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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2024, 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 "AnimEvaluator.h"
- #include <assimp/anim.h>
- #include <assimp/ai_assert.h>
- using namespace AssimpView;
- // ------------------------------------------------------------------------------------------------
- // Constructor on a given animation.
- AnimEvaluator::AnimEvaluator(const aiAnimation *pAnim) :
- mAnim(pAnim),
- mLastTime(0.0) {
- ai_assert(nullptr != pAnim);
- mLastPositions.resize(pAnim->mNumChannels, std::make_tuple(0, 0, 0));
- }
- // ------------------------------------------------------------------------------------------------
- // Evaluates the animation tracks for a given time stamp.
- void AnimEvaluator::Evaluate(double pTime) {
- // extract ticks per second. Assume default value if not given
- double ticksPerSecond = mAnim->mTicksPerSecond != 0.0 ? mAnim->mTicksPerSecond : 25.0;
- // every following time calculation happens in ticks
- pTime *= ticksPerSecond;
- // map into anim's duration
- double time = 0.0f;
- if (mAnim->mDuration > 0.0) {
- time = fmod(pTime, mAnim->mDuration);
- }
- if (mTransforms.size() != mAnim->mNumChannels) {
- mTransforms.resize(mAnim->mNumChannels);
- }
- // calculate the transformations for each animation channel
- for (unsigned int a = 0; a < mAnim->mNumChannels; ++a) {
- const aiNodeAnim *channel = mAnim->mChannels[a];
- // ******** Position *****
- aiVector3D presentPosition(0, 0, 0);
- if (channel->mNumPositionKeys > 0) {
- // Look for present frame number. Search from last position if time is after the last time, else from beginning
- // Should be much quicker than always looking from start for the average use case.
- unsigned int frame = (time >= mLastTime) ? std::get<0>(mLastPositions[a]) : 0;
- while (frame < channel->mNumPositionKeys - 1) {
- if (time < channel->mPositionKeys[frame + 1].mTime) {
- break;
- }
- ++frame;
- }
- // interpolate between this frame's value and next frame's value
- unsigned int nextFrame = (frame + 1) % channel->mNumPositionKeys;
- const aiVectorKey &key = channel->mPositionKeys[frame];
- const aiVectorKey &nextKey = channel->mPositionKeys[nextFrame];
- double diffTime = nextKey.mTime - key.mTime;
- if (diffTime < 0.0) {
- diffTime += mAnim->mDuration;
- }
- if (diffTime > 0) {
- float factor = float((time - key.mTime) / diffTime);
- presentPosition = key.mValue + (nextKey.mValue - key.mValue) * factor;
- } else {
- presentPosition = key.mValue;
- }
- std::get<0>(mLastPositions[a]) = frame;
- }
- // ******** Rotation *********
- aiQuaternion presentRotation(1, 0, 0, 0);
- if (channel->mNumRotationKeys > 0) {
- unsigned int frame = (time >= mLastTime) ? std::get<1>(mLastPositions[a]) : 0;
- while (frame < channel->mNumRotationKeys - 1) {
- if (time < channel->mRotationKeys[frame + 1].mTime) {
- break;
- }
- ++frame;
- }
- // interpolate between this frame's value and next frame's value
- unsigned int nextFrame = (frame + 1) % channel->mNumRotationKeys;
- const aiQuatKey &key = channel->mRotationKeys[frame];
- const aiQuatKey &nextKey = channel->mRotationKeys[nextFrame];
- double diffTime = nextKey.mTime - key.mTime;
- if (diffTime < 0.0) {
- diffTime += mAnim->mDuration;
- }
- if (diffTime > 0) {
- float factor = float((time - key.mTime) / diffTime);
- aiQuaternion::Interpolate(presentRotation, key.mValue, nextKey.mValue, factor);
- } else {
- presentRotation = key.mValue;
- }
- std::get<1>(mLastPositions[a]) = frame;
- }
- // ******** Scaling **********
- aiVector3D presentScaling(1, 1, 1);
- if (channel->mNumScalingKeys > 0) {
- unsigned int frame = (time >= mLastTime) ? std::get<2>(mLastPositions[a]) : 0;
- while (frame < channel->mNumScalingKeys - 1) {
- if (time < channel->mScalingKeys[frame + 1].mTime) {
- break;
- }
- ++frame;
- }
- // TODO: (thom) interpolation maybe? This time maybe even logarithmic, not linear
- presentScaling = channel->mScalingKeys[frame].mValue;
- std::get<2>(mLastPositions[a]) = frame;
- }
- // build a transformation matrix from it
- aiMatrix4x4 &mat = mTransforms[a];
- mat = aiMatrix4x4(presentRotation.GetMatrix());
- mat.a1 *= presentScaling.x;
- mat.b1 *= presentScaling.x;
- mat.c1 *= presentScaling.x;
- mat.a2 *= presentScaling.y;
- mat.b2 *= presentScaling.y;
- mat.c2 *= presentScaling.y;
- mat.a3 *= presentScaling.z;
- mat.b3 *= presentScaling.z;
- mat.c3 *= presentScaling.z;
- mat.a4 = presentPosition.x;
- mat.b4 = presentPosition.y;
- mat.c4 = presentPosition.z;
- }
- mLastTime = time;
- }
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