 44
Engine/source/ts/assimp/assimpAppSequence.cpp

@@ -14,72 +14,75 @@
 
 AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
    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();
    if (mSequenceName.isEmpty())
       mSequenceName = "ambient";
    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);
-
-      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)
+      // 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)
       {
-         F32 deltaT = nodeAnim->mScalingKeys[key].mTime - nodeAnim->mScalingKeys[key-1].mTime;
-         minFrameTime = getMin(minFrameTime, deltaT);
+         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);
+         }
+
+         seqEnd = getMax(seqEnd, maxKeyTime);
       }
    }
 
+   mTimeMultiplier = 1.0f;
+
    S32 timeFactor = ColladaUtils::getOptions().animTiming;
-   S32 fpsRequest = ColladaUtils::getOptions().animFPS;
+   S32 fpsRequest = (S32)a->mTicksPerSecond;
    if (timeFactor == 0)
    {  // Timing specified in frames
       fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
-      maxKeys = getMax(maxKeys, (U32)maxEndTime);  // Keys won't be assigned for every frame.
-      seqEnd = maxKeys / fps;
       mTimeMultiplier = 1.0f / fps;
    }
    else
    {  // Timing specified in seconds or ms depending on format
-      if (maxEndTime > 1000.0f || mAnim->mDuration > 1000.0f)
+      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);
-      minFrameTime /= (F32)timeFactor;
-      maxEndTime /= (F32)timeFactor;
-      fps = (minFrameTime > 0.0f) ? 1.0f / minFrameTime : fps;
-      fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
-      seqEnd = maxEndTime;
       mTimeMultiplier = 1.0f / timeFactor;
    }
+
 }
 
 AssimpAppSequence::~AssimpAppSequence()
@@ -102,7 +105,7 @@ void AssimpAppSequence::setActive(bool active)
 
 U32 AssimpAppSequence::getFlags() const 
 { 
-   return TSShape::Blend;
+   return TSShape::Cyclic;
 }
 F32 AssimpAppSequence::getPriority() const 
 { 
@@ -110,5 +113,5 @@ F32 AssimpAppSequence::getPriority() const
 }
 F32 AssimpAppSequence::getBlendRefTime() const 
 { 
-   return -1.0f; 
-}
+   return 0.0f; 
+}

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

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

+ 56 - 9
Engine/source/ts/assimp/assimpShapeLoader.cpp

@@ -229,6 +229,18 @@ void AssimpShapeLoader::enumerateScene()
       if (!processNode(node))
          delete node;
 
+      // add bounds node.
+      if (!boundsNode)
+      {
+         aiNode* req[1];
+         req[0] = new aiNode("bounds");
+         mScene->mRootNode->addChildren(1, req);
+
+         AssimpAppNode* appBounds = new AssimpAppNode(mScene, req[0]);
+         if (!processNode(appBounds))
+            delete appBounds;
+      }
+
       // Check for animations and process those.
       processAnimations();
    } 
@@ -243,13 +255,44 @@ void AssimpShapeLoader::enumerateScene()
 
 void AssimpShapeLoader::processAnimations()
 {
-   for(U32 n = 0; n < mScene->mNumAnimations; ++n)
+   // add all animations into 1 ambient animation.
+   aiAnimation* ambientSeq = new aiAnimation();
+   ambientSeq->mName = "ambient";
+
+   Vector<aiNodeAnim*> ambientChannels;
+   F32 duration = 0.0f;
+
+   for (U32 i = 0; i < mScene->mNumAnimations; ++i)
    {
-      Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
+      aiAnimation* anim = mScene->mAnimations[i];
+      for (U32 j = 0; j < anim->mNumChannels; 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);
+         }
 
-      AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
-      appSequences.push_back(newAssimpSeq);
+         ambientChannels.push_back(nodeAnim);
+
+         duration = getMax(duration, maxKeyTime);
+      }
    }
+
+   ambientSeq->mNumChannels = ambientChannels.size();
+   ambientSeq->mChannels = ambientChannels.address();
+   ambientSeq->mDuration = duration;
+   ambientSeq->mTicksPerSecond = 24.0;
+
+   AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
+   appSequences.push_back(defaultAssimpSeq);
 }
 
 void AssimpShapeLoader::computeBounds(Box3F& bounds)
@@ -369,12 +412,16 @@ bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeView
       tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
    }
 
-   for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
+   if (shapeScene->mNumAnimations == 0)
    {
-      String sequenceName = shapeScene->mAnimations[i]->mName.C_Str();
-      if (sequenceName.isEmpty())
-         sequenceName = "ambient";
-      tree->insertItem(animItem, sequenceName.c_str());
+      tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
+   }
+   else
+   {
+      for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
+      {
+         tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
+      }
    }
 
    U32 numNodes = 0;