Torque3D/Engine/source/ts/assimp/assimpAppNode.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/loader/appSequence.h"
#include "ts/assimp/assimpAppNode.h"
#include "ts/assimp/assimpAppMesh.h"
// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
aiAnimation* AssimpAppNode::sActiveSequence = NULL;
F32 AssimpAppNode::sTimeMultiplier = 1.0f;
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AssimpAppNode::AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent)
: mInvertMeshes(false),
mLastTransformTime(TSShapeLoader::DefaultTime - 1),
mDefaultTransformValid(false)
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{
mScene = scene;
mNode = node;
appParent = parent;
mName = dStrdup(mNode->mName.C_Str());
if ( dStrlen(mName) == 0 )
{
const char* defaultName = "null";
mName = dStrdup(defaultName);
}
mParentName = dStrdup(parent ? parent->getName() : "ROOT");
assimpToTorqueMat(node->mTransformation, mNodeTransform);
Con::printf("[ASSIMP] Node Created: %s, Parent: %s", mName, mParentName);
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}
// Get all child nodes
void AssimpAppNode::buildChildList()
{
if (!mNode)
{
mNode = mScene->mRootNode;
}
for (U32 n = 0; n < mNode->mNumChildren; ++n) {
mChildNodes.push_back(new AssimpAppNode(mScene, mNode->mChildren[n], this));
}
}
// Get all geometry attached to this node
void AssimpAppNode::buildMeshList()
{
for (U32 n = 0; n < mNode->mNumMeshes; ++n)
{
const struct aiMesh* mesh = mScene->mMeshes[mNode->mMeshes[n]];
mMeshes.push_back(new AssimpAppMesh(mesh, this));
}
}
MatrixF AssimpAppNode::getTransform(F32 time)
{
// Check if we can use the last computed transform
if (time == mLastTransformTime)
return mLastTransform;
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if (appParent) {
// Get parent node's transform
mLastTransform = appParent->getTransform(time);
}
else {
// no parent (ie. root level) => scale by global shape <unit>
mLastTransform.identity();
if (!isBounds())
convertMat(mLastTransform);
//mLastTransform.scale(ColladaUtils::getOptions().unit);
}
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// If this node is animated in the active sequence, fetch the animated transform
if (sActiveSequence)
{
MatrixF mat(true);
getAnimatedTransform(mat, time, sActiveSequence);
mLastTransform.mul(mat);
}
else
mLastTransform.mul(mNodeTransform);
mLastTransformTime = time;
return mLastTransform;
}
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void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
{
// Find the channel for this node
for (U32 i = 0; i < animSeq->mNumChannels; ++i)
{
if (strcmp(mName, animSeq->mChannels[i]->mNodeName.C_Str()) == 0)
{
aiNodeAnim *nodeAnim = animSeq->mChannels[i];
Point3F trans(Point3F::Zero);
Point3F scale(Point3F::One);
QuatF rot;
rot.identity();
// Transform
if (nodeAnim->mNumPositionKeys == 1)
trans.set(nodeAnim->mPositionKeys[0].mValue.x, nodeAnim->mPositionKeys[0].mValue.y, nodeAnim->mPositionKeys[0].mValue.z);
else
{
Point3F curPos, lastPos;
F32 lastT = 0.0;
for (U32 key = 0; key < nodeAnim->mNumPositionKeys; ++key)
{
F32 curT = sTimeMultiplier * (F32)nodeAnim->mPositionKeys[key].mTime;
curPos.set(nodeAnim->mPositionKeys[key].mValue.x, nodeAnim->mPositionKeys[key].mValue.y, nodeAnim->mPositionKeys[key].mValue.z);
if ((curT > t) && (key > 0))
{
F32 factor = (t - lastT) / (curT - lastT);
trans.interpolate(lastPos, curPos, factor);
break;
}
else if ((curT >= t) || (key == nodeAnim->mNumPositionKeys - 1))
{
trans = curPos;
break;
}
lastT = curT;
lastPos = curPos;
}
}
// Rotation
if (nodeAnim->mNumRotationKeys == 1)
rot.set(nodeAnim->mRotationKeys[0].mValue.x, nodeAnim->mRotationKeys[0].mValue.y,
nodeAnim->mRotationKeys[0].mValue.z, nodeAnim->mRotationKeys[0].mValue.w);
else
{
QuatF curRot, lastRot;
F32 lastT = 0.0;
for (U32 key = 0; key < nodeAnim->mNumRotationKeys; ++key)
{
F32 curT = sTimeMultiplier * (F32)nodeAnim->mRotationKeys[key].mTime;
curRot.set(nodeAnim->mRotationKeys[key].mValue.x, nodeAnim->mRotationKeys[key].mValue.y,
nodeAnim->mRotationKeys[key].mValue.z, nodeAnim->mRotationKeys[key].mValue.w);
if ((curT > t) && (key > 0))
{
F32 factor = (t - lastT) / (curT - lastT);
rot.interpolate(lastRot, curRot, factor);
break;
}
else if ((curT >= t) || (key == nodeAnim->mNumRotationKeys - 1))
{
rot = curRot;
