assimpAppNode.cpp 11 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "ts/loader/appSequence.h"
  24. #include "ts/assimp/assimpAppNode.h"
  25. #include "ts/assimp/assimpAppMesh.h"
  26. #if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
  27. #ifdef new
  28. #undef new
  29. #endif
  30. #endif
  31. // assimp include files.
  32. #include <assimp/cimport.h>
  33. #include <assimp/scene.h>
  34. #include <assimp/postprocess.h>
  35. #include <assimp/types.h>
  36. #if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
  37. # define _new new(__FILE__, __LINE__)
  38. # define new _new
  39. #endif
  40. aiAnimation* AssimpAppNode::sActiveSequence = NULL;
  41. F32 AssimpAppNode::sTimeMultiplier = 1.0f;
  42. AssimpAppNode::AssimpAppNode(const aiScene* scene, const aiNode* node, AssimpAppNode* parentNode)
  43. : mScene(scene),
  44. mNode(node ? node : scene->mRootNode),
  45. mInvertMeshes(false),
  46. mLastTransformTime(TSShapeLoader::DefaultTime - 1),
  47. mDefaultTransformValid(false)
  48. {
  49. appParent = parentNode;
  50. // Initialize node and parent names.
  51. mName = dStrdup(mNode->mName.C_Str());
  52. if ( dStrlen(mName) == 0 )
  53. {
  54. const char* defaultName = "null";
  55. mName = dStrdup(defaultName);
  56. }
  57. mParentName = dStrdup(parentNode ? parentNode->mName : "ROOT");
  58. // Convert transformation matrix
  59. assimpToTorqueMat(node->mTransformation, mNodeTransform);
  60. Con::printf("[ASSIMP] Node Created: %s, Parent: %s", mName, mParentName);
  61. }
  62. MatrixF AssimpAppNode::getTransform(F32 time)
  63. {
  64. // Check if we can use the last computed transform
  65. if (time == mLastTransformTime)
  66. {
  67. return mLastTransform;
  68. }
  69. if (appParent) {
  70. // Get parent node's transform
  71. mLastTransform = appParent->getTransform(time);
  72. }
  73. else {
  74. // no parent (ie. root level) => scale by global shape <unit>
  75. mLastTransform.identity();
  76. mLastTransform.scale(ColladaUtils::getOptions().unit * ColladaUtils::getOptions().formatScaleFactor);
  77. ColladaUtils::convertTransform(mLastTransform);
  78. }
  79. // If this node is animated in the active sequence, fetch the animated transform
  80. MatrixF mat(true);
  81. if (sActiveSequence)
  82. getAnimatedTransform(mat, time, sActiveSequence);
  83. else
  84. mat = mNodeTransform;
  85. // Remove node scaling?
  86. Point3F nodeScale = mat.getScale();
  87. if (nodeScale != Point3F::One && appParent && ColladaUtils::getOptions().ignoreNodeScale)
  88. {
  89. nodeScale.x = nodeScale.x ? (1.0f / nodeScale.x) : 0;
  90. nodeScale.y = nodeScale.y ? (1.0f / nodeScale.y) : 0;
  91. nodeScale.z = nodeScale.z ? (1.0f / nodeScale.z) : 0;
  92. mat.scale(nodeScale);
  93. }
  94. mLastTransform.mul(mat);
  95. mLastTransformTime = time;
  96. return mLastTransform;
  97. }
  98. void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
  99. {
  100. // Convert time `t` (in seconds) to a frame index
  101. const F32 frameTime = (t * animSeq->mTicksPerSecond + 0.5f) + 1.0f;
  102. // Loop through animation channels to find the matching node
  103. for (U32 k = 0; k < animSeq->mNumChannels; ++k)
  104. {
  105. const aiNodeAnim* nodeAnim = animSeq->mChannels[k];
  106. if (dStrcmp(mName, nodeAnim->mNodeName.C_Str()) != 0)
  107. continue;
  108. Point3F translation(Point3F::Zero);
  109. QuatF rotation(QuatF::Identity);
  110. Point3F scale(Point3F::One);
  111. // Interpolate Translation Keys
  112. if (nodeAnim->mNumPositionKeys > 0)
  113. {
  114. translation = interpolateVectorKey(nodeAnim->mPositionKeys, nodeAnim->mNumPositionKeys, frameTime);
  115. }
  116. // Interpolate Rotation Keys
  117. if (nodeAnim->mNumRotationKeys > 0)
  118. {
  119. rotation = interpolateQuaternionKey(nodeAnim->mRotationKeys, nodeAnim->mNumRotationKeys, frameTime);
  120. }
  121. // Interpolate Scaling Keys
  122. if (nodeAnim->mNumScalingKeys > 0)
