Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor

This commit is contained in:
marauder2k7 2024-02-29 14:34:54 +00:00
commit 74da01dd0d
5 changed files with 125 additions and 71 deletions

View file

@ -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")

View file

@ -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;

View file

@ -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;
}

View file

@ -48,4 +48,4 @@ public:
virtual U32 getFlags() const;
virtual F32 getPriority() const;
virtual F32 getBlendRefTime() const;
};
};

View file

@ -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;