break;
}
lastT = curT;
lastRot = curRot;
}
}
// Scale
if (nodeAnim->mNumScalingKeys == 1)
scale.set(nodeAnim->mScalingKeys[0].mValue.x, nodeAnim->mScalingKeys[0].mValue.y, nodeAnim->mScalingKeys[0].mValue.z);
else
{
Point3F curScale, lastScale;
F32 lastT = 0.0;
for (U32 key = 0; key < nodeAnim->mNumScalingKeys; ++key)
{
F32 curT = sTimeMultiplier * (F32)nodeAnim->mScalingKeys[key].mTime;
curScale.set(nodeAnim->mScalingKeys[key].mValue.x, nodeAnim->mScalingKeys[key].mValue.y, nodeAnim->mScalingKeys[key].mValue.z);
if ((curT > t) && (key > 0))
{
F32 factor = (t - lastT) / (curT - lastT);
scale.interpolate(lastScale, curScale, factor);
break;
}
else if ((curT >= t) || (key == nodeAnim->mNumScalingKeys - 1))
{
scale = curScale;
break;
}
lastT = curT;
lastScale = curScale;
}
}
rot.setMatrix(&mat);
mat.inverse();
mat.setPosition(trans);
mat.scale(scale);
return;
}
}
// Node not found in the animation channels
mat = mNodeTransform;
}
bool AssimpAppNode::animatesTransform(const AppSequence* appSeq)
{
return false;
}
/// Get the world transform of the node at the specified time
MatrixF AssimpAppNode::getNodeTransform(F32 time)
{
// Avoid re-computing the default transform if possible
if (mDefaultTransformValid && time == TSShapeLoader::DefaultTime)
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{
return mDefaultNodeTransform;
}
else
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{
MatrixF nodeTransform = getTransform(time);
// Check for inverted node coordinate spaces => can happen when modelers
// use the 'mirror' tool in their 3d app. Shows up as negative <scale>
// transforms in the collada model.
if (m_matF_determinant(nodeTransform) < 0.0f)
{
// Mark this node as inverted so we can mirror mesh geometry, then
// de-invert the transform matrix
mInvertMeshes = true;
nodeTransform.scale(Point3F(1, 1, -1));
}
// Cache the default transform
if (time == TSShapeLoader::DefaultTime)
{
mDefaultTransformValid = true;
mDefaultNodeTransform = nodeTransform;
}
return nodeTransform;
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}
}
void AssimpAppNode::assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat)
{
outMat.setRow(0, Point4F((F32)inAssimpMat.a1, (F32)inAssimpMat.a2,
(F32)inAssimpMat.a3, (F32)inAssimpMat.a4));
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outMat.setRow(1, Point4F((F32)inAssimpMat.b1, (F32)inAssimpMat.b2,
(F32)inAssimpMat.b3, (F32)inAssimpMat.b4));
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outMat.setRow(2, Point4F((F32)inAssimpMat.c1, (F32)inAssimpMat.c2,
(F32)inAssimpMat.c3, (F32)inAssimpMat.c4));
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outMat.setRow(3, Point4F((F32)inAssimpMat.d1, (F32)inAssimpMat.d2,
(F32)inAssimpMat.d3, (F32)inAssimpMat.d4));
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}
void AssimpAppNode::convertMat(MatrixF& outMat)
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{
MatrixF rot(true);
// This is copied directly from ColladaUtils::convertTransform()
// ColladaUtils::getOptions().upAxis has been temporarily replaced with $Assimp::OverrideUpAxis for testing
// We need a plan for how the full set of assimp import options and settings is going to be managed.
switch (Con::getIntVariable("$Assimp::OverrideUpAxis", 2))
{
case 0: //UPAXISTYPE_X_UP:
// rotate 90 around Y-axis, then 90 around Z-axis
rot(0, 0) = 0.0f; rot(1, 0) = 1.0f;
rot(1, 1) = 0.0f; rot(2, 1) = 1.0f;
rot(0, 2) = 1.0f; rot(2, 2) = 0.0f;
// pre-multiply the transform by the rotation matrix
outMat.mulL(rot);
break;
case 1: //UPAXISTYPE_Y_UP:
// rotate 180 around Y-axis, then 90 around X-axis
rot(0, 0) = -1.0f;
rot(1, 1) = 0.0f; rot(2, 1) = 1.0f;
rot(1, 2) = 1.0f; rot(2, 2) = 0.0f;
// pre-multiply the transform by the rotation matrix
outMat.mulL(rot);
break;
case 2: //UPAXISTYPE_Z_UP:
default:
// nothing to do
break;
}
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}
aiNode* AssimpAppNode::findChildNodeByName(const char* nodeName, aiNode* rootNode)
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{
aiNode* retNode = NULL;
if (strcmp(nodeName, rootNode->mName.C_Str()) == 0)
return rootNode;
for (U32 i = 0; i < rootNode->mNumChildren; ++i)
{
retNode = findChildNodeByName(nodeName, rootNode->mChildren[i]);
if (retNode)
return retNode;
}
return nullptr;
}