mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
605 lines
20 KiB
C++
605 lines
20 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file LWOAnimation.cpp
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* @brief LWOAnimationResolver utility class
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*
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* It's a very generic implementation of LightWave's system of
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* componentwise-animated stuff. The one and only fully free
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* implementation of LightWave envelopes of which I know.
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*/
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#if (!defined ASSIMP_BUILD_NO_LWO_IMPORTER) && (!defined ASSIMP_BUILD_NO_LWS_IMPORTER)
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#include <functional>
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// internal headers
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#include "LWOFileData.h"
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#include <assimp/anim.h>
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using namespace Assimp;
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using namespace Assimp::LWO;
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// ------------------------------------------------------------------------------------------------
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// Construct an animation resolver from a given list of envelopes
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AnimResolver::AnimResolver(std::list<Envelope>& _envelopes,double tick)
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: envelopes (_envelopes)
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, sample_rate (0.)
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, envl_x(), envl_y(), envl_z()
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, end_x(), end_y(), end_z()
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, flags()
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, sample_delta()
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{
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trans_x = trans_y = trans_z = NULL;
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rotat_x = rotat_y = rotat_z = NULL;
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scale_x = scale_y = scale_z = NULL;
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first = last = 150392.;
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// find transformation envelopes
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for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
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(*it).old_first = 0;
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(*it).old_last = (*it).keys.size()-1;
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if ((*it).keys.empty()) continue;
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switch ((*it).type) {
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// translation
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case LWO::EnvelopeType_Position_X:
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trans_x = &*it;break;
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case LWO::EnvelopeType_Position_Y:
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trans_y = &*it;break;
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case LWO::EnvelopeType_Position_Z:
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trans_z = &*it;break;
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// rotation
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case LWO::EnvelopeType_Rotation_Heading:
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rotat_x = &*it;break;
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case LWO::EnvelopeType_Rotation_Pitch:
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rotat_y = &*it;break;
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case LWO::EnvelopeType_Rotation_Bank:
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rotat_z = &*it;break;
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// scaling
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case LWO::EnvelopeType_Scaling_X:
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scale_x = &*it;break;
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case LWO::EnvelopeType_Scaling_Y:
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scale_y = &*it;break;
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case LWO::EnvelopeType_Scaling_Z:
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scale_z = &*it;break;
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default:
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continue;
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};
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// convert from seconds to ticks
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for (std::vector<LWO::Key>::iterator d = (*it).keys.begin(); d != (*it).keys.end(); ++d)
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(*d).time *= tick;
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// set default animation range (minimum and maximum time value for which we have a keyframe)
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first = std::min(first, (*it).keys.front().time );
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last = std::max(last, (*it).keys.back().time );
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}
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// deferred setup of animation range to increase performance.
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// typically the application will want to specify its own.
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need_to_setup = true;
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}
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// ------------------------------------------------------------------------------------------------
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// Reset all envelopes to their original contents
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void AnimResolver::ClearAnimRangeSetup()
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{
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for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
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(*it).keys.erase((*it).keys.begin(),(*it).keys.begin()+(*it).old_first);
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(*it).keys.erase((*it).keys.begin()+(*it).old_last+1,(*it).keys.end());
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Insert additional keys to match LWO's pre& post behaviours.
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void AnimResolver::UpdateAnimRangeSetup()
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{
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// XXX doesn't work yet (hangs if more than one envelope channels needs to be interpolated)
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for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
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if ((*it).keys.empty()) continue;
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const double my_first = (*it).keys.front().time;
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const double my_last = (*it).keys.back().time;
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const double delta = my_last-my_first;
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const size_t old_size = (*it).keys.size();
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const float value_delta = (*it).keys.back().value - (*it).keys.front().value;
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// NOTE: We won't handle reset, linear and constant here.
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// See DoInterpolation() for their implementation.
