mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
127 lines
3.9 KiB
C++
127 lines
3.9 KiB
C++
#include "ts/assimp/assimpShapeLoader.h"
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#include "console/console.h"
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#include "core/stream/fileStream.h"
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#include "core/stringTable.h"
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#include "math/mathIO.h"
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#include "ts/tsShape.h"
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#include "ts/tsShapeInstance.h"
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#include "materials/materialManager.h"
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#include "console/persistenceManager.h"
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#include "ts/assimp/assimpAppMaterial.h"
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#include "ts/assimp/assimpAppSequence.h"
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#include "ts/assimp/assimpAppNode.h"
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AssimpAppSequence::AssimpAppSequence(aiAnimation* a)
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: seqStart(0.0f), seqEnd(0.0f), mTimeMultiplier(1.0f)
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{
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fps = 30.0f;
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// Deep copy animation structure
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mAnim = new aiAnimation(*a);
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mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
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for (U32 i = 0; i < a->mNumChannels; ++i) {
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mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
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}
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mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
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for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
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mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
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}
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mAnim->mName = a->mName;
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mSequenceName = mAnim->mName.C_Str();
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if (mSequenceName.isEmpty())
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mSequenceName = "ambient";
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Con::printf("\n[Assimp] Adding animation: %s", mSequenceName.c_str());
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// Determine the FPS and Time Multiplier
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determineTimeMultiplier(a);
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// Calculate sequence end time based on keyframes and multiplier
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calculateSequenceEnd(a);
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}
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AssimpAppSequence::~AssimpAppSequence()
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{
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}
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void AssimpAppSequence::determineTimeMultiplier(aiAnimation* a)
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{
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// Set fps from the file or use default
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fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
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if (fps >= 1000.0f) { // Indicates milliseconds (GLTF or similar formats)
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mTimeMultiplier = 1.0f / 1000.0f; // Convert milliseconds to seconds
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Con::printf("[Assimp] Detected milliseconds timing (FPS >= 1000). Time Multiplier: %f", mTimeMultiplier);
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}
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else if (fps > 0.0f) { // Standard FPS
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fps = mClamp(fps, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
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mTimeMultiplier = 1.0f / fps;
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Con::printf("[Assimp] Standard FPS detected. Time Multiplier: %f", mTimeMultiplier);
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}
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else {
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// Fall back to 30 FPS as default
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mTimeMultiplier = 1.0f / 30.0f;
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Con::printf("[Assimp] FPS not specified. Using default 30 FPS. Time Multiplier: %f", mTimeMultiplier);
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}
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}
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void AssimpAppSequence::calculateSequenceEnd(aiAnimation* a)
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{
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for (U32 i = 0; i < a->mNumChannels; ++i) {
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aiNodeAnim* nodeAnim = a->mChannels[i];
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F32 maxKeyTime = 0.0f;
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// Calculate the maximum time across all keyframes for this channel
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for (U32 k = 0; k < nodeAnim->mNumPositionKeys; ++k) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumRotationKeys; ++k) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumScalingKeys; ++k) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
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}
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// Use the multiplier to convert to real sequence time
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seqEnd = mTimeMultiplier * getMax(seqEnd, maxKeyTime);
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}
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Con::printf("[Assimp] Sequence End Time: %f seconds", seqEnd);
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}
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void AssimpAppSequence::setActive(bool active)
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{
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if (active)
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{
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AssimpAppNode::sActiveSequence = mAnim;
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AssimpAppNode::sTimeMultiplier = mTimeMultiplier;
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Con::printf("[Assimp] Activating sequence: %s with Time Multiplier: %f", mSequenceName.c_str(), mTimeMultiplier);
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}
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else
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{
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if (AssimpAppNode::sActiveSequence == mAnim)
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{
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AssimpAppNode::sActiveSequence = NULL;
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Con::printf("[Assimp] Deactivating sequence: %s", mSequenceName.c_str());
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}
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}
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}
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U32 AssimpAppSequence::getFlags() const
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{
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return TSShape::Cyclic;
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}
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F32 AssimpAppSequence::getPriority() const
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{
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return 5;
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}
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F32 AssimpAppSequence::getBlendRefTime() const
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{
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return 0.0f;
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}
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