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- #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),
- 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 = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
- 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);
- }
- }
- 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;
- //}
- }
- 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::Cyclic;
- }
- F32 AssimpAppSequence::getPriority() const
- {
- return 5;
- }
- F32 AssimpAppSequence::getBlendRefTime() const
- {
- return -1.0f;
- }
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