  123. {
  124. scale = interpolateVectorKey(nodeAnim->mScalingKeys, nodeAnim->mNumScalingKeys, frameTime);
  125. }
  126. // Apply the interpolated transform components to the matrix
  127. rotation.setMatrix(&mat);
  128. mat.inverse();
  129. mat.setPosition(translation);
  130. mat.scale(scale);
  131. return; // Exit after processing the matching node
  132. }
  133. // Default to the static node transformation if no animation data is found
  134. mat = mNodeTransform;
  135. }
  136. Point3F AssimpAppNode::interpolateVectorKey(const aiVectorKey* keys, U32 numKeys, F32 frameTime)
  137. {
  138. if (numKeys == 1) // Single keyframe: use it directly
  139. return Point3F(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z);
  140. // Clamp frameTime to the bounds of the keyframes
  141. if (frameTime <= keys[0].mTime) {
  142. // Before the first keyframe, return the first key
  143. return Point3F(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z);
  144. }
  145. if (frameTime >= keys[numKeys - 1].mTime) {
  146. // After the last keyframe, return the last key
  147. return Point3F(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z);
  148. }
  149. // Interpolate between the two nearest keyframes
  150. for (U32 i = 1; i < numKeys; ++i)
  151. {
  152. if (frameTime < keys[i].mTime)
  153. {
  154. Assimp::Interpolator<aiVectorKey> interp;
  155. const aiVectorKey& next = keys[i];
  156. const aiVectorKey& prev = keys[i - 1];
  157. const F32 factor = (frameTime - keys[i - 1].mTime) / (keys[i].mTime - keys[i - 1].mTime);
  158. aiVector3D out;
  159. interp(out, prev, next, factor);
  160. return Point3F(out.x, out.y, out.z);
  161. }
  162. }
  163. // Default to the last keyframe
  164. return Point3F(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z);
  165. }
  166. QuatF AssimpAppNode::interpolateQuaternionKey(const aiQuatKey* keys, U32 numKeys, F32 frameTime)
  167. {
  168. if (numKeys == 1) // Single keyframe: use it directly
  169. return QuatF(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z, keys[0].mValue.w);
  170. // Clamp frameTime to the bounds of the keyframes
  171. if (frameTime <= keys[0].mTime) {
  172. // Before the first keyframe, return the first key
  173. return QuatF(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z, keys[0].mValue.w);
  174. }
  175. if (frameTime >= keys[numKeys - 1].mTime) {
  176. // After the last keyframe, return the last key
  177. return QuatF(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z, keys[numKeys - 1].mValue.w);
  178. }
  179. for (U32 i = 1; i < numKeys; ++i)
  180. {
  181. if (frameTime < keys[i].mTime)
  182. {
  183. const F32 factor = (frameTime - keys[i - 1].mTime) / (keys[i].mTime - keys[i - 1].mTime);
  184. QuatF start(keys[i - 1].mValue.x, keys[i - 1].mValue.y, keys[i - 1].mValue.z, keys[i - 1].mValue.w);
  185. QuatF end(keys[i].mValue.x, keys[i].mValue.y, keys[i].mValue.z, keys[i].mValue.w);
  186. QuatF result;
  187. result.interpolate(start, end, factor);
  188. return result;
  189. }
  190. }
  191. // Default to the last keyframe
  192. return QuatF(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z, keys[numKeys - 1].mValue.w);
  193. }
  194. bool AssimpAppNode::animatesTransform(const AppSequence* appSeq)
  195. {
  196. return false;
  197. }
  198. /// Get the world transform of the node at the specified time
  199. MatrixF AssimpAppNode::getNodeTransform(F32 time)
  200. {
  201. // Avoid re-computing the default transform if possible
  202. if (mDefaultTransformValid && time == TSShapeLoader::DefaultTime)
  203. {
  204. return mDefaultNodeTransform;
  205. }
  206. else
  207. {
  208. MatrixF nodeTransform = getTransform(time);
  209. // Check for inverted node coordinate spaces => can happen when modelers
  210. // use the 'mirror' tool in their 3d app. Shows up as negative <scale>
  211. // transforms in the collada model.
