assimp-fez/tools/assimp_view/AnimEvaluator.cpp

175 lines
6.9 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, 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
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* Redistributions in binary form must reproduce the above
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following disclaimer in the documentation and/or other
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* Neither the name of the assimp team, nor the names of its
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derived from this software without specific prior
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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
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*/
#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;
}