diff options
author | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
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committer | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
commit | f1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch) | |
tree | ab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/tools/assimp_view/SceneAnimator.cpp | |
parent | f567ea1e2798fd3156a416e61f083ea3e6b95719 (diff) |
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/tools/assimp_view/SceneAnimator.cpp')
-rw-r--r-- | libs/assimp/tools/assimp_view/SceneAnimator.cpp | 235 |
1 files changed, 0 insertions, 235 deletions
diff --git a/libs/assimp/tools/assimp_view/SceneAnimator.cpp b/libs/assimp/tools/assimp_view/SceneAnimator.cpp deleted file mode 100644 index c8b2022..0000000 --- a/libs/assimp/tools/assimp_view/SceneAnimator.cpp +++ /dev/null @@ -1,235 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file SceneAnimator.cpp - * @brief Implementation of the utility class SceneAnimator - */ - -#include "assimp_view.h" - -using namespace AssimpView; - -const aiMatrix4x4 IdentityMatrix; - -// ------------------------------------------------------------------------------------------------ -// Constructor for a given scene. -SceneAnimator::SceneAnimator(const aiScene *pScene, size_t pAnimIndex) : - mScene(pScene), - mCurrentAnimIndex(-1), - mAnimEvaluator(nullptr), - mRootNode(nullptr) { - // build the nodes-for-bones table - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - const aiMesh *mesh = pScene->mMeshes[i]; - for (unsigned int n = 0; n < mesh->mNumBones; ++n) { - const aiBone *bone = mesh->mBones[n]; - - mBoneNodesByName[bone->mName.data] = pScene->mRootNode->FindNode(bone->mName); - } - } - - // changing the current animation also creates the node tree for this animation - SetAnimIndex(pAnimIndex); -} - -// ------------------------------------------------------------------------------------------------ -// Destructor -SceneAnimator::~SceneAnimator() { - delete mRootNode; - delete mAnimEvaluator; -} - -// ------------------------------------------------------------------------------------------------ -// Sets the animation to use for playback. -void SceneAnimator::SetAnimIndex(size_t pAnimIndex) { - // no change - if (pAnimIndex == static_cast<unsigned int>(mCurrentAnimIndex)) { - return; - } - - // kill data of the previous anim - delete mRootNode; - mRootNode = nullptr; - delete mAnimEvaluator; - mAnimEvaluator = nullptr; - mNodesByName.clear(); - - mCurrentAnimIndex = static_cast<int>(pAnimIndex); - - // create the internal node tree. Do this even in case of invalid animation index - // so that the transformation matrices are properly set up to mimic the current scene - mRootNode = CreateNodeTree(mScene->mRootNode, nullptr); - - // invalid anim index - if (static_cast<unsigned int>(mCurrentAnimIndex) >= mScene->mNumAnimations) { - return; - } - - // create an evaluator for this animation - mAnimEvaluator = new AnimEvaluator(mScene->mAnimations[mCurrentAnimIndex]); -} - -// ------------------------------------------------------------------------------------------------ -// Calculates the node transformations for the scene. -void SceneAnimator::Calculate(double pTime) { - // invalid anim - if (!mAnimEvaluator) { - return; - } - - // calculate current local transformations - mAnimEvaluator->Evaluate(pTime); - - // and update all node transformations with the results - UpdateTransforms(mRootNode, mAnimEvaluator->GetTransformations()); -} - -// ------------------------------------------------------------------------------------------------ -// Retrieves the most recent local transformation matrix for the given node. -const aiMatrix4x4 &SceneAnimator::GetLocalTransform(const aiNode *node) const { - NodeMap::const_iterator it = mNodesByName.find(node); - if (it == mNodesByName.end()) { - return IdentityMatrix; - } - - return it->second->mLocalTransform; -} - -// ------------------------------------------------------------------------------------------------ -// Retrieves the most recent global transformation matrix for the given node. -const aiMatrix4x4 &SceneAnimator::GetGlobalTransform(const