assimpAppSequence.cpp 3.1 KB

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  1. #include "ts/assimp/assimpShapeLoader.h"
  2. #include "console/console.h"
  3. #include "core/stream/fileStream.h"
  4. #include "core/stringTable.h"
  5. #include "math/mathIO.h"
  6. #include "ts/tsShape.h"
  7. #include "ts/tsShapeInstance.h"
  8. #include "materials/materialManager.h"
  9. #include "console/persistenceManager.h"
  10. #include "ts/assimp/assimpAppMaterial.h"
  11. #include "ts/assimp/assimpAppSequence.h"
  12. #include "ts/assimp/assimpAppNode.h"
  13. AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
  14. seqStart(0.0f),
  15. mAnim(a)
  16. {
  17. mSequenceName = mAnim->mName.C_Str();
  18. if (mSequenceName.isEmpty())
  19. mSequenceName = "ambient";
  20. // From: http://sir-kimmi.de/assimp/lib_html/data.html#anims
  21. // An aiAnimation has a duration. The duration as well as all time stamps are given in ticks.
  22. // To get the correct timing, all time stamp thus have to be divided by aiAnimation::mTicksPerSecond.
  23. // Beware, though, that certain combinations of file format and exporter don't always store this
  24. // information in the exported file. In this case, mTicksPerSecond is set to 0 to indicate the lack of knowledge.
  25. fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f;
  26. F32 maxEndTime = 0;
  27. F32 minFrameTime = 1000.0f;
  28. // Detect the frame rate (minimum time between keyframes) and max sequence time
  29. for (U32 i = 0; i < mAnim->mNumChannels; ++i)
  30. {
  31. aiNodeAnim *nodeAnim = mAnim->mChannels[i];
  32. if (nodeAnim->mNumPositionKeys)
  33. maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mPositionKeys[nodeAnim->mNumPositionKeys-1].mTime);
  34. if (nodeAnim->mNumRotationKeys)
  35. maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mRotationKeys[nodeAnim->mNumRotationKeys-1].mTime);
  36. if (nodeAnim->mNumScalingKeys)
  37. maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mScalingKeys[nodeAnim->mNumScalingKeys-1].mTime);
  38. for (U32 key = 1; key < nodeAnim->mNumPositionKeys; ++key)
  39. {
  40. F32 deltaT = nodeAnim->mPositionKeys[key].mTime - nodeAnim->mPositionKeys[key-1].mTime;
  41. minFrameTime = getMin(minFrameTime, deltaT);
  42. }
  43. for (U32 key = 1; key < nodeAnim->mNumRotationKeys; ++key)
  44. {
  45. F32 deltaT = nodeAnim->mRotationKeys[key].mTime - nodeAnim->mRotationKeys[key-1].mTime;
  46. minFrameTime = getMin(minFrameTime, deltaT);
  47. }
  48. for (U32 key = 1; key < nodeAnim->mNumScalingKeys; ++key)
  49. {
  50. F32 deltaT = nodeAnim->mScalingKeys[key].mTime - nodeAnim->mScalingKeys[key-1].mTime;
  51. minFrameTime = getMin(minFrameTime, deltaT);
  52. }
  53. }
  54. fps = (minFrameTime > 0.0f) ? 1.0f / minFrameTime : fps;
  55. fps = mClamp(fps, TSShapeLoader::MinFrameRate, TSShapeLoader::MaxFrameRate);
  56. seqEnd = maxEndTime;
  57. }
  58. AssimpAppSequence::~AssimpAppSequence()
  59. {
  60. }
  61. void AssimpAppSequence::setActive(bool active)
  62. {
  63. if (active)
  64. AssimpAppNode::sActiveSequence = mAnim;
  65. else
  66. {
  67. if (AssimpAppNode::sActiveSequence == mAnim)
  68. AssimpAppNode::sActiveSequence = NULL;
  69. }
  70. }
  71. U32 AssimpAppSequence::getFlags() const
  72. {
  73. return TSShape::Blend;
  74. }
  75. F32 AssimpAppSequence::getPriority() const
  76. {
  77. return 5;
  78. }
  79. F32 AssimpAppSequence::getBlendRefTime() const
  80. {
  81. return -1.0f;
  82. }