assimpAppSequence.cpp 3.9 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), seqEnd(0.0f), mTimeMultiplier(1.0f)
  15. {
  16. fps = 30.0f;
  17. // Deep copy animation structure
  18. mAnim = new aiAnimation(*a);
  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. mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
  24. for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
  25. mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
  26. }
  27. mAnim->mName = a->mName;
  28. mSequenceName = mAnim->mName.C_Str();
  29. if (mSequenceName.isEmpty())
  30. mSequenceName = "ambient";
  31. Con::printf("\n[Assimp] Adding animation: %s", mSequenceName.c_str());
  32. // Determine the FPS and Time Multiplier
  33. determineTimeMultiplier(a);
  34. // Calculate sequence end time based on keyframes and multiplier
  35. calculateSequenceEnd(a);
  36. }
  37. AssimpAppSequence::~AssimpAppSequence()
  38. {
  39. }
  40. void AssimpAppSequence::determineTimeMultiplier(aiAnimation* a)
  41. {
  42. // Set fps from the file or use default
  43. fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
  44. if (fps >= 1000.0f) { // Indicates milliseconds (GLTF or similar formats)
  45. mTimeMultiplier = 1.0f / 1000.0f; // Convert milliseconds to seconds
  46. Con::printf("[Assimp] Detected milliseconds timing (FPS >= 1000). Time Multiplier: %f", mTimeMultiplier);
  47. }
  48. else if (fps > 0.0f) { // Standard FPS
  49. fps = mClamp(fps, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
  50. mTimeMultiplier = 1.0f / fps;
  51. Con::printf("[Assimp] Standard FPS detected. Time Multiplier: %f", mTimeMultiplier);
  52. }
  53. else {
  54. // Fall back to 30 FPS as default
  55. mTimeMultiplier = 1.0f / 30.0f;
  56. Con::printf("[Assimp] FPS not specified. Using default 30 FPS. Time Multiplier: %f", mTimeMultiplier);
  57. }
  58. }
  59. void AssimpAppSequence::calculateSequenceEnd(aiAnimation* a)
  60. {
  61. for (U32 i = 0; i < a->mNumChannels; ++i) {
  62. aiNodeAnim* nodeAnim = a->mChannels[i];
  63. F32 maxKeyTime = 0.0f;
  64. // Calculate the maximum time across all keyframes for this channel
  65. for (U32 k = 0; k < nodeAnim->mNumPositionKeys; ++k) {
  66. maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
  67. }
  68. for (U32 k = 0; k < nodeAnim->mNumRotationKeys; ++k) {
  69. maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
  70. }
  71. for (U32 k = 0; k < nodeAnim->mNumScalingKeys; ++k) {
  72. maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
  73. }
  74. // Use the multiplier to convert to real sequence time
  75. seqEnd = mTimeMultiplier * getMax(seqEnd, maxKeyTime);
  76. }
  77. Con::printf("[Assimp] Sequence End Time: %f seconds", seqEnd);
  78. }
  79. void AssimpAppSequence::setActive(bool active)
  80. {
  81. if (active)
  82. {
  83. AssimpAppNode::sActiveSequence = mAnim;
  84. AssimpAppNode::sTimeMultiplier = mTimeMultiplier;
  85. Con::printf("[Assimp] Activating sequence: %s with Time Multiplier: %f", mSequenceName.c_str(), mTimeMultiplier);
  86. }
  87. else
  88. {
  89. if (AssimpAppNode::sActiveSequence == mAnim)
  90. {
  91. AssimpAppNode::sActiveSequence = NULL;
  92. Con::printf("[Assimp] Deactivating sequence: %s", mSequenceName.c_str());
  93. }
  94. }
  95. }
  96. U32 AssimpAppSequence::getFlags() const
  97. {
  98. return TSShape::Cyclic;
  99. }
  100. F32 AssimpAppSequence::getPriority() const
  101. {
  102. return 5;
  103. }
  104. F32 AssimpAppSequence::getBlendRefTime() const
  105. {
  106. return 0.0f;
  107. }