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animation update

updated how animations are handled from assimp
gltf timing now correct
marauder2k7 9 miesięcy temu
rodzic
commit
28fcb8d68b

+ 91 - 102
Engine/source/ts/assimp/assimpAppNode.cpp

@@ -135,117 +135,106 @@ MatrixF AssimpAppNode::getTransform(F32 time)
 
 void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
 {
-   // Find the channel for this node
+   // Convert time `t` (in seconds) to a frame index
+   const F32 frameTime = (t * animSeq->mTicksPerSecond + 0.5f) + 1.0f;
+
+   // Loop through animation channels to find the matching node
    for (U32 k = 0; k < animSeq->mNumChannels; ++k)
    {
-      if (dStrcmp(mName, animSeq->mChannels[k]->mNodeName.C_Str()) == 0)
+      const aiNodeAnim* nodeAnim = animSeq->mChannels[k];
+      if (dStrcmp(mName, nodeAnim->mNodeName.C_Str()) != 0)
+         continue;
+
+      Point3F translation(Point3F::Zero);
+      QuatF rotation(QuatF::Identity);
+      Point3F scale(Point3F::One);
+
+      // Interpolate Translation Keys
+      if (nodeAnim->mNumPositionKeys > 0)
       {
-         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)
-            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)
-            {
-               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 > frame) && (key > 0))
-               {
-                  F32 factor = (frame - lastT) / (curT - lastT);
-                  trans.interpolate(lastPos, curPos, factor);
-                  break;
-               }
-               else if ((curT >= frame) || (key == nodeAnim->mNumPositionKeys - 1))
-               {
-                  trans = curPos;
-                  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);
-         else
-         {
-            QuatF curRot, lastRot;
-            F32 lastT = 0.0;
-            for (U32 key = 0; key < nodeAnim->mNumRotationKeys; ++key)
-            {
-               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 > frame) && (key > 0))
-               {
-                  F32 factor = (frame - lastT) / (curT - lastT);
-                  rot.interpolate(lastRot, curRot, factor);
-                  break;
-               }
-               else if ((curT >= frame) || (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);
-         else
-         {
-            Point3F curScale, lastScale;
-            F32 lastT = 0.0;
-            for (U32 key = 0; key < nodeAnim->mNumScalingKeys; ++key)
-            {
-               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 > frame) && (key > 0))
-               {
-                  F32 factor = (frame - lastT) / (curT - lastT);
-                  scale.interpolate(lastScale, curScale, factor);
-                  break;
-               }
-               else if ((curT >= frame) || (key == nodeAnim->mNumScalingKeys - 1))
-               {
-                  scale = curScale;
-                  break;
-               }
-
-               lastT = curT;
-               lastScale = curScale;
-            }
-         }
-
-         rot.setMatrix(&mat);
-         mat.inverse();
-         mat.setPosition(trans);
-         mat.scale(scale);
-         return;
+         translation = interpolateVectorKey(nodeAnim->mPositionKeys, nodeAnim->mNumPositionKeys, frameTime);
       }
+
+      // Interpolate Rotation Keys
+      if (nodeAnim->mNumRotationKeys > 0)
+      {
+         rotation = interpolateQuaternionKey(nodeAnim->mRotationKeys, nodeAnim->mNumRotationKeys, frameTime);
+      }
+
+      // Interpolate Scaling Keys
+      if (nodeAnim->mNumScalingKeys > 0)
+      {
+         scale = interpolateVectorKey(nodeAnim->mScalingKeys, nodeAnim->mNumScalingKeys, frameTime);
+      }
+
+      // Apply the interpolated transform components to the matrix
+      rotation.setMatrix(&mat);
+      mat.inverse();
+      mat.setPosition(translation);
+      mat.scale(scale);
+
+      return; // Exit after processing the matching node
    }
 
-   // Node not found in the animation channels
+   // Default to the static node transformation if no animation data is found
    mat = mNodeTransform;
 }
 
