#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" AssimpAppSequence::AssimpAppSequence(aiAnimation *a) : seqStart(0.0f), mAnim(a) { 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; 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) { aiNodeAnim *nodeAnim = mAnim->mChannels[i]; maxKeys = getMax(maxKeys, nodeAnim->mNumPositionKeys); maxKeys = getMax(maxKeys, nodeAnim->mNumRotationKeys); maxKeys = getMax(maxKeys, nodeAnim->mNumScalingKeys); maxEndTime = getMax(maxEndTime, (F32)maxKeys); } seqEnd = maxEndTime; } AssimpAppSequence::~AssimpAppSequence() { } void AssimpAppSequence::setActive(bool active) { if (active) { AssimpAppNode::sActiveSequence = mAnim; AssimpAppNode::sTimeMultiplier = mTimeMultiplier; } else { if (AssimpAppNode::sActiveSequence == mAnim) AssimpAppNode::sActiveSequence = NULL; } } U32 AssimpAppSequence::getFlags() const { return TSShape::Cyclic; } F32 AssimpAppSequence::getPriority() const { return 5; } F32 AssimpAppSequence::getBlendRefTime() const { return -1.0f; }