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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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 "stdafx.h"
- #include "assimp_view.h"
-
- using namespace AssimpView;
-
- // ------------------------------------------------------------------------------------------------
- // Constructor on a given animation.
- AnimEvaluator::AnimEvaluator( const aiAnimation* pAnim)
- {
- mAnim = pAnim;
- mLastTime = 0.0;
- mLastPositions.resize( pAnim->mNumChannels, boost::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) ? mLastPositions[a].get<0>() : 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;
- }
-
- mLastPositions[a].get<0>() = frame;
- }
-
- // ******** Rotation *********
- aiQuaternion presentRotation( 1, 0, 0, 0);
- if( channel->mNumRotationKeys > 0)
- {
- unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<1>() : 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;
- }
-
- mLastPositions[a].get<1>() = frame;
- }
-
- // ******** Scaling **********
- aiVector3D presentScaling( 1, 1, 1);
- if( channel->mNumScalingKeys > 0)
- {
- unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<2>() : 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;
- mLastPositions[a].get<2>() = 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;
- //mat.Transpose();
- }
-
- mLastTime = time;
- }
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