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// process pre behaviour
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switch ((*it).pre) {
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case LWO::PrePostBehaviour_OffsetRepeat:
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case LWO::PrePostBehaviour_Repeat:
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case LWO::PrePostBehaviour_Oscillate:
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{
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const double start_time = delta - std::fmod(my_first-first,delta);
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std::vector<LWO::Key>::iterator n = std::find_if((*it).keys.begin(),(*it).keys.end(),
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[start_time](double t) { return start_time > t; }),m;
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size_t ofs = 0;
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if (n != (*it).keys.end()) {
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// copy from here - don't use iterators, insert() would invalidate them
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ofs = (*it).keys.end()-n;
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(*it).keys.insert((*it).keys.begin(),ofs,LWO::Key());
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std::copy((*it).keys.end()-ofs,(*it).keys.end(),(*it).keys.begin());
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}
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// do full copies. again, no iterators
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const unsigned int num = (unsigned int)((my_first-first) / delta);
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(*it).keys.resize((*it).keys.size() + num*old_size);
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n = (*it).keys.begin()+ofs;
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bool reverse = false;
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for (unsigned int i = 0; i < num; ++i) {
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m = n+old_size*(i+1);
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std::copy(n,n+old_size,m);
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if ((*it).pre == LWO::PrePostBehaviour_Oscillate && (reverse = !reverse))
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std::reverse(m,m+old_size-1);
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}
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// update time values
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n = (*it).keys.end() - (old_size+1);
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double cur_minus = delta;
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unsigned int tt = 1;
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for (const double tmp = delta*(num+1);cur_minus <= tmp;cur_minus += delta,++tt) {
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m = (delta == tmp ? (*it).keys.begin() : n - (old_size+1));
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for (;m != n; --n) {
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(*n).time -= cur_minus;
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// offset repeat? add delta offset to key value
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if ((*it).pre == LWO::PrePostBehaviour_OffsetRepeat) {
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(*n).value += tt * value_delta;
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}
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}
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}
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break;
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}
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default:
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// silence compiler warning
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break;
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}
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// process post behaviour
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switch ((*it).post) {
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case LWO::PrePostBehaviour_OffsetRepeat:
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case LWO::PrePostBehaviour_Repeat:
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case LWO::PrePostBehaviour_Oscillate:
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break;
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default:
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// silence compiler warning
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break;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Extract bind pose matrix
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void AnimResolver::ExtractBindPose(aiMatrix4x4& out)
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{
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// If we have no envelopes, return identity
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if (envelopes.empty()) {
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out = aiMatrix4x4();
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return;
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}
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aiVector3D angles, scaling(1.f,1.f,1.f), translation;
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if (trans_x) translation.x = trans_x->keys[0].value;
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if (trans_y) translation.y = trans_y->keys[0].value;
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if (trans_z) translation.z = trans_z->keys[0].value;
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if (rotat_x) angles.x = rotat_x->keys[0].value;
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if (rotat_y) angles.y = rotat_y->keys[0].value;
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if (rotat_z) angles.z = rotat_z->keys[0].value;
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if (scale_x) scaling.x = scale_x->keys[0].value;
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if (scale_y) scaling.y = scale_y->keys[0].value;
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if (scale_z) scaling.z = scale_z->keys[0].value;
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// build the final matrix
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aiMatrix4x4 s,rx,ry,rz,t;
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aiMatrix4x4::RotationZ(angles.z, rz);
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aiMatrix4x4::RotationX(angles.y, rx);
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aiMatrix4x4::RotationY(angles.x, ry);
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aiMatrix4x4::Translation(translation,t);
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aiMatrix4x4::Scaling(scaling,s);
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out = t*ry*rx*rz*s;
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}
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// ------------------------------------------------------------------------------------------------
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// Do a single interpolation on a channel
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void AnimResolver::DoInterpolation(std::vector<LWO::Key>::const_iterator cur,
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LWO::Envelope* envl,double time, float& fill)
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{
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if (envl->keys.size() == 1) {
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fill = envl->keys[0].value;
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return;
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}
