mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
animation update
updated how animations are handled from assimp gltf timing now correct
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parent
5f1c2a63e5
commit
28fcb8d68b
6 changed files with 161 additions and 160 deletions
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@ -12,94 +12,103 @@
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#include "ts/assimp/assimpAppSequence.h"
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#include "ts/assimp/assimpAppNode.h"
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AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
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seqStart(0.0f),
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seqEnd(0.0f)
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AssimpAppSequence::AssimpAppSequence(aiAnimation* a)
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: seqStart(0.0f), seqEnd(0.0f), mTimeMultiplier(1.0f)
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{
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fps = 30.0f;
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// Deep copy animation structure
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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 = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
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Con::printf("\n[Assimp] Adding animation: %s", mSequenceName.c_str());
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if (a->mDuration > 0)
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{
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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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seqEnd = getMax(seqEnd, maxKeyTime);
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}
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}
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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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// Determine the FPS and Time Multiplier
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determineTimeMultiplier(a);
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// Calculate sequence end time based on keyframes and multiplier
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calculateSequenceEnd(a);
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}
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AssimpAppSequence::~AssimpAppSequence()
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{
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}
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void AssimpAppSequence::determineTimeMultiplier(aiAnimation* a)
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{
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// Set fps from the file or use default
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fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
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if (fps >= 1000.0f) { // Indicates milliseconds (GLTF or similar formats)
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mTimeMultiplier = 1.0f / 1000.0f; // Convert milliseconds to seconds
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Con::printf("[Assimp] Detected milliseconds timing (FPS >= 1000). Time Multiplier: %f", mTimeMultiplier);
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}
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else if (fps > 0.0f) { // Standard FPS
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fps = mClamp(fps, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
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mTimeMultiplier = 1.0f / fps;
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Con::printf("[Assimp] Standard FPS detected. Time Multiplier: %f", mTimeMultiplier);
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}
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else {
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// Fall back to 30 FPS as default
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mTimeMultiplier = 1.0f / 30.0f;
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Con::printf("[Assimp] FPS not specified. Using default 30 FPS. Time Multiplier: %f", mTimeMultiplier);
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}
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}
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void AssimpAppSequence::calculateSequenceEnd(aiAnimation* a)
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{
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for (U32 i = 0; i < a->mNumChannels; ++i) {
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aiNodeAnim* nodeAnim = a->mChannels[i];
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F32 maxKeyTime = 0.0f;
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// Calculate the maximum time across all keyframes for this channel
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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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// Use the multiplier to convert to real sequence time
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seqEnd = mTimeMultiplier * getMax(seqEnd, maxKeyTime);
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}
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Con::printf("[Assimp] Sequence End Time: %f seconds", seqEnd);
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}
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void AssimpAppSequence::setActive(bool active)
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{
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if (active)
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{
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AssimpAppNode::sActiveSequence = mAnim;
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AssimpAppNode::sTimeMultiplier = mTimeMultiplier;
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Con::printf("[Assimp] Activating sequence: %s with Time Multiplier: %f", mSequenceName.c_str(), mTimeMultiplier);
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}
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else
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{
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if (AssimpAppNode::sActiveSequence == mAnim)
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{
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AssimpAppNode::sActiveSequence = NULL;
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Con::printf("[Assimp] Deactivating sequence: %s", mSequenceName.c_str());
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}
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}
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}
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