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

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#include "ts/assimp/assimpShapeLoader.h"
#include "console/console.h"
#include "core/stream/fileStream.h"
#include "core/stringTable.h"
#include "math/mathIO.h"
#include "ts/tsShape.h"
#include "ts/tsShapeInstance.h"
#include "materials/materialManager.h"
#include "console/persistenceManager.h"
#include "ts/assimp/assimpAppMaterial.h"
#include "ts/assimp/assimpAppSequence.h"
#include "ts/assimp/assimpAppNode.h"
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AssimpAppSequence::AssimpAppSequence(aiAnimation* a)
: seqStart(0.0f), seqEnd(0.0f), mTimeMultiplier(1.0f)
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{
fps = ColladaUtils::getOptions().animFPS;
// Deep copy animation structure
mAnim = new aiAnimation(*a);
mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
for (U32 i = 0; i < a->mNumChannels; ++i) {
mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
}
mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
}
mAnim->mName = a->mName;
mSequenceName = mAnim->mName.C_Str();
if (mSequenceName.isEmpty())
mSequenceName = "ambient";
Con::printf("\n[Assimp] Adding animation: %s", mSequenceName.c_str());
// Determine the FPS and Time Multiplier
determineTimeMultiplier(a);
// Calculate sequence end time based on keyframes and multiplier
calculateSequenceEnd(a);
}
AssimpAppSequence::~AssimpAppSequence()
{
}
void AssimpAppSequence::determineTimeMultiplier(aiAnimation* a)
{
// Assimp convention: if mTicksPerSecond == 0, assume 25 Hz
const float ticksPerSecond =
(a->mTicksPerSecond > 0.0)
? (float)a->mTicksPerSecond
: 25.0f;
mTimeMultiplier = 1.0f / ticksPerSecond;
Con::printf(
"[Assimp] TicksPerSecond: %f, Time Multiplier: %f",
ticksPerSecond,
mTimeMultiplier
);
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}
void AssimpAppSequence::calculateSequenceEnd(aiAnimation* a)
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{
// mDuration is in ticks
seqEnd = (F32)a->mDuration * mTimeMultiplier;
Con::printf(
"[Assimp] Sequence End Time: %f seconds (Duration ticks: %f)",
seqEnd,
(F32)a->mDuration
);
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}
void AssimpAppSequence::setActive(bool active)
{
if (active)
{
AssimpAppNode::sActiveSequence = mAnim;
AssimpAppNode::sTimeMultiplier = mTimeMultiplier;
Con::printf("[Assimp] Activating sequence: %s with Time Multiplier: %f", mSequenceName.c_str(), mTimeMultiplier);
}
else
{
if (AssimpAppNode::sActiveSequence == mAnim)
{
AssimpAppNode::sActiveSequence = NULL;
Con::printf("[Assimp] Deactivating sequence: %s", mSequenceName.c_str());
}
}
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}
U32 AssimpAppSequence::getFlags() const
{
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return TSShape::Cyclic;
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}
F32 AssimpAppSequence::getPriority() const
{
return 5;
}
F32 AssimpAppSequence::getBlendRefTime() const
{
return 0.0f;
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}