mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-24 22:54:50 +00:00
extra fixes
Torque sees the seqEnd in appSequence as a time in seconds whereas in Assimp this is in frames. This is then converted to frames in generateSequences.
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e2550ed525
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05960e4d25
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@ -122,100 +122,115 @@ MatrixF AssimpAppNode::getTransform(F32 time)
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void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
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{
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// Find the channel for this node
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for (U32 i = 0; i < animSeq->mNumChannels; ++i)
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for (U32 k = 0; k < animSeq->mNumChannels; ++k)
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{
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if (strcmp(mName, animSeq->mChannels[i]->mNodeName.C_Str()) == 0)
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if (dStrcmp(mName, animSeq->mChannels[k]->mNodeName.C_Str()) == 0)
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{
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aiNodeAnim *nodeAnim = animSeq->mChannels[i];
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aiNodeAnim *nodeAnim = animSeq->mChannels[k];
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Point3F trans(Point3F::Zero);
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Point3F scale(Point3F::One);
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QuatF rot;
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rot.identity();
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// T is in seconds, convert to frames.
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F32 frame = t * animSeq->mTicksPerSecond;
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// Transform
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if (nodeAnim->mNumPositionKeys == 1)
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trans.set(nodeAnim->mPositionKeys[0].mValue.x, nodeAnim->mPositionKeys[0].mValue.y, nodeAnim->mPositionKeys[0].mValue.z);
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// interpolate scaling.
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if (nodeAnim->mNumScalingKeys > 1) {
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U32 scaleIndex = 0;
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for (U32 i = 0; i < nodeAnim->mNumScalingKeys-1; i++)
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{
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if (frame < nodeAnim->mScalingKeys[i + 1].mTime) {
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scaleIndex = i;
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break;
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}
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}
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const Point3F& scalingStart = Point3F( nodeAnim->mScalingKeys[scaleIndex].mValue.x,
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nodeAnim->mScalingKeys[scaleIndex].mValue.y,
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nodeAnim->mScalingKeys[scaleIndex].mValue.z);
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const Point3F& scalingEnd = Point3F(nodeAnim->mScalingKeys[scaleIndex + 1].mValue.x,
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nodeAnim->mScalingKeys[scaleIndex + 1].mValue.y,
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nodeAnim->mScalingKeys[scaleIndex + 1].mValue.z);
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F32 deltaTime = nodeAnim->mScalingKeys[scaleIndex + 1].mTime - nodeAnim->mScalingKeys[scaleIndex].mTime;
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F32 factor = (frame - nodeAnim->mScalingKeys[scaleIndex].mTime) / deltaTime;
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scale = scalingStart + factor * (scalingEnd - scalingStart);
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}
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else
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{
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Point3F curPos, lastPos;
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F32 lastT = 0.0;
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for (U32 key = 0; key < nodeAnim->mNumPositionKeys; ++key)
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{
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mPositionKeys[key].mTime;
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curPos.set(nodeAnim->mPositionKeys[key].mValue.x, nodeAnim->mPositionKeys[key].mValue.y, nodeAnim->mPositionKeys[key].mValue.z);
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if ((curT > t) && (key > 0))
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{
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F32 factor = (t - lastT) / (curT - lastT);
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trans.interpolate(lastPos, curPos, factor);
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break;
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}
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else if ((curT >= t) || (key == nodeAnim->mNumPositionKeys - 1))
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{
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trans = curPos;
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break;
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}
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lastT = curT;
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lastPos = curPos;
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}
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scale.set( nodeAnim->mScalingKeys[0].mValue.x,
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nodeAnim->mScalingKeys[0].mValue.y,
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nodeAnim->mScalingKeys[0].mValue.z);
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}
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// Rotation
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if (nodeAnim->mNumRotationKeys == 1)
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rot.set(nodeAnim->mRotationKeys[0].mValue.x, nodeAnim->mRotationKeys[0].mValue.y,
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nodeAnim->mRotationKeys[0].mValue.z, nodeAnim->mRotationKeys[0].mValue.w);
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// interpolate rotation.
