Torque3D/Engine/source/ts/assimp/assimpAppSequence.cpp
marauder2k7 28fcb8d68b animation update
updated how animations are handled from assimp
gltf timing now correct
2024-12-10 11:54:13 +00:00

127 lines
3.9 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), mTimeMultiplier(1.0f)
{
fps = 30.0f;
// Deep copy animation structure
mAnim = new aiAnimation(*a);
mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
for (U32 i = 0; i < a->mNumChannels; ++i) {
mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
}
mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
}
mAnim->mName = a->mName;
mSequenceName = mAnim->mName.C_Str();
if (mSequenceName.isEmpty())
mSequenceName = "ambient";
Con::printf("\n[Assimp] Adding animation: %s", mSequenceName.c_str());
// Determine the FPS and Time Multiplier
determineTimeMultiplier(a);
// Calculate sequence end time based on keyframes and multiplier
calculateSequenceEnd(a);
}
AssimpAppSequence::~AssimpAppSequence()
{
}
void AssimpAppSequence::determineTimeMultiplier(aiAnimation* a)
{
// Set fps from the file or use default
fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
if (fps >= 1000.0f) { // Indicates milliseconds (GLTF or similar formats)
mTimeMultiplier = 1.0f / 1000.0f; // Convert milliseconds to seconds
Con::printf("[Assimp] Detected milliseconds timing (FPS >= 1000). Time Multiplier: %f", mTimeMultiplier);
}
else if (fps > 0.0f) { // Standard FPS
fps = mClamp(fps, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
mTimeMultiplier = 1.0f / fps;
Con::printf("[Assimp] Standard FPS detected. Time Multiplier: %f", mTimeMultiplier);
}
else {
// Fall back to 30 FPS as default
mTimeMultiplier = 1.0f / 30.0f;
Con::printf("[Assimp] FPS not specified. Using default 30 FPS. Time Multiplier: %f", mTimeMultiplier);
}
}
void AssimpAppSequence::calculateSequenceEnd(aiAnimation* a)
{
for (U32 i = 0; i < a->mNumChannels; ++i) {
aiNodeAnim* nodeAnim = a->mChannels[i];
F32 maxKeyTime = 0.0f;
// Calculate the maximum time across all keyframes for this channel
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);
}
// Use the multiplier to convert to real sequence time
seqEnd = mTimeMultiplier * getMax(seqEnd, maxKeyTime);
}
Con::printf("[Assimp] Sequence End Time: %f seconds", seqEnd);
}
void AssimpAppSequence::setActive(bool active)
{
if (active)
{
AssimpAppNode::sActiveSequence = mAnim;
AssimpAppNode::sTimeMultiplier = mTimeMultiplier;
Con::printf("[Assimp] Activating sequence: %s with Time Multiplier: %f", mSequenceName.c_str(), mTimeMultiplier);
}
else
{
if (AssimpAppNode::sActiveSequence == mAnim)
{
AssimpAppNode::sActiveSequence = NULL;
Con::printf("[Assimp] Deactivating sequence: %s", mSequenceName.c_str());
}
}
}
U32 AssimpAppSequence::getFlags() const
{
return TSShape::Cyclic;
}
F32 AssimpAppSequence::getPriority() const
{
return 5;
}
F32 AssimpAppSequence::getBlendRefTime() const
{
return 0.0f;
}