mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor
This commit is contained in:
commit
74da01dd0d
|
|
@ -58,10 +58,12 @@ torqueAddSourceDirectories("platform" "platform/threads" "platform/async"
|
|||
|
||||
torqueAddSourceDirectories("platform/nativeDialogs")
|
||||
# Handle T3D
|
||||
torqueAddSourceDirectories("T3D/fps" "T3D/fx" "T3D/vehicles" "T3D/physics"
|
||||
"T3D/decal" "T3D/sfx" "T3D/gameBase" "T3D/turret"
|
||||
"T3D/lighting" "T3D/gameOBjects" "T3D/components"
|
||||
"T3D/systems" "T3D/assets" "T3D" "T3D/gameBase/std")
|
||||
torqueAddSourceDirectories( "T3D" "T3D/assets" "T3D/decal" "T3D/examples" "T3D/fps" "T3D/fx"
|
||||
"T3D/gameBase" "T3D/gameBase/std"
|
||||
"T3D/lighting"
|
||||
"T3D/physics"
|
||||
# "T3D/components" "T3D/sceneComponent" "T3D/systems" "T3D/gameOBjects"
|
||||
"T3D/sfx" "T3D/turret" "T3D/vehicles")
|
||||
|
||||
# Handle TS
|
||||
torqueAddSourceDirectories("ts" "ts/collada" "ts/assimp" "ts/loader" "ts/arch")
|
||||
|
|
|
|||
|
|
@ -122,15 +122,17 @@ MatrixF AssimpAppNode::getTransform(F32 time)
|
|||
void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
|
||||
{
|
||||
// Find the channel for this node
|
||||
for (U32 i = 0; i < animSeq->mNumChannels; ++i)
|
||||
for (U32 k = 0; k < animSeq->mNumChannels; ++k)
|
||||
{
|
||||
if (strcmp(mName, animSeq->mChannels[i]->mNodeName.C_Str()) == 0)
|
||||
if (dStrcmp(mName, animSeq->mChannels[k]->mNodeName.C_Str()) == 0)
|
||||
{
|
||||
aiNodeAnim *nodeAnim = animSeq->mChannels[i];
|
||||
aiNodeAnim *nodeAnim = animSeq->mChannels[k];
|
||||
Point3F trans(Point3F::Zero);
|
||||
Point3F scale(Point3F::One);
|
||||
QuatF rot;
|
||||
rot.identity();
|
||||
// T is in seconds, convert to frames.
|
||||
F32 frame = (t * animSeq->mTicksPerSecond + 0.5f) + 1.0f;
|
||||
|
||||
// Transform
|
||||
if (nodeAnim->mNumPositionKeys == 1)
|
||||
|
|
@ -143,13 +145,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
|
|||
{
|
||||
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))
|
||||
if ((curT > frame) && (key > 0))
|
||||
{
|
||||
F32 factor = (t - lastT) / (curT - lastT);
|
||||
F32 factor = (frame - lastT) / (curT - lastT);
|
||||
trans.interpolate(lastPos, curPos, factor);
|
||||
break;
|
||||
}
|
||||
else if ((curT >= t) || (key == nodeAnim->mNumPositionKeys - 1))
|
||||
else if ((curT >= frame) || (key == nodeAnim->mNumPositionKeys - 1))
|
||||
{
|
||||
trans = curPos;
|
||||
break;
|
||||
|
|
@ -173,13 +175,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
|
|||
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))
|
||||
if ((curT > frame) && (key > 0))
|
||||
{
|
||||
F32 factor = (t - lastT) / (curT - lastT);
|
||||
F32 factor = (frame - lastT) / (curT - lastT);
|
||||
rot.interpolate(lastRot, curRot, factor);
|
||||
break;
|
||||
}
|
||||
else if ((curT >= t) || (key == nodeAnim->mNumRotationKeys - 1))
|
||||
else if ((curT >= frame) || (key == nodeAnim->mNumRotationKeys - 1))
|
||||
{
|
||||
rot = curRot;
|
||||
break;
|
||||
|
|
@ -201,13 +203,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
|
|||
{
|
||||
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))
|
||||
if ((curT > frame) && (key > 0))
|
||||
{
|
||||
F32 factor = (t - lastT) / (curT - lastT);
|
||||
F32 factor = (frame - lastT) / (curT - lastT);
|
||||
scale.interpolate(lastScale, curScale, factor);
|
||||
break;
|
||||
}
|
||||
else if ((curT >= t) || (key == nodeAnim->mNumScalingKeys - 1))
|
||||
else if ((curT >= frame) || (key == nodeAnim->mNumScalingKeys - 1))
|
||||
{
|
||||
scale = curScale;
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -14,72 +14,75 @@
|
|||
|
||||
AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
|
||||
seqStart(0.0f),
|
||||
mAnim(a)
|
||||
seqEnd(0.0f)
|
||||
{
|
||||
mAnim = new aiAnimation(*a);
|
||||