+Point3F AssimpAppNode::interpolateVectorKey(const aiVectorKey* keys, U32 numKeys, F32 frameTime)
+{
+   if (numKeys == 1) // Single keyframe: use it directly
+      return Point3F(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z);
+
+   // Clamp frameTime to the bounds of the keyframes
+   if (frameTime <= keys[0].mTime) {
+      // Before the first keyframe, return the first key
+      return Point3F(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z);
+   }
+   if (frameTime >= keys[numKeys - 1].mTime) {
+      // After the last keyframe, return the last key
+      return Point3F(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z);
+   }
+
+   // Interpolate between the two nearest keyframes
+   for (U32 i = 1; i < numKeys; ++i)
+   {
+      if (frameTime < keys[i].mTime)
+      {
+         const F32 factor = (frameTime - keys[i - 1].mTime) / (keys[i].mTime - keys[i - 1].mTime);
+         Point3F start(keys[i - 1].mValue.x, keys[i - 1].mValue.y, keys[i - 1].mValue.z);
+         Point3F end(keys[i].mValue.x, keys[i].mValue.y, keys[i].mValue.z);
+         Point3F result;
+         result.interpolate(start, end, factor);
+         return result;
+      }
+   }
+
+   // Default to the last keyframe
+   return Point3F(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z);
+}
+
+QuatF AssimpAppNode::interpolateQuaternionKey(const aiQuatKey* keys, U32 numKeys, F32 frameTime)
+{
+   if (numKeys == 1) // Single keyframe: use it directly
+      return QuatF(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z, keys[0].mValue.w);
+
+   for (U32 i = 1; i < numKeys; ++i)
+   {
+      if (frameTime < keys[i].mTime)
+      {
+         const F32 factor = (frameTime - keys[i - 1].mTime) / (keys[i].mTime - keys[i - 1].mTime);
+         QuatF start(keys[i - 1].mValue.x, keys[i - 1].mValue.y, keys[i - 1].mValue.z, keys[i - 1].mValue.w);
+         QuatF end(keys[i].mValue.x, keys[i].mValue.y, keys[i].mValue.z, keys[i].mValue.w);
+         QuatF result;
+         result.interpolate(start, end, factor);
+         return result;
+      }
+   }
+
+   // Default to the last keyframe
+   return QuatF(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z, keys[numKeys - 1].mValue.w);
+}
+
 bool AssimpAppNode::animatesTransform(const AppSequence* appSeq)
 {
    return false;

+ 2 - 0
Engine/source/ts/assimp/assimpAppNode.h

@@ -45,6 +45,8 @@ class AssimpAppNode : public AppNode
 
    MatrixF getTransform(F32 time);
    void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq);
+   Point3F interpolateVectorKey(const aiVectorKey* keys, U32 numKeys, F32 frameTime);
+   QuatF interpolateQuaternionKey(const aiQuatKey* keys, U32 numKeys, F32 frameTime);
    void buildMeshList() override;
    void buildChildList() override;
 

+ 57 - 48
Engine/source/ts/assimp/assimpAppSequence.cpp

@@ -12,94 +12,103 @@
 #include "ts/assimp/assimpAppSequence.h"
 #include "ts/assimp/assimpAppNode.h"
 
-AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
-   seqStart(0.0f),
-   seqEnd(0.0f)
+AssimpAppSequence::AssimpAppSequence(aiAnimation* a)
+   : seqStart(0.0f), seqEnd(0.0f), mTimeMultiplier(1.0f)
 {
+   fps = 30.0f;
+   // Deep copy animation structure
    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 = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
+   Con::printf("\n[Assimp] Adding animation: %s", mSequenceName.c_str());
 
-   if (a->mDuration > 0)
-   {
-      // 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);
-         }
-
-         seqEnd = getMax(seqEnd, maxKeyTime);
-      }
-   }
+   // Determine the FPS and Time Multiplier
+   determineTimeMultiplier(a);
 
-   mTimeMultiplier = 1.0f;
+   // Calculate sequence end time based on keyframes and multiplier
+   calculateSequenceEnd(a);
+}
+
+AssimpAppSequence::~AssimpAppSequence()
+{
+}
+
+void AssimpAppSequence::determineTimeMultiplier(aiAnimation* a)
+{
+   // Set fps from the file or use default
+   fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
 
-   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);
+   if (fps >= 1000.0f) { // Indicates milliseconds (GLTF or similar formats)
+      mTimeMultiplier = 1.0f / 1000.0f; // Convert milliseconds to seconds
+      Con::printf("[Assimp] Detected milliseconds timing (FPS >= 1000). Time Multiplier: %f", mTimeMultiplier);
+   }
+   else if (fps > 0.0f) { // Standard FPS
+      fps = mClamp(fps, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
       mTimeMultiplier = 1.0f / fps;
+      Con::printf("[Assimp] Standard FPS detected. Time Multiplier: %f", mTimeMultiplier);
    }
-   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;
+   else {
+      // Fall back to 30 FPS as default
+      mTimeMultiplier = 1.0f / 30.0f;
+      Con::printf("[Assimp] FPS not specified. Using default 30 FPS. Time Multiplier: %f", mTimeMultiplier);
    }
 
+
 }
 
-AssimpAppSequence::~AssimpAppSequence()
+void AssimpAppSequence::calculateSequenceEnd(aiAnimation* a)
 {
+   for (U32 i = 0; i < a->mNumChannels; ++i) {
+      aiNodeAnim* nodeAnim = a->mChannels[i];
+      F32 maxKeyTime = 0.0f;
+
+      // Calculate the maximum time across all keyframes for this channel
+      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);
+      }
+
+      // Use the multiplier to convert to real sequence time
+      seqEnd = mTimeMultiplier * getMax(seqEnd, maxKeyTime);
+   }
+
+   Con::printf("[Assimp] Sequence End Time: %f seconds", seqEnd);
 }
 
