mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
249 lines
8.1 KiB
C++
249 lines
8.1 KiB
C++
|
/*
|
||
|
Open Asset Import Library (assimp)
|
||
|
----------------------------------------------------------------------
|
||
|
|
||
|
Copyright (c) 2006-2019, 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.
|
||
|
|
||
|
----------------------------------------------------------------------
|
||
|
*/
|
||
|
|
||
|
#include "TargetAnimation.h"
|
||
|
#include <algorithm>
|
||
|
#include <assimp/ai_assert.h>
|
||
|
|
||
|
using namespace Assimp;
|
||
|
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
KeyIterator::KeyIterator(const std::vector<aiVectorKey>* _objPos,
|
||
|
const std::vector<aiVectorKey>* _targetObjPos,
|
||
|
const aiVector3D* defaultObjectPos /*= NULL*/,
|
||
|
const aiVector3D* defaultTargetPos /*= NULL*/)
|
||
|
|
||
|
: reachedEnd (false)
|
||
|
, curTime (-1.)
|
||
|
, objPos (_objPos)
|
||
|
, targetObjPos (_targetObjPos)
|
||
|
, nextObjPos (0)
|
||
|
, nextTargetObjPos(0)
|
||
|
{
|
||
|
// Generate default transformation tracks if necessary
|
||
|
if (!objPos || objPos->empty())
|
||
|
{
|
||
|
defaultObjPos.resize(1);
|
||
|
defaultObjPos.front().mTime = 10e10;
|
||
|
|
||
|
if (defaultObjectPos)
|
||
|
defaultObjPos.front().mValue = *defaultObjectPos;
|
||
|
|
||
|
objPos = & defaultObjPos;
|
||
|
}
|
||
|
if (!targetObjPos || targetObjPos->empty())
|
||
