assimpAppSequence.cpp 3.3 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. seqEnd(0.0f)
  16. {
  17. mAnim = new aiAnimation(*a);
  18. // Deep copy channels
  19. mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
  20. for (U32 i = 0; i < a->mNumChannels; ++i) {
  21. mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
  22. }
  23. // Deep copy meshes
  24. mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
  25. for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
  26. mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
  27. }
  28. // Deep copy name
  29. mAnim->mName = a->mName;
  30. mSequenceName = mAnim->mName.C_Str();
  31. if (mSequenceName.isEmpty())
  32. mSequenceName = "ambient";
  33. Con::printf("\n[Assimp] Adding %s animation", mSequenceName.c_str());
  34. fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
  35. if (a->mDuration > 0)
  36. {
  37. // torques seqEnd is in seconds, this then gets generated into frames in generateSequences()
  38. seqEnd = (F32)a->mDuration / fps;
  39. }
  40. else
  41. {
  42. for (U32 i = 0; i < a->mNumChannels; ++i)
  43. {
  44. aiNodeAnim* nodeAnim = a->mChannels[i];
  45. // Determine the maximum keyframe time for this animation
  46. F32 maxKeyTime = 0.0f;
  47. for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
  48. maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
  49. }
  50. for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
  51. maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
  52. }
  53. for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
  54. maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
  55. }
  56. seqEnd = getMax(seqEnd, maxKeyTime);
  57. }
  58. }
  59. mTimeMultiplier = 1.0f;
  60. //S32 timeFactor = ColladaUtils::getOptions().animTiming;
  61. //S32 fpsRequest = (S32)a->mTicksPerSecond;
  62. //if (timeFactor == 0)
  63. //{ // Timing specified in frames
  64. // fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
  65. // mTimeMultiplier = 1.0f / fps;
  66. //}
  67. //else
  68. //{ // Timing specified in seconds or ms depending on format
  69. // if (seqEnd > 1000.0f || a->mDuration > 1000.0f)
  70. // timeFactor = 1000.0f; // If it's more than 1000 seconds, assume it's ms.
  71. // timeFactor = mClamp(timeFactor, 1, 1000);
  72. // mTimeMultiplier = 1.0f / timeFactor;
  73. //}
  74. }
  75. AssimpAppSequence::~AssimpAppSequence()
  76. {
  77. }
  78. void AssimpAppSequence::setActive(bool active)
  79. {
  80. if (active)
  81. {
  82. AssimpAppNode::sActiveSequence = mAnim;
  83. AssimpAppNode::sTimeMultiplier = mTimeMultiplier;
  84. }
  85. else
  86. {
  87. if (AssimpAppNode::sActiveSequence == mAnim)
  88. AssimpAppNode::sActiveSequence = NULL;
  89. }
  90. }
  91. U32 AssimpAppSequence::getFlags() const
  92. {
  93. return TSShape::Cyclic;
  94. }
  95. F32 AssimpAppSequence::getPriority() const
  96. {
  97. return 5;
  98. }
  99. F32 AssimpAppSequence::getBlendRefTime() const
  100. {
  101. return -1.0f;
  102. }