+
 void AssimpAppSequence::setActive(bool active)
 {
    if (active)
    {
       AssimpAppNode::sActiveSequence = mAnim;
       AssimpAppNode::sTimeMultiplier = mTimeMultiplier;
+      Con::printf("[Assimp] Activating sequence: %s with Time Multiplier: %f", mSequenceName.c_str(), mTimeMultiplier);
    }
    else
    {
       if (AssimpAppNode::sActiveSequence == mAnim)
+      {
          AssimpAppNode::sActiveSequence = NULL;
+         Con::printf("[Assimp] Deactivating sequence: %s", mSequenceName.c_str());
+      }
    }
 }
 

+ 4 - 1
Engine/source/ts/assimp/assimpAppSequence.h

@@ -27,11 +27,14 @@ class AssimpAppSequence : public AppSequence
    F32      seqEnd;
    F32      mTimeMultiplier; // The factor needed to convert the sequence data timestamp to seconds
 
+   void determineTimeMultiplier(aiAnimation* a);
+   void calculateSequenceEnd(aiAnimation* a);
+
 public:
 
    AssimpAppSequence(aiAnimation *a);
    ~AssimpAppSequence();
-
+   
    aiAnimation *mAnim;
 
    void setActive(bool active) override;

+ 6 - 2
Engine/source/ts/assimp/assimpShapeLoader.cpp

@@ -349,12 +349,16 @@ void AssimpShapeLoader::processAnimations()
 
    Vector<aiNodeAnim*> ambientChannels;
    F32 duration = 0.0f;
+   F32 ticks = 0.0f;
    if (mScene->mNumAnimations > 0)
    {
       for (U32 i = 0; i < mScene->mNumAnimations; ++i)
       {
          aiAnimation* anim = mScene->mAnimations[i];
-         duration = anim->mDuration;
+
+         ticks = anim->mTicksPerSecond;
+
+         duration = 0.0f;
          for (U32 j = 0; j < anim->mNumChannels; j++)
          {
             aiNodeAnim* nodeAnim = anim->mChannels[j];
@@ -379,7 +383,7 @@ void AssimpShapeLoader::processAnimations()
       ambientSeq->mNumChannels = ambientChannels.size();
       ambientSeq->mChannels = ambientChannels.address();
       ambientSeq->mDuration = duration;
-      ambientSeq->mTicksPerSecond = 24.0;
+      ambientSeq->mTicksPerSecond = ticks;
 
       AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
       appSequences.push_back(defaultAssimpSeq);

+ 3 - 9
Engine/source/ts/tsShapeConstruct.cpp

@@ -57,9 +57,7 @@ IMPLEMENT_CALLBACK(TSShapeConstructor, onUnload, void, (), (),
 ImplementEnumType(TSShapeConstructorUpAxis,
    "Axis to use for upwards direction when importing from Collada.\n\n"
    "@ingroup TSShapeConstructor")
-{
-UPAXISTYPE_X_UP, "X_AXIS"
-},
+{ UPAXISTYPE_X_UP, "X_AXIS" },
 { UPAXISTYPE_Y_UP,   "Y_AXIS" },
 { UPAXISTYPE_Z_UP,   "Z_AXIS" },
 { UPAXISTYPE_COUNT,  "DEFAULT" }
@@ -68,9 +66,7 @@ EndImplementEnumType;
 ImplementEnumType(TSShapeConstructorLodType,
    "\n\n"
    "@ingroup TSShapeConstructor")
-{
-   ColladaUtils::ImportOptions::DetectDTS, "DetectDTS"
-},
+{ ColladaUtils::ImportOptions::DetectDTS, "DetectDTS" },
 { ColladaUtils::ImportOptions::SingleSize,      "SingleSize" },
 { ColladaUtils::ImportOptions::TrailingNumber,  "TrailingNumber" },
    EndImplementEnumType;
@@ -78,9 +74,7 @@ ImplementEnumType(TSShapeConstructorLodType,
 ImplementEnumType(TSShapeConstructorAnimType,
    "\n\n"
    "@ingroup TSShapeConstructor")
-{
-   ColladaUtils::ImportOptions::FrameCount, "Frames"
-},
+{ ColladaUtils::ImportOptions::FrameCount, "Frames" },
 { ColladaUtils::ImportOptions::Seconds,         "Seconds" },
 { ColladaUtils::ImportOptions::Milliseconds,    "Milliseconds" },
    EndImplementEnumType;