aiNode *node) const { - NodeMap::const_iterator it = mNodesByName.find(node); - if (it == mNodesByName.end()) { - return IdentityMatrix; - } - - return it->second->mGlobalTransform; -} - -// ------------------------------------------------------------------------------------------------ -// Calculates the bone matrices for the given mesh. -const std::vector<aiMatrix4x4> &SceneAnimator::GetBoneMatrices(const aiNode *pNode, size_t pMeshIndex /* = 0 */) { - ai_assert(pMeshIndex < pNode->mNumMeshes); - size_t meshIndex = pNode->mMeshes[pMeshIndex]; - ai_assert(meshIndex < mScene->mNumMeshes); - const aiMesh *mesh = mScene->mMeshes[meshIndex]; - - // resize array and initialize it with identity matrices - mTransforms.resize(mesh->mNumBones, aiMatrix4x4()); - - // calculate the mesh's inverse global transform - aiMatrix4x4 globalInverseMeshTransform = GetGlobalTransform(pNode); - globalInverseMeshTransform.Inverse(); - - // Bone matrices transform from mesh coordinates in bind pose to mesh coordinates in skinned pose - // Therefore the formula is offsetMatrix * currentGlobalTransform * inverseCurrentMeshTransform - for (size_t a = 0; a < mesh->mNumBones; ++a) { - const aiBone *bone = mesh->mBones[a]; - const aiMatrix4x4 ¤tGlobalTransform = GetGlobalTransform(mBoneNodesByName[bone->mName.data]); - mTransforms[a] = globalInverseMeshTransform * currentGlobalTransform * bone->mOffsetMatrix; - } - - // and return the result - return mTransforms; -} - -// ------------------------------------------------------------------------------------------------ -// Recursively creates an internal node structure matching the current scene and animation. -SceneAnimNode *SceneAnimator::CreateNodeTree(aiNode *pNode, SceneAnimNode *pParent) { - // create a node - SceneAnimNode *internalNode = new SceneAnimNode(pNode->mName.data); - internalNode->mParent = pParent; - mNodesByName[pNode] = internalNode; - - // copy its transformation - internalNode->mLocalTransform = pNode->mTransformation; - CalculateGlobalTransform(internalNode); - - // find the index of the animation track affecting this node, if any - if (static_cast<unsigned int>(mCurrentAnimIndex) < mScene->mNumAnimations) { - internalNode->mChannelIndex = -1; - const aiAnimation *currentAnim = mScene->mAnimations[mCurrentAnimIndex]; - for (unsigned int a = 0; a < currentAnim->mNumChannels; a++) { - if (currentAnim->mChannels[a]->mNodeName.data == internalNode->mName) { - internalNode->mChannelIndex = a; - break; - } - } - } - - // continue for all child nodes and assign the created internal nodes as our children - for (unsigned int a = 0; a < pNode->mNumChildren; ++a) { - SceneAnimNode *childNode = CreateNodeTree(pNode->mChildren[a], internalNode); - internalNode->mChildren.push_back(childNode); - } - - return internalNode; -} - -// ------------------------------------------------------------------------------------------------ -// Recursively updates the internal node transformations from the given matrix array -void SceneAnimator::UpdateTransforms(SceneAnimNode *pNode, const std::vector<aiMatrix4x4> &pTransforms) { - // update node local transform - if (pNode->mChannelIndex != -1) { - ai_assert(static_cast<unsigned int>(pNode->mChannelIndex) < pTransforms.size()); - pNode->mLocalTransform = pTransforms[pNode->mChannelIndex]; - } - - // update global transform as well - CalculateGlobalTransform(pNode); - - // continue for all children - for (std::vector<SceneAnimNode *>::iterator it = pNode->mChildren.begin(); it != pNode->mChildren.end(); ++it) { - UpdateTransforms(*it, pTransforms); - } -} - -// ------------------------------------------------------------------------------------------------ -// Calculates the global transformation matrix for the given internal node -void SceneAnimator::CalculateGlobalTransform(SceneAnimNode *pInternalNode) { - // concatenate all parent transforms to get the global transform for this node - pInternalNode->mGlobalTransform = pInternalNode->mLocalTransform; - SceneAnimNode *node = pInternalNode->mParent; - while (node) { - pInternalNode->mGlobalTransform = node->mLocalTransform * pInternalNode->mGlobalTransform; - node = node->mParent; - } -} |