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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "ts/loader/appSequence.h"
- #include "ts/assimp/assimpAppNode.h"
- #include "ts/assimp/assimpAppMesh.h"
- #if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
- #ifdef new
- #undef new
- #endif
- #endif
- // assimp include files.
- #include <assimp/cimport.h>
- #include <assimp/scene.h>
- #include <assimp/postprocess.h>
- #include <assimp/types.h>
- #if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
- # define _new new(__FILE__, __LINE__)
- # define new _new
- #endif
- aiAnimation* AssimpAppNode::sActiveSequence = NULL;
- F32 AssimpAppNode::sTimeMultiplier = 1.0f;
- AssimpAppNode::AssimpAppNode(const aiScene* scene, const aiNode* node, AssimpAppNode* parentNode)
- : mScene(scene),
- mNode(node ? node : scene->mRootNode),
- mInvertMeshes(false),
- mLastTransformTime(TSShapeLoader::DefaultTime - 1),
- mDefaultTransformValid(false)
- {
- appParent = parentNode;
- // Initialize node and parent names.
- mName = dStrdup(mNode->mName.C_Str());
- if ( dStrlen(mName) == 0 )
- {
- const char* defaultName = "null";
- mName = dStrdup(defaultName);
- }
- mParentName = dStrdup(parentNode ? parentNode->mName : "ROOT");
- // Convert transformation matrix
- assimpToTorqueMat(node->mTransformation, mNodeTransform);
- Con::printf("[ASSIMP] Node Created: %s, Parent: %s", mName, mParentName);
- }
- MatrixF AssimpAppNode::getTransform(F32 time)
- {
- // Check if we can use the last computed transform
- if (time == mLastTransformTime)
- {
- return mLastTransform;
- }
- if (appParent) {
- // Get parent node's transform
- mLastTransform = appParent->getTransform(time);
- }
- else {
- // no parent (ie. root level) => scale by global shape <unit>
- mLastTransform.identity();
- mLastTransform.scale(ColladaUtils::getOptions().unit * ColladaUtils::getOptions().formatScaleFactor);
- }
- // If this node is animated in the active sequence, fetch the animated transform
- MatrixF mat(true);
- if (sActiveSequence)
- getAnimatedTransform(mat, time, sActiveSequence);
- else
- mat = mNodeTransform;
- // Remove node scaling?
- Point3F nodeScale = mat.getScale();
- if (nodeScale != Point3F::One && appParent && ColladaUtils::getOptions().ignoreNodeScale)
- {
- nodeScale.x = nodeScale.x ? (1.0f / nodeScale.x) : 0;
- nodeScale.y = nodeScale.y ? (1.0f / nodeScale.y) : 0;
- nodeScale.z = nodeScale.z ? (1.0f / nodeScale.z) : 0;
- mat.scale(nodeScale);
- }
- mLastTransform.mul(mat);
- mLastTransformTime = time;
- return mLastTransform;
- }
- void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
- {
- // Convert time `t` (in seconds) to a frame index
- const F32 frameTime = (t * animSeq->mTicksPerSecond + 0.5f) + 1.0f;
- // Loop through animation channels to find the matching node
- for (U32 k = 0; k < animSeq->mNumChannels; ++k)
- {
- const aiNodeAnim* nodeAnim = animSeq->mChannels[k];
- if (dStrcmp(mName, nodeAnim->mNodeName.C_Str()) != 0)
- continue;
- Point3F translation(Point3F::Zero);
- QuatF rotation(QuatF::Identity);
- Point3F scale(Point3F::One);
- // Interpolate Translation Keys
- if (nodeAnim->mNumPositionKeys > 0)
- {
- translation = interpolateVectorKey(nodeAnim->mPositionKeys, nodeAnim->mNumPositionKeys, frameTime);
- }
- // Interpolate Rotation Keys
- if (nodeAnim->mNumRotationKeys > 0)
- {
- rotation = interpolateQuaternionKey(nodeAnim->mRotationKeys, nodeAnim->mNumRotationKeys, frameTime);
- }
- // Interpolate Scaling Keys
- if (nodeAnim->mNumScalingKeys > 0)
- {
- scale = interpolateVectorKey(nodeAnim->mScalingKeys, nodeAnim->mNumScalingKeys, frameTime);
- }
- // Apply the interpolated transform components to the matrix
- rotation.setMatrix(&mat);
- mat.inverse();
- mat.setPosition(translation);
- mat.scale(scale);
- return; // Exit after processing the matching node
- }
- // Default to the static node transformation if no animation data is found
- mat = mNodeTransform;
- }
- Point3F AssimpAppNode::interpolateVectorKey(const aiVectorKey* keys, U32 numKeys, F32 frameTime)
- {
- if (numKeys == 1) // Single keyframe: use it directly
- return Point3F(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z);
- // Clamp frameTime to the bounds of the keyframes
- if (frameTime <= keys[0].mTime) {
- // Before the first keyframe, return the first key
