#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) { 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; 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) { 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) { F32 deltaT = nodeAnim->mScalingKeys[key].mTime - nodeAnim->mScalingKeys[key-1].mTime; minFrameTime = getMin(minFrameTime, deltaT); } } S32 timeFactor = ColladaUtils::getOptions().animTiming; S32 fpsRequest = ColladaUtils::getOptions().animFPS; 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) 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() { } void AssimpAppSequence::setActive(bool active) { if (active) { AssimpAppNode::sActiveSequence = mAnim; AssimpAppNode::sTimeMultiplier = mTimeMultiplier; } 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; }