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// check whether we're at the beginning of the animation track
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if (cur == envl->keys.begin()) {
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// ok ... this depends on pre behaviour now
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// we don't need to handle repeat&offset repeat&oszillate here, see UpdateAnimRangeSetup()
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switch (envl->pre)
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{
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case LWO::PrePostBehaviour_Linear:
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DoInterpolation2(cur,cur+1,time,fill);
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return;
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case LWO::PrePostBehaviour_Reset:
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fill = 0.f;
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return;
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default : //case LWO::PrePostBehaviour_Constant:
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fill = (*cur).value;
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return;
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}
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}
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// check whether we're at the end of the animation track
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else if (cur == envl->keys.end()-1 && time > envl->keys.rbegin()->time) {
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// ok ... this depends on post behaviour now
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switch (envl->post)
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{
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case LWO::PrePostBehaviour_Linear:
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DoInterpolation2(cur,cur-1,time,fill);
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return;
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case LWO::PrePostBehaviour_Reset:
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fill = 0.f;
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return;
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default : //case LWO::PrePostBehaviour_Constant:
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fill = (*cur).value;
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return;
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}
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}
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// Otherwise do a simple interpolation
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DoInterpolation2(cur-1,cur,time,fill);
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}
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// ------------------------------------------------------------------------------------------------
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// Almost the same, except we won't handle pre/post conditions here
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void AnimResolver::DoInterpolation2(std::vector<LWO::Key>::const_iterator beg,
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std::vector<LWO::Key>::const_iterator end,double time, float& fill)
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{
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switch ((*end).inter) {
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case LWO::IT_STEP:
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// no interpolation at all - take the value of the last key
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fill = (*beg).value;
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return;
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default:
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// silence compiler warning
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break;
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}
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// linear interpolation - default
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double duration = (*end).time - (*beg).time;
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if (duration > 0.0) {
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fill = (*beg).value + ((*end).value - (*beg).value)*(float)(((time - (*beg).time) / duration));
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} else {
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fill = (*beg).value;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Subsample animation track by given key values
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void AnimResolver::SubsampleAnimTrack(std::vector<aiVectorKey>& /*out*/,
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double /*time*/ ,double /*sample_delta*/ )
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{
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//ai_assert(out.empty() && sample_delta);
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//const double time_start = out.back().mTime;
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// for ()
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}
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// ------------------------------------------------------------------------------------------------
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// Track interpolation
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void AnimResolver::InterpolateTrack(std::vector<aiVectorKey>& out,aiVectorKey& fill,double time)
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{
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// subsample animation track?
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if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
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SubsampleAnimTrack(out,time, sample_delta);
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}
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fill.mTime = time;
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// get x
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if ((*cur_x).time == time) {
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fill.mValue.x = (*cur_x).value;
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if (cur_x != envl_x->keys.end()-1) /* increment x */
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++cur_x;
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else end_x = true;
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}
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else DoInterpolation(cur_x,envl_x,time,(float&)fill.mValue.x);
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// get y
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if ((*cur_y).time == time) {
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fill.mValue.y = (*cur_y).value;
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if (cur_y != envl_y->keys.end()-1) /* increment y */
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++cur_y;
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else end_y = true;
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}
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else DoInterpolation(cur_y,envl_y,time,(float&)fill.mValue.y);
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// get z
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if ((*cur_z).time == time) {
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fill.mValue.z = (*cur_z).value;
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if (cur_z != envl_z->keys.end()-1) /* increment z */
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++cur_z;
