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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2016, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- #include "TargetAnimation.h"
- #include <algorithm>
- #include <assimp/ai_assert.h>
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- KeyIterator::KeyIterator(const std::vector<aiVectorKey>* _objPos,
- const std::vector<aiVectorKey>* _targetObjPos,
- const aiVector3D* defaultObjectPos /*= NULL*/,
- const aiVector3D* defaultTargetPos /*= NULL*/)
- : reachedEnd (false)
- , curTime (-1.)
- , objPos (_objPos)
- , targetObjPos (_targetObjPos)
- , nextObjPos (0)
- , nextTargetObjPos(0)
- {
- // Generate default transformation tracks if necessary
- if (!objPos || objPos->empty())
- {
- defaultObjPos.resize(1);
- defaultObjPos.front().mTime = 10e10;
- if (defaultObjectPos)
- defaultObjPos.front().mValue = *defaultObjectPos;
- objPos = & defaultObjPos;
- }
- if (!targetObjPos || targetObjPos->empty())
- {
- defaultTargetObjPos.resize(1);
- defaultTargetObjPos.front().mTime = 10e10;
- if (defaultTargetPos)
- defaultTargetObjPos.front().mValue = *defaultTargetPos;
- targetObjPos = & defaultTargetObjPos;
- }
- }
- // ------------------------------------------------------------------------------------------------
- template <class T>
- inline T Interpolate(const T& one, const T& two, ai_real val)
- {
- return one + (two-one)*val;
- }
- // ------------------------------------------------------------------------------------------------
- void KeyIterator::operator ++()
- {
- // If we are already at the end of all keyframes, return
- if (reachedEnd) {
- return;
- }
- // Now search in all arrays for the time value closest
- // to our current position on the time line
- double d0,d1;
- d0 = objPos->at ( std::min ( nextObjPos, static_cast<unsigned int>(objPos->size()-1)) ).mTime;
- d1 = targetObjPos->at( std::min ( nextTargetObjPos, static_cast<unsigned int>(targetObjPos->size()-1)) ).mTime;
- // Easiest case - all are identical. In this
- // case we don't need to interpolate so we can
- // return earlier
- if ( d0 == d1 )
- {
- curTime = d0;
- curPosition = objPos->at(nextObjPos).mValue;
- curTargetPosition = targetObjPos->at(nextTargetObjPos).mValue;
- // increment counters
- if (objPos->size() != nextObjPos-1)
- ++nextObjPos;
- if (targetObjPos->size() != nextTargetObjPos-1)
- ++nextTargetObjPos;
- }
- // An object position key is closest to us
- else if (d0 < d1)
- {
- curTime = d0;
- // interpolate the other
- if (1 == targetObjPos->size() || !nextTargetObjPos) {
- curTargetPosition = targetObjPos->at(0).mValue;
- }
- else
- {
- const aiVectorKey& last = targetObjPos->at(nextTargetObjPos);
- const aiVectorKey& first = targetObjPos->at(nextTargetObjPos-1);
- curTargetPosition = Interpolate(first.mValue, last.mValue, (ai_real) (
- (curTime-first.mTime) / (last.mTime-first.mTime) ));
- }
- if (objPos->size() != nextObjPos-1)
- ++nextObjPos;
- }
- // A target position key is closest to us
- else
- {
- curTime = d1;
- // interpolate the other
- if (1 == objPos->size() || !nextObjPos) {
- curPosition = objPos->at(0).mValue;
- }
- else
- {
- const aiVectorKey& last = objPos->at(nextObjPos);
- const aiVectorKey& first = objPos->at(nextObjPos-1);
- curPosition = Interpolate(first.mValue, last.mValue, (ai_real) (
- (curTime-first.mTime) / (last.mTime-first.mTime)));
- }
- if (targetObjPos->size() != nextTargetObjPos-1)
- ++nextTargetObjPos;
- }
- if (nextObjPos >= objPos->size()-1 &&
- nextTargetObjPos >= targetObjPos->size()-1)
- {
- // We reached the very last keyframe
- reachedEnd = true;
- }
- }
- // ------------------------------------------------------------------------------------------------
- void TargetAnimationHelper::SetTargetAnimationChannel (
- const std::vector<aiVectorKey>* _targetPositions)
- {
- ai_assert(NULL != _targetPositions);
- targetPositions = _targetPositions;
- }
- // ------------------------------------------------------------------------------------------------
- void TargetAnimationHelper::SetMainAnimationChannel (
- const std::vector<aiVectorKey>* _objectPositions)
- {
- ai_assert(NULL != _objectPositions);
- objectPositions = _objectPositions;
- }
- // ------------------------------------------------------------------------------------------------
- void TargetAnimationHelper::SetFixedMainAnimationChannel(
- const aiVector3D& fixed)
- {
- objectPositions = NULL; // just to avoid confusion
- fixedMain = fixed;
- }
- // ------------------------------------------------------------------------------------------------
- void TargetAnimationHelper::Process(std::vector<aiVectorKey>* distanceTrack)
- {
- ai_assert(NULL != targetPositions && NULL != distanceTrack);
- // TODO: in most cases we won't need the extra array
- std::vector<aiVectorKey> real;
- std::vector<aiVectorKey>* fill = (distanceTrack == objectPositions ? &real : distanceTrack);
- fill->reserve(std::max( objectPositions->size(), targetPositions->size() ));
- // Iterate through all object keys and interpolate their values if necessary.
- // Then get the corresponding target position, compute the difference
- // vector between object and target position. Then compute a rotation matrix
- // that rotates the base vector of the object coordinate system at that time
- // to match the diff vector.
- KeyIterator iter(objectPositions,targetPositions,&fixedMain);
- for (;!iter.Finished();++iter)
- {
- const aiVector3D& position = iter.GetCurPosition();
- const aiVector3D& tposition = iter.GetCurTargetPosition();
- // diff vector
- aiVector3D diff = tposition - position;
- ai_real f = diff.Length();
- // output distance vector
- if (f)
- {
- fill->push_back(aiVectorKey());
- aiVectorKey& v = fill->back();
- v.mTime = iter.GetCurTime();
- v.mValue = diff;
- diff /= f;
- }
- else
- {
- // FIXME: handle this
- }
- // diff is now the vector in which our camera is pointing
- }
- if (real.size()) {
- *distanceTrack = real;
- }
- }
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