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if (nodeAnim->mNumRotationKeys > 1) {
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U32 rotationIndex = 0;
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for (U32 i = 0; i < nodeAnim->mNumRotationKeys - 1; i++)
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{
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if (frame < nodeAnim->mRotationKeys[i + 1].mTime) {
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rotationIndex = i;
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break;
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}
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}
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const QuatF& rotStart = QuatF(nodeAnim->mRotationKeys[rotationIndex].mValue.x,
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nodeAnim->mRotationKeys[rotationIndex].mValue.y,
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nodeAnim->mRotationKeys[rotationIndex].mValue.z,
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nodeAnim->mRotationKeys[rotationIndex].mValue.w);
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const QuatF& rotEnd = QuatF(nodeAnim->mRotationKeys[rotationIndex + 1].mValue.x,
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nodeAnim->mRotationKeys[rotationIndex + 1].mValue.y,
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nodeAnim->mRotationKeys[rotationIndex + 1].mValue.z,
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nodeAnim->mRotationKeys[rotationIndex + 1].mValue.w);
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F32 deltaTime = nodeAnim->mRotationKeys[rotationIndex + 1].mTime - nodeAnim->mRotationKeys[rotationIndex].mTime;
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F32 factor = (frame - nodeAnim->mRotationKeys[rotationIndex].mTime) / deltaTime;
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rot.interpolate(rotStart, rotEnd, factor);
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}
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else
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{
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QuatF curRot, lastRot;
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F32 lastT = 0.0;
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for (U32 key = 0; key < nodeAnim->mNumRotationKeys; ++key)
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{
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mRotationKeys[key].mTime;
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curRot.set(nodeAnim->mRotationKeys[key].mValue.x, nodeAnim->mRotationKeys[key].mValue.y,
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nodeAnim->mRotationKeys[key].mValue.z, nodeAnim->mRotationKeys[key].mValue.w);
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if ((curT > t) && (key > 0))
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{
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F32 factor = (t - lastT) / (curT - lastT);
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rot.interpolate(lastRot, curRot, factor);
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break;
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}
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else if ((curT >= t) || (key == nodeAnim->mNumRotationKeys - 1))
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{
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rot = curRot;
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break;
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}
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lastT = curT;
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lastRot = curRot;
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}
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rot.set( nodeAnim->mRotationKeys[0].mValue.x,
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nodeAnim->mRotationKeys[0].mValue.y,
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nodeAnim->mRotationKeys[0].mValue.z,
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nodeAnim->mRotationKeys[0].mValue.w);
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}
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// Scale
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if (nodeAnim->mNumScalingKeys == 1)
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scale.set(nodeAnim->mScalingKeys[0].mValue.x, nodeAnim->mScalingKeys[0].mValue.y, nodeAnim->mScalingKeys[0].mValue.z);
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// interpolate position.
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if (nodeAnim->mNumPositionKeys > 1) {
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U32 posIndex = 0;
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for (U32 i = 0; i < nodeAnim->mNumPositionKeys - 1; i++)
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{
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if (frame < nodeAnim->mPositionKeys[i + 1].mTime) {
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posIndex = i;
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break;
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}
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}
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const Point3F& posStart = Point3F( nodeAnim->mPositionKeys[posIndex].mValue.x,
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nodeAnim->mPositionKeys[posIndex].mValue.y,
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nodeAnim->mPositionKeys[posIndex].mValue.z);
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const Point3F& posEnd = Point3F(nodeAnim->mPositionKeys[posIndex + 1].mValue.x,
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nodeAnim->mPositionKeys[posIndex + 1].mValue.y,
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nodeAnim->mPositionKeys[posIndex + 1].mValue.z);
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F32 deltaTime = nodeAnim->mPositionKeys[posIndex + 1].mTime - nodeAnim->mPositionKeys[posIndex].mTime;
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F32 factor = (frame - nodeAnim->mPositionKeys[posIndex].mTime) / deltaTime;
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trans = posStart + factor * (posEnd - posStart);
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}
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else
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{
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Point3F curScale, lastScale;
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F32 lastT = 0.0;
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for (U32 key = 0; key < nodeAnim->mNumScalingKeys; ++key)
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{
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mScalingKeys[key].mTime;
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curScale.set(nodeAnim->mScalingKeys[key].mValue.x, nodeAnim->mScalingKeys[key].mValue.y, nodeAnim->mScalingKeys[key].mValue.z);
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if ((curT > t) && (key > 0))
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{
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F32 factor = (t - lastT) / (curT - lastT);
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scale.interpolate(lastScale, curScale, factor);
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break;
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}
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else if ((curT >= t) || (key == nodeAnim->mNumScalingKeys - 1))
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{
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scale = curScale;
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break;
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}
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lastT = curT;
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lastScale = curScale;
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}
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trans.set( nodeAnim->mPositionKeys[0].mValue.x,
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nodeAnim->mPositionKeys[0].mValue.y,
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nodeAnim->mPositionKeys[0].mValue.z);
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}
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rot.setMatrix(&mat);
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@ -14,30 +14,75 @@
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AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