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else end_x = true;
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}
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else DoInterpolation(cur_z,envl_z,time,(float&)fill.mValue.z);
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}
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// ------------------------------------------------------------------------------------------------
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// Build linearly subsampled keys from three single envelopes, one for each component (x,y,z)
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void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
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LWO::Envelope* _envl_x,
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LWO::Envelope* _envl_y,
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LWO::Envelope* _envl_z,
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unsigned int _flags)
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{
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envl_x = _envl_x;
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envl_y = _envl_y;
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envl_z = _envl_z;
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flags = _flags;
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// generate default channels if none are given
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LWO::Envelope def_x, def_y, def_z;
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LWO::Key key_dummy;
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key_dummy.time = 0.f;
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if ((envl_x && envl_x->type == LWO::EnvelopeType_Scaling_X) ||
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(envl_y && envl_y->type == LWO::EnvelopeType_Scaling_Y) ||
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(envl_z && envl_z->type == LWO::EnvelopeType_Scaling_Z)) {
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key_dummy.value = 1.f;
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}
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else key_dummy.value = 0.f;
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if (!envl_x) {
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envl_x = &def_x;
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envl_x->keys.push_back(key_dummy);
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}
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if (!envl_y) {
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envl_y = &def_y;
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envl_y->keys.push_back(key_dummy);
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}
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if (!envl_z) {
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envl_z = &def_z;
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envl_z->keys.push_back(key_dummy);
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}
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// guess how many keys we'll get
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size_t reserve;
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double sr = 1.;
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if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
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if (!sample_rate)
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sr = 100.f;
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else sr = sample_rate;
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sample_delta = 1.f / sr;
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reserve = (size_t)(
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std::max( envl_x->keys.rbegin()->time,
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std::max( envl_y->keys.rbegin()->time, envl_z->keys.rbegin()->time )) * sr);
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}
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else reserve = std::max(envl_x->keys.size(),std::max(envl_x->keys.size(),envl_z->keys.size()));
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out.reserve(reserve+(reserve>>1));
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// Iterate through all three arrays at once - it's tricky, but
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// rather interesting to implement.
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cur_x = envl_x->keys.begin();
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cur_y = envl_y->keys.begin();
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cur_z = envl_z->keys.begin();
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end_x = end_y = end_z = false;
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while (1) {
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aiVectorKey fill;
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if ((*cur_x).time == (*cur_y).time && (*cur_x).time == (*cur_z).time ) {
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// we have a keyframe for all of them defined .. this means
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// we don't need to interpolate here.
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fill.mTime = (*cur_x).time;
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fill.mValue.x = (*cur_x).value;
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fill.mValue.y = (*cur_y).value;
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fill.mValue.z = (*cur_z).value;
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// subsample animation track
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if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
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//SubsampleAnimTrack(out,cur_x, cur_y, cur_z, d, sample_delta);
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}
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}
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// Find key with lowest time value
|
|
else if ((*cur_x).time <= (*cur_y).time && !end_x) {
|
|
|
|
if ((*cur_z).time <= (*cur_x).time && !end_z) {
|
|
InterpolateTrack(out,fill,(*cur_z).time);
|
|
}
|
|
else {
|
|
InterpolateTrack(out,fill,(*cur_x).time);
|
|
}
|
|
}
|
|
else if ((*cur_z).time <= (*cur_y).time && !end_y) {
|
|
InterpolateTrack(out,fill,(*cur_y).time);
|
|
}
|
|
else if (!end_y) {
|
|
// welcome on the server, y
|
|
InterpolateTrack(out,fill,(*cur_y).time);
|
|
}
|
|
else {
|
|
// we have reached the end of at least 2 channels,
|
|
// only one is remaining. Extrapolate the 2.
|
|
if (end_y) {
|
|
InterpolateTrack(out,fill,(end_x ? (*cur_z) : (*cur_x)).time);
|
|
}
|
|
else if (end_x) {
|
|
InterpolateTrack(out,fill,(end_z ? (*cur_y) : (*cur_z)).time);
|
|
}
|
|
else { // if (end_z)
|
|
InterpolateTrack(out,fill,(end_y ? (*cur_x) : (*cur_y)).time);
|
|
}
|
|
}
|
|
double lasttime = fill.mTime;
|
|
out.push_back(fill);
|
|
|
|
if (lasttime >= (*cur_x).time) {
|
|
if (cur_x != envl_x->keys.end()-1)
|
|
++cur_x;
|
|
else end_x = true;
|
|
}
|
|
if (lasttime >= (*cur_y).time) {
|
|
if (cur_y != envl_y->keys.end()-1)
|
|
++cur_y;
|
|
else end_y = true;
|
|
}
|
|
if (lasttime >= (*cur_z).time) {
|
|
if (cur_z != envl_z->keys.end()-1)
|
|
++cur_z;
|
|
else end_z = true;
|
|
}
|
|
|
|
if( end_x && end_y && end_z ) /* finished? */
|
|
break;
|
|
}
|
|
|
|
if (flags & AI_LWO_ANIM_FLAG_START_AT_ZERO) {
|
|
for (std::vector<aiVectorKey>::iterator it = out.begin(); it != out.end(); ++it)
|
|
(*it).mTime -= first;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Extract animation channel
|
|
void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int flags /*= 0*/)
|
|
{
|
|
*out = NULL;
|
|
|
|
|
|
//FIXME: crashes if more than one component is animated at different timings, to be resolved.
