Torque3D/Engine/source/ts/assimp/assimpAppSequence.cpp
marauder2k7 05960e4d25 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.
2024-02-10 20:01:52 +00:00

119 lines
3.3 KiB
C++

#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),
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 = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
if (a->mDuration > 0)
{
// 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);
}
seqEnd = getMax(seqEnd, maxKeyTime);
}
}
mTimeMultiplier = 1.0f;
//S32 timeFactor = ColladaUtils::getOptions().animTiming;
//S32 fpsRequest = (S32)a->mTicksPerSecond;
//if (timeFactor == 0)
//{ // Timing specified in frames
// fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
// mTimeMultiplier = 1.0f / fps;
//}
//else
//{ // Timing specified in seconds or ms depending on format
// 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);
// mTimeMultiplier = 1.0f / timeFactor;
//}
}
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;
}