// Deep copy channels
|
||||
mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
|
||||
for (U32 i = 0; i < a->mNumChannels; ++i) {
|
||||
mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
|
||||
}
|
||||
|
||||
// Deep copy meshes
|
||||
mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
|
||||
for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
|
||||
mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
|
||||
}
|
||||
|
||||
// Deep copy name
|
||||
mAnim->mName = a->mName;
|
||||
|
||||
mSequenceName = mAnim->mName.C_Str();
|
||||
if (mSequenceName.isEmpty())
|
||||
mSequenceName = "ambient";
|
||||
Con::printf("\n[Assimp] Adding %s animation", mSequenceName.c_str());
|
||||
|
||||
fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f;
|
||||
fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
|
||||
|
||||
U32 maxKeys = 0;
|
||||
F32 maxEndTime = 0;
|
||||
F32 minFrameTime = 100000.0f;
|
||||
// Detect the frame rate (minimum time between keyframes) and max sequence time
|
||||
for (U32 i = 0; i < mAnim->mNumChannels; ++i)
|
||||
if (a->mDuration > 0)
|
||||
{
|
||||
aiNodeAnim *nodeAnim = mAnim->mChannels[i];
|
||||
maxKeys = getMax(maxKeys, nodeAnim->mNumPositionKeys);
|
||||
maxKeys = getMax(maxKeys, nodeAnim->mNumRotationKeys);
|
||||
maxKeys = getMax(maxKeys, nodeAnim->mNumScalingKeys);
|
||||
// torques seqEnd is in seconds, this then gets generated into frames in generateSequences()
|
||||
seqEnd = (F32)a->mDuration / fps;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (U32 i = 0; i < a->mNumChannels; ++i)
|
||||
{
|
||||
aiNodeAnim* nodeAnim = a->mChannels[i];
|
||||
// Determine the maximum keyframe time for this animation
|
||||
F32 maxKeyTime = 0.0f;
|
||||
for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
|
||||
}
|
||||
|
||||
if (nodeAnim->mNumPositionKeys)
|
||||
maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mPositionKeys[nodeAnim->mNumPositionKeys-1].mTime);
|
||||
if (nodeAnim->mNumRotationKeys)
|
||||
maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mRotationKeys[nodeAnim->mNumRotationKeys-1].mTime);
|
||||
if (nodeAnim->mNumScalingKeys)
|
||||
maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mScalingKeys[nodeAnim->mNumScalingKeys-1].mTime);
|
||||
|
||||
for (U32 key = 1; key < nodeAnim->mNumPositionKeys; ++key)
|
||||
{
|
||||
F32 deltaT = nodeAnim->mPositionKeys[key].mTime - nodeAnim->mPositionKeys[key-1].mTime;
|
||||
minFrameTime = getMin(minFrameTime, deltaT);
|
||||
}
|
||||
for (U32 key = 1; key < nodeAnim->mNumRotationKeys; ++key)
|
||||
{
|
||||
F32 deltaT = nodeAnim->mRotationKeys[key].mTime - nodeAnim->mRotationKeys[key-1].mTime;
|
||||
minFrameTime = getMin(minFrameTime, deltaT);
|
||||
}
|
||||
for (U32 key = 1; key < nodeAnim->mNumScalingKeys; ++key)
|
||||
{
|
||||
F32 deltaT = nodeAnim->mScalingKeys[key].mTime - nodeAnim->mScalingKeys[key-1].mTime;
|
||||
minFrameTime = getMin(minFrameTime, deltaT);
|
||||
seqEnd = getMax(seqEnd, maxKeyTime);
|
||||
}
|
||||
}
|
||||
|
||||
mTimeMultiplier = 1.0f;
|
||||
|
||||
S32 timeFactor = ColladaUtils::getOptions().animTiming;
|
||||
S32 fpsRequest = ColladaUtils::getOptions().animFPS;
|
||||
S32 fpsRequest = (S32)a->mTicksPerSecond;
|
||||
if (timeFactor == 0)
|
||||
{ // Timing specified in frames
|
||||
fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
|
||||
maxKeys = getMax(maxKeys, (U32)maxEndTime); // Keys won't be assigned for every frame.
|
||||
seqEnd = maxKeys / fps;
|
||||
mTimeMultiplier = 1.0f / fps;
|
||||
}
|
||||
else
|
||||
{ // Timing specified in seconds or ms depending on format
|
||||
if (maxEndTime > 1000.0f || mAnim->mDuration > 1000.0f)
|
||||
if (seqEnd > 1000.0f || a->mDuration > 1000.0f)
|
||||
timeFactor = 1000.0f; // If it's more than 1000 seconds, assume it's ms.
