assimpAppSequence.cpp 3.5 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. fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f;
  21. U32 maxKeys = 0;
  22. F32 maxEndTime = 0;
  23. F32 minFrameTime = 100000.0f;
  24. // Detect the frame rate (minimum time between keyframes) and max sequence time
  25. for (U32 i = 0; i < mAnim->mNumChannels; ++i)
  26. {
  27. aiNodeAnim *nodeAnim = mAnim->mChannels[i];
  28. maxKeys = getMax(maxKeys, nodeAnim->mNumPositionKeys);
  29. maxKeys = getMax(maxKeys, nodeAnim->mNumRotationKeys);
  30. maxKeys = getMax(maxKeys, nodeAnim->mNumScalingKeys);
  31. if (nodeAnim->mNumPositionKeys)
  32. maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mPositionKeys[nodeAnim->mNumPositionKeys-1].mTime);
  33. if (nodeAnim->mNumRotationKeys)
  34. maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mRotationKeys[nodeAnim->mNumRotationKeys-1].mTime);
  35. if (nodeAnim->mNumScalingKeys)
  36. maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mScalingKeys[nodeAnim->mNumScalingKeys-1].mTime);
  37. for (U32 key = 1; key < nodeAnim->mNumPositionKeys; ++key)
  38. {
  39. F32 deltaT = nodeAnim->mPositionKeys[key].mTime - nodeAnim->mPositionKeys[key-1].mTime;
  40. minFrameTime = getMin(minFrameTime, deltaT);
  41. }
  42. for (U32 key = 1; key < nodeAnim->mNumRotationKeys; ++key)
  43. {
  44. F32 deltaT = nodeAnim->mRotationKeys[key].mTime - nodeAnim->mRotationKeys[key-1].mTime;
  45. minFrameTime = getMin(minFrameTime, deltaT);
  46. }
  47. for (U32 key = 1; key < nodeAnim->mNumScalingKeys; ++key)
  48. {
  49. F32 deltaT = nodeAnim->mScalingKeys[key].mTime - nodeAnim->mScalingKeys[key-1].mTime;
  50. minFrameTime = getMin(minFrameTime, deltaT);
  51. }
  52. }
  53. S32 timeFactor = Con::getIntVariable("$Assimp::AnimTiming", 1);
  54. S32 fpsRequest = Con::getIntVariable("$Assimp::AnimFPS", 30);
  55. if (timeFactor == 0)
  56. { // Timing specified in frames
  57. fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
  58. maxKeys = getMax(maxKeys, (U32)maxEndTime); // Keys won't be assigned for every frame.
  59. seqEnd = maxKeys / fps;
  60. mTimeMultiplier = 1.0f / fps;
  61. }
  62. else
  63. { // Timing specified in seconds or ms depending on format
  64. timeFactor = mClamp(timeFactor, 1, 1000);
  65. minFrameTime /= (F32)timeFactor;
  66. maxEndTime /= (F32)timeFactor;
  67. fps = (minFrameTime > 0.0f) ? 1.0f / minFrameTime : fps;
  68. seqEnd = maxEndTime;
  69. mTimeMultiplier = 1.0f / timeFactor;
  70. }
  71. }
  72. AssimpAppSequence::~AssimpAppSequence()
  73. {
  74. }
  75. void AssimpAppSequence::setActive(bool active)
  76. {
  77. if (active)
  78. {
  79. AssimpAppNode::sActiveSequence = mAnim;
  80. AssimpAppNode::sTimeMultiplier = mTimeMultiplier;
  81. }
  82. else
  83. {
  84. if (AssimpAppNode::sActiveSequence == mAnim)
  85. AssimpAppNode::sActiveSequence = NULL;
  86. }
  87. }
  88. U32 AssimpAppSequence::getFlags() const
  89. {
  90. return TSShape::Blend;
  91. }
  92. F32 AssimpAppSequence::getPriority() const
  93. {
  94. return 5;
  95. }
  96. F32 AssimpAppSequence::getBlendRefTime() const
  97. {
  98. return -1.0f;
  99. }