  212. if (m_matF_determinant(nodeTransform) < 0.0f)
  213. {
  214. // Mark this node as inverted so we can mirror mesh geometry, then
  215. // de-invert the transform matrix
  216. mInvertMeshes = true;
  217. nodeTransform.scale(Point3F(1, 1, -1));
  218. }
  219. // Cache the default transform
  220. if (time == TSShapeLoader::DefaultTime)
  221. {
  222. mDefaultTransformValid = true;
  223. mDefaultNodeTransform = nodeTransform;
  224. }
  225. return nodeTransform;
  226. }
  227. }
  228. void AssimpAppNode::assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat)
  229. {
  230. outMat.setRow(0, Point4F((F32)inAssimpMat.a1, (F32)inAssimpMat.a2,
  231. (F32)inAssimpMat.a3, (F32)inAssimpMat.a4));
  232. outMat.setRow(1, Point4F((F32)inAssimpMat.b1, (F32)inAssimpMat.b2,
  233. (F32)inAssimpMat.b3, (F32)inAssimpMat.b4));
  234. outMat.setRow(2, Point4F((F32)inAssimpMat.c1, (F32)inAssimpMat.c2,
  235. (F32)inAssimpMat.c3, (F32)inAssimpMat.c4));
  236. outMat.setRow(3, Point4F((F32)inAssimpMat.d1, (F32)inAssimpMat.d2,
  237. (F32)inAssimpMat.d3, (F32)inAssimpMat.d4));
  238. }
  239. aiNode* AssimpAppNode::findChildNodeByName(const char* nodeName, aiNode* rootNode)
  240. {
  241. aiNode* retNode = NULL;
  242. if (strcmp(nodeName, rootNode->mName.C_Str()) == 0)
  243. return rootNode;
  244. for (U32 i = 0; i < rootNode->mNumChildren; ++i)
  245. {
  246. retNode = findChildNodeByName(nodeName, rootNode->mChildren[i]);
  247. if (retNode)
  248. return retNode;
  249. }
  250. return nullptr;
  251. }
  252. void AssimpAppNode::addChild(AssimpAppNode* child)
  253. {
  254. mChildNodes.push_back(child);
  255. }
  256. void AssimpAppNode::addMesh(AssimpAppMesh* child)
  257. {
  258. mMeshes.push_back(child);
  259. }
  260. void AssimpAppNode::buildMeshList()
  261. {
  262. for (U32 i = 0; i < mNode->mNumMeshes; i++)
  263. {
  264. U32 meshIdx = mNode->mMeshes[i];
  265. const aiMesh* mesh = mScene->mMeshes[meshIdx];
  266. AssimpAppMesh* curMesh = new AssimpAppMesh(mesh, this);
  267. mMeshes.push_back(curMesh);
  268. }
  269. }
  270. void AssimpAppNode::buildChildList()
  271. {
  272. for (U32 i = 0; i < mNode->mNumChildren; i++)
  273. {
  274. const aiNode* node = mNode->mChildren[i];
  275. mChildNodes.push_back(new AssimpAppNode(mScene, node, this));
  276. }
  277. }