Torque3D/Engine/source/ts/assimp/assimpAppSequence.cpp
marauder2k7 f817d7d903 further assimp fixes
AppMesh position was being scaled twice since the node is now being scaled
Try and resolve fps from file instead of default 30
maxKeyTime should be outside the loop
2025-11-25 08:34:00 +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 = ColladaUtils::getOptions().animFPS;
// 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;
}