- return Point3F(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z);
- }
- if (frameTime >= keys[numKeys - 1].mTime) {
- // After the last keyframe, return the last key
- return Point3F(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z);
- }
- // Interpolate between the two nearest keyframes
- for (U32 i = 1; i < numKeys; ++i)
- {
- if (frameTime < keys[i].mTime)
- {
- const F32 factor = (frameTime - keys[i - 1].mTime) / (keys[i].mTime - keys[i - 1].mTime);
- Point3F start(keys[i - 1].mValue.x, keys[i - 1].mValue.y, keys[i - 1].mValue.z);
- Point3F end(keys[i].mValue.x, keys[i].mValue.y, keys[i].mValue.z);
- Point3F result;
- result.interpolate(start, end, factor);
- return result;
- }
- }
- // Default to the last keyframe
- return Point3F(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z);
- }
- QuatF AssimpAppNode::interpolateQuaternionKey(const aiQuatKey* keys, U32 numKeys, F32 frameTime)
- {
- if (numKeys == 1) // Single keyframe: use it directly
- return QuatF(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z, keys[0].mValue.w);
- for (U32 i = 1; i < numKeys; ++i)
- {
- if (frameTime < keys[i].mTime)
- {
- const F32 factor = (frameTime - keys[i - 1].mTime) / (keys[i].mTime - keys[i - 1].mTime);
- QuatF start(keys[i - 1].mValue.x, keys[i - 1].mValue.y, keys[i - 1].mValue.z, keys[i - 1].mValue.w);
- QuatF end(keys[i].mValue.x, keys[i].mValue.y, keys[i].mValue.z, keys[i].mValue.w);
- QuatF result;
- result.interpolate(start, end, factor);
- return result;
- }
- }
- // Default to the last keyframe
- return QuatF(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z, keys[numKeys - 1].mValue.w);
- }
- bool AssimpAppNode::animatesTransform(const AppSequence* appSeq)
- {
- return false;
- }
- /// Get the world transform of the node at the specified time
- MatrixF AssimpAppNode::getNodeTransform(F32 time)
- {
- // Avoid re-computing the default transform if possible
- if (mDefaultTransformValid && time == TSShapeLoader::DefaultTime)
- {
- return mDefaultNodeTransform;
- }
- else
- {
- MatrixF nodeTransform = getTransform(time);
- // Check for inverted node coordinate spaces => can happen when modelers
- // use the 'mirror' tool in their 3d app. Shows up as negative <scale>
- // transforms in the collada model.
- if (m_matF_determinant(nodeTransform) < 0.0f)
- {
- // Mark this node as inverted so we can mirror mesh geometry, then
- // de-invert the transform matrix
- mInvertMeshes = true;
- nodeTransform.scale(Point3F(1, 1, -1));
- }
- // Cache the default transform
- if (time == TSShapeLoader::DefaultTime)
- {
- mDefaultTransformValid = true;
- mDefaultNodeTransform = nodeTransform;
- }
- return nodeTransform;
- }
- }
- void AssimpAppNode::assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat)
- {
- outMat.setRow(0, Point4F((F32)inAssimpMat.a1, (F32)inAssimpMat.a2,
- (F32)inAssimpMat.a3, (F32)inAssimpMat.a4));
- outMat.setRow(1, Point4F((F32)inAssimpMat.b1, (F32)inAssimpMat.b2,
- (F32)inAssimpMat.b3, (F32)inAssimpMat.b4));
- outMat.setRow(2, Point4F((F32)inAssimpMat.c1, (F32)inAssimpMat.c2,
- (F32)inAssimpMat.c3, (F32)inAssimpMat.c4));
- outMat.setRow(3, Point4F((F32)inAssimpMat.d1, (F32)inAssimpMat.d2,
- (F32)inAssimpMat.d3, (F32)inAssimpMat.d4));
- }
- aiNode* AssimpAppNode::findChildNodeByName(const char* nodeName, aiNode* rootNode)
- {
- aiNode* retNode = NULL;
- if (strcmp(nodeName, rootNode->mName.C_Str()) == 0)
- return rootNode;
- for (U32 i = 0; i < rootNode->mNumChildren; ++i)
- {
- retNode = findChildNodeByName(nodeName, rootNode->mChildren[i]);
- if (retNode)
- return retNode;
- }
- return nullptr;
- }
- void AssimpAppNode::addChild(AssimpAppNode* child)
- {
- mChildNodes.push_back(child);
- }
- void AssimpAppNode::addMesh(AssimpAppMesh* child)
- {
- mMeshes.push_back(child);
- }
- void AssimpAppNode::buildMeshList()
- {
- for (U32 i = 0; i < mNode->mNumMeshes; i++)
- {
- U32 meshIdx = mNode->mMeshes[i];
- const aiMesh* mesh = mScene->mMeshes[meshIdx];
- AssimpAppMesh* curMesh = new AssimpAppMesh(mesh, this);
- mMeshes.push_back(curMesh);
- }
- }
- void AssimpAppNode::buildChildList()
- {
- for (U32 i = 0; i < mNode->mNumChildren; i++)
- {
- const aiNode* node = mNode->mChildren[i];
- mChildNodes.push_back(new AssimpAppNode(mScene, node, this));
- }
- }
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