|
|
|
|
// If we have no envelopes, return NULL
|
|
if (envelopes.empty()) {
|
|
return;
|
|
}
|
|
|
|
// We won't spawn an animation channel if we don't have at least one envelope with more than one keyframe defined.
|
|
const bool trans = ((trans_x && trans_x->keys.size() > 1) || (trans_y && trans_y->keys.size() > 1) || (trans_z && trans_z->keys.size() > 1));
|
|
const bool rotat = ((rotat_x && rotat_x->keys.size() > 1) || (rotat_y && rotat_y->keys.size() > 1) || (rotat_z && rotat_z->keys.size() > 1));
|
|
const bool scale = ((scale_x && scale_x->keys.size() > 1) || (scale_y && scale_y->keys.size() > 1) || (scale_z && scale_z->keys.size() > 1));
|
|
if (!trans && !rotat && !scale)
|
|
return;
|
|
|
|
// Allocate the output animation
|
|
aiNodeAnim* anim = *out = new aiNodeAnim();
|
|
|
|
// Setup default animation setup if necessary
|
|
if (need_to_setup) {
|
|
UpdateAnimRangeSetup();
|
|
need_to_setup = false;
|
|
}
|
|
|
|
// copy translation keys
|
|
if (trans) {
|
|
std::vector<aiVectorKey> keys;
|
|
GetKeys(keys,trans_x,trans_y,trans_z,flags);
|
|
|
|
anim->mPositionKeys = new aiVectorKey[ anim->mNumPositionKeys = static_cast<unsigned int>(keys.size()) ];
|
|
std::copy(keys.begin(),keys.end(),anim->mPositionKeys);
|
|
}
|
|
|
|
// copy rotation keys
|
|
if (rotat) {
|
|
std::vector<aiVectorKey> keys;
|
|
GetKeys(keys,rotat_x,rotat_y,rotat_z,flags);
|
|
|
|
anim->mRotationKeys = new aiQuatKey[ anim->mNumRotationKeys = static_cast<unsigned int>(keys.size()) ];
|
|
|
|
// convert heading, pitch, bank to quaternion
|
|
// mValue.x=Heading=Rot(Y), mValue.y=Pitch=Rot(X), mValue.z=Bank=Rot(Z)
|
|
// Lightwave's rotation order is ZXY
|
|
aiVector3D X(1.0,0.0,0.0);
|
|
aiVector3D Y(0.0,1.0,0.0);
|
|
aiVector3D Z(0.0,0.0,1.0);
|
|
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
|
|
aiQuatKey& qk = anim->mRotationKeys[i];
|
|
qk.mTime = keys[i].mTime;
|
|
qk.mValue = aiQuaternion(Y,keys[i].mValue.x)*aiQuaternion(X,keys[i].mValue.y)*aiQuaternion(Z,keys[i].mValue.z);
|
|
}
|
|
}
|
|
|
|
// copy scaling keys
|
|
if (scale) {
|
|
std::vector<aiVectorKey> keys;
|
|
GetKeys(keys,scale_x,scale_y,scale_z,flags);
|
|
|
|
anim->mScalingKeys = new aiVectorKey[ anim->mNumScalingKeys = static_cast<unsigned int>(keys.size()) ];
|
|
std::copy(keys.begin(),keys.end(),anim->mScalingKeys);
|
|
}
|
|
}
|
|
|
|
|
|
#endif // no lwo or no lws
|