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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2019, 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.
- ---------------------------------------------------------------------------
- */
- /** @file SceneAnimator.cpp
- * @brief Implementation of the utility class SceneAnimator
- */
- #include "assimp_view.h"
- using namespace AssimpView;
- const aiMatrix4x4 IdentityMatrix;
- // ------------------------------------------------------------------------------------------------
- // Constructor for a given scene.
- SceneAnimator::SceneAnimator( const aiScene* pScene, size_t pAnimIndex)
- : mScene( pScene )
- , mCurrentAnimIndex( -1 )
- , mAnimEvaluator( nullptr )
- , mRootNode( nullptr ) {
- // build the nodes-for-bones table
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
- const aiMesh* mesh = pScene->mMeshes[i];
- for (unsigned int n = 0; n < mesh->mNumBones;++n) {
- const aiBone* bone = mesh->mBones[n];
- mBoneNodesByName[bone->mName.data] = pScene->mRootNode->FindNode(bone->mName);
- }
- }
- // changing the current animation also creates the node tree for this animation
- SetAnimIndex( pAnimIndex);
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor
- SceneAnimator::~SceneAnimator() {
- delete mRootNode;
- delete mAnimEvaluator;
- }
- // ------------------------------------------------------------------------------------------------
- // Sets the animation to use for playback.
- void SceneAnimator::SetAnimIndex( size_t pAnimIndex) {
- // no change
- if (pAnimIndex == static_cast<unsigned int>( mCurrentAnimIndex ) ) {
- return;
- }
- // kill data of the previous anim
- delete mRootNode; mRootNode = nullptr;
- delete mAnimEvaluator; mAnimEvaluator = nullptr;
- mNodesByName.clear();
- mCurrentAnimIndex = static_cast<int>( pAnimIndex );
- // create the internal node tree. Do this even in case of invalid animation index
- // so that the transformation matrices are properly set up to mimic the current scene
- mRootNode = CreateNodeTree( mScene->mRootNode, nullptr);
- // invalid anim index
- if (static_cast<unsigned int>( mCurrentAnimIndex )>= mScene->mNumAnimations) {
- return;
- }
- // create an evaluator for this animation
- mAnimEvaluator = new AnimEvaluator( mScene->mAnimations[mCurrentAnimIndex]);
- }
- // ------------------------------------------------------------------------------------------------
- // Calculates the node transformations for the scene.
- void SceneAnimator::Calculate( double pTime) {
- // invalid anim
- if (!mAnimEvaluator) {
- return;
- }
- // calculate current local transformations
- mAnimEvaluator->Evaluate( pTime);
- // and update all node transformations with the results
- UpdateTransforms( mRootNode, mAnimEvaluator->GetTransformations());
- }
- // ------------------------------------------------------------------------------------------------
- // Retrieves the most recent local transformation matrix for the given node.
- const aiMatrix4x4& SceneAnimator::GetLocalTransform( const aiNode* node) const {
- NodeMap::const_iterator it = mNodesByName.find( node);
- if (it == mNodesByName.end()) {
- return IdentityMatrix;
- }
- return it->second->mLocalTransform;
- }
- // ------------------------------------------------------------------------------------------------
- // Retrieves the most recent global transformation matrix for the given node.
- const aiMatrix4x4& SceneAnimator::GetGlobalTransform( const aiNode* node) const {
- NodeMap::const_iterator it = mNodesByName.find( node);
- if (it == mNodesByName.end()) {
- return IdentityMatrix;
- }
- return it->second->mGlobalTransform;
- }
- // ------------------------------------------------------------------------------------------------
- // Calculates the bone matrices for the given mesh.
- const std::vector<aiMatrix4x4>& SceneAnimator::GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex /* = 0 */) {
- ai_assert( pMeshIndex < pNode->mNumMeshes);
- size_t meshIndex = pNode->mMeshes[pMeshIndex];
- ai_assert( meshIndex < mScene->mNumMeshes);
- const aiMesh* mesh = mScene->mMeshes[meshIndex];
- // resize array and initialize it with identity matrices
- mTransforms.resize( mesh->mNumBones, aiMatrix4x4());
- // calculate the mesh's inverse global transform
- aiMatrix4x4 globalInverseMeshTransform = GetGlobalTransform( pNode);
- globalInverseMeshTransform.Inverse();
- // Bone matrices transform from mesh coordinates in bind pose to mesh coordinates in skinned pose
- // Therefore the formula is offsetMatrix * currentGlobalTransform * inverseCurrentMeshTransform
- for( size_t a = 0; a < mesh->mNumBones; ++a) {
- const aiBone* bone = mesh->mBones[a];
- const aiMatrix4x4& currentGlobalTransform = GetGlobalTransform( mBoneNodesByName[ bone->mName.data ]);
- mTransforms[a] = globalInverseMeshTransform * currentGlobalTransform * bone->mOffsetMatrix;
- }
- // and return the result
- return mTransforms;
- }
- // ------------------------------------------------------------------------------------------------
- // Recursively creates an internal node structure matching the current scene and animation.
- SceneAnimNode* SceneAnimator::CreateNodeTree( aiNode* pNode, SceneAnimNode* pParent) {
- // create a node
- SceneAnimNode* internalNode = new SceneAnimNode( pNode->mName.data);
- internalNode->mParent = pParent;
- mNodesByName[pNode] = internalNode;
- // copy its transformation
- internalNode->mLocalTransform = pNode->mTransformation;
- CalculateGlobalTransform( internalNode);
- // find the index of the animation track affecting this node, if any
- if(static_cast<unsigned int>( mCurrentAnimIndex ) < mScene->mNumAnimations) {
- internalNode->mChannelIndex = -1;
- const aiAnimation* currentAnim = mScene->mAnimations[mCurrentAnimIndex];
- for( unsigned int a = 0; a < currentAnim->mNumChannels; a++) {
- if( currentAnim->mChannels[a]->mNodeName.data == internalNode->mName) {
- internalNode->mChannelIndex = a;
- break;
- }
- }
- }
- // continue for all child nodes and assign the created internal nodes as our children
- for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
- SceneAnimNode* childNode = CreateNodeTree( pNode->mChildren[a], internalNode);
- internalNode->mChildren.push_back( childNode);
- }
- return internalNode;
- }
- // ------------------------------------------------------------------------------------------------
- // Recursively updates the internal node transformations from the given matrix array
- void SceneAnimator::UpdateTransforms( SceneAnimNode* pNode, const std::vector<aiMatrix4x4>& pTransforms) {
- // update node local transform
- if( pNode->mChannelIndex != -1) {
- ai_assert(static_cast<unsigned int>( pNode->mChannelIndex ) < pTransforms.size());
- pNode->mLocalTransform = pTransforms[pNode->mChannelIndex];
- }
- // update global transform as well
- CalculateGlobalTransform( pNode);
- // continue for all children
- for (std::vector<SceneAnimNode*>::iterator it = pNode->mChildren.begin(); it != pNode->mChildren.end(); ++it) {
- UpdateTransforms(*it, pTransforms);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Calculates the global transformation matrix for the given internal node
- void SceneAnimator::CalculateGlobalTransform( SceneAnimNode* pInternalNode) {
- // concatenate all parent transforms to get the global transform for this node
- pInternalNode->mGlobalTransform = pInternalNode->mLocalTransform;
- SceneAnimNode* node = pInternalNode->mParent;
- while( node) {
- pInternalNode->mGlobalTransform = node->mLocalTransform * pInternalNode->mGlobalTransform;
- node = node->mParent;
- }
- }
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