|
||||
|
||||
timeFactor = mClamp(timeFactor, 1, 1000);
|
||||
minFrameTime /= (F32)timeFactor;
|
||||
maxEndTime /= (F32)timeFactor;
|
||||
fps = (minFrameTime > 0.0f) ? 1.0f / minFrameTime : fps;
|
||||
fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
|
||||
seqEnd = maxEndTime;
|
||||
mTimeMultiplier = 1.0f / timeFactor;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
AssimpAppSequence::~AssimpAppSequence()
|
||||
|
|
@ -102,7 +105,7 @@ void AssimpAppSequence::setActive(bool active)
|
|||
|
||||
U32 AssimpAppSequence::getFlags() const
|
||||
{
|
||||
return TSShape::Blend;
|
||||
return TSShape::Cyclic;
|
||||
}
|
||||
F32 AssimpAppSequence::getPriority() const
|
||||
{
|
||||
|
|
@ -110,5 +113,5 @@ F32 AssimpAppSequence::getPriority() const
|
|||
}
|
||||
F32 AssimpAppSequence::getBlendRefTime() const
|
||||
{
|
||||
return -1.0f;
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -48,4 +48,4 @@ public:
|
|||
virtual U32 getFlags() const;
|
||||
virtual F32 getPriority() const;
|
||||
virtual F32 getBlendRefTime() const;
|
||||
};
|
||||
};
|
||||
|
|
|
|||
|
|
@ -229,6 +229,18 @@ void AssimpShapeLoader::enumerateScene()
|
|||
if (!processNode(node))
|
||||
delete node;
|
||||
|
||||
// add bounds node.
|
||||
if (!boundsNode)
|
||||
{
|
||||
aiNode* req[1];
|
||||
req[0] = new aiNode("bounds");
|
||||
mScene->mRootNode->addChildren(1, req);
|
||||
|
||||
AssimpAppNode* appBounds = new AssimpAppNode(mScene, req[0]);
|
||||
if (!processNode(appBounds))
|
||||
delete appBounds;
|
||||
}
|
||||
|
||||
// Check for animations and process those.
|
||||
processAnimations();
|
||||
}
|
||||
|
|
@ -243,13 +255,44 @@ void AssimpShapeLoader::enumerateScene()
|
|||
|
||||
void AssimpShapeLoader::processAnimations()
|
||||
{
|
||||
for(U32 n = 0; n < mScene->mNumAnimations; ++n)
|
||||
{
|
||||
Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
|
||||
// add all animations into 1 ambient animation.
|
||||
aiAnimation* ambientSeq = new aiAnimation();
|
||||
ambientSeq->mName = "ambient";
|
||||
|
||||
AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
|
||||
appSequences.push_back(newAssimpSeq);
|
||||
Vector<aiNodeAnim*> ambientChannels;
|
||||
F32 duration = 0.0f;
|
||||
|
||||
for (U32 i = 0; i < mScene->mNumAnimations; ++i)
|
||||
{
|
||||
aiAnimation* anim = mScene->mAnimations[i];
|
||||
for (U32 j = 0; j < anim->mNumChannels; j++)
|
||||
{
|
||||
aiNodeAnim* nodeAnim = anim->mChannels[j];
|
||||
// Determine the maximum keyframe time for this animation
|
||||
F32 maxKeyTime = 0.0f;
|
||||
for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
|
||||
}
|
||||
|
||||
ambientChannels.push_back(nodeAnim);
|
||||
|
||||
duration = getMax(duration, maxKeyTime);
|
||||
}
|
||||
}
|
||||
|
||||
ambientSeq->mNumChannels = ambientChannels.size();
|
||||
ambientSeq->mChannels = ambientChannels.address();
|
||||
ambientSeq->mDuration = duration;
|
||||
ambientSeq->mTicksPerSecond = 24.0;
|
||||
|
||||
AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
|
||||
appSequences.push_back(defaultAssimpSeq);
|
||||
}
|
||||
|
||||
void AssimpShapeLoader::computeBounds(Box3F& bounds)
|
||||
|
|
@ -369,12 +412,16 @@ bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeView
|
|||
tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
|
||||
if (shapeScene->mNumAnimations == 0)
|
||||
{
|
||||
String sequenceName = shapeScene->mAnimations[i]->mName.C_Str();
|
||||
if (sequenceName.isEmpty())
|
||||
sequenceName = "ambient";
|
||||
tree->insertItem(animItem, sequenceName.c_str());
|
||||
tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
|
||||
{
|
||||
tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
U32 numNodes = 0;
|
||||
|
|
|
|||
Loading…
Reference in a new issue