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seqStart(0.0f),
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mAnim(a)
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seqEnd(0.0f)
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{
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mAnim = new aiAnimation(*a);
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// Deep copy channels
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mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
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for (U32 i = 0; i < a->mNumChannels; ++i) {
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mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
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}
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// Deep copy meshes
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mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
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for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
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mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
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}
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// Deep copy name
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mAnim->mName = a->mName;
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mSequenceName = mAnim->mName.C_Str();
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if (mSequenceName.isEmpty())
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mSequenceName = "ambient";
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Con::printf("\n[Assimp] Adding %s animation", mSequenceName.c_str());
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fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f;
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fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
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U32 maxKeys = 0;
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F32 maxEndTime = 0;
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F32 minFrameTime = 100000.0f;
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// Detect the frame rate (minimum time between keyframes) and max sequence time
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for (U32 i = 0; i < mAnim->mNumChannels; ++i)
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if (a->mDuration > 0)
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{
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aiNodeAnim *nodeAnim = mAnim->mChannels[i];
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maxKeys = getMax(maxKeys, nodeAnim->mNumPositionKeys);
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maxKeys = getMax(maxKeys, nodeAnim->mNumRotationKeys);
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maxKeys = getMax(maxKeys, nodeAnim->mNumScalingKeys);
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// torques seqEnd is in seconds, this then gets generated into frames in generateSequences()
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seqEnd = (F32)a->mDuration / fps;
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}
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else
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{
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for (U32 i = 0; i < a->mNumChannels; ++i)
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{
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aiNodeAnim* nodeAnim = a->mChannels[i];
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// Determine the maximum keyframe time for this animation
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F32 maxKeyTime = 0.0f;
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for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
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}
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maxEndTime = getMax(maxEndTime, (F32)maxKeys);
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seqEnd = getMax(seqEnd, maxKeyTime);
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}
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}
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seqEnd = maxEndTime;
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mTimeMultiplier = 1.0f;
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//S32 timeFactor = ColladaUtils::getOptions().animTiming;
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//S32 fpsRequest = (S32)a->mTicksPerSecond;
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//if (timeFactor == 0)
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//{ // Timing specified in frames
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// fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
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// mTimeMultiplier = 1.0f / fps;
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//}
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//else
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//{ // Timing specified in seconds or ms depending on format
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// if (seqEnd > 1000.0f || a->mDuration > 1000.0f)
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// timeFactor = 1000.0f; // If it's more than 1000 seconds, assume it's ms.
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// timeFactor = mClamp(timeFactor, 1, 1000);
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// mTimeMultiplier = 1.0f / timeFactor;
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//}
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}
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@ -48,4 +48,4 @@ public:
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virtual U32 getFlags() const;
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virtual F32 getPriority() const;
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virtual F32 getBlendRefTime() const;
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};
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};
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@ -260,22 +260,39 @@ void AssimpShapeLoader::processAnimations()
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ambientSeq->mName = "ambient";
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Vector<aiNodeAnim*> ambientChannels;
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F32 duration = 0.0f;
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for (U32 i = 0; i < mScene->mNumAnimations; ++i)
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{
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aiAnimation* anim = mScene->mAnimations[i];
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for (U32 j = 0; j < anim->mNumChannels; j++)
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{
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ambientChannels.push_back(anim->mChannels[j]);
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aiNodeAnim* nodeAnim = anim->mChannels[j];
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// Determine the maximum keyframe time for this animation
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F32 maxKeyTime = 0.0f;
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for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
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}
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ambientChannels.push_back(nodeAnim);
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duration = getMax(duration, maxKeyTime);
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}
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}
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ambientSeq->mNumChannels = ambientChannels.size();
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ambientSeq->mChannels = ambientChannels.address();
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ambientSeq->mDuration = duration;
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ambientSeq->mTicksPerSecond = 24.0;
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AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
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appSequences.push_back(defaultAssimpSeq);
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}
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void AssimpShapeLoader::computeBounds(Box3F& bounds)
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