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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2020, 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 <assimp/ai_assert.h>
- #include <algorithm>
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- KeyIterator::KeyIterator(const std::vector<aiVectorKey> *_objPos,
- const std::vector<aiVectorKey> *_targetObjPos,
- const aiVector3D *defaultObjectPos /*= nullptr*/,
- const aiVector3D *defaultTargetPos /*= nullptr*/) :
- 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(nullptr != _targetPositions);
- targetPositions = _targetPositions;
- }
- // ------------------------------------------------------------------------------------------------
- void TargetAnimationHelper::SetMainAnimationChannel(
- const std::vector<aiVectorKey> *_objectPositions) {
- ai_assert(nullptr != _objectPositions);
- objectPositions = _objectPositions;
- }
- // ------------------------------------------------------------------------------------------------
- void TargetAnimationHelper::SetFixedMainAnimationChannel(
- const aiVector3D &fixed) {
- objectPositions = nullptr; // just to avoid confusion
- fixedMain = fixed;
- }
- // ------------------------------------------------------------------------------------------------
- void TargetAnimationHelper::Process(std::vector<aiVectorKey> *distanceTrack) {
- ai_assert(nullptr != targetPositions);
- ai_assert(nullptr != 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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