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Diffstat (limited to 'libs/assimp/tools/assimp_view/SceneAnimator.cpp')
-rw-r--r-- | libs/assimp/tools/assimp_view/SceneAnimator.cpp | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/libs/assimp/tools/assimp_view/SceneAnimator.cpp b/libs/assimp/tools/assimp_view/SceneAnimator.cpp new file mode 100644 index 0000000..c8b2022 --- /dev/null +++ b/libs/assimp/tools/assimp_view/SceneAnimator.cpp @@ -0,0 +1,235 @@ +/* +--------------------------------------------------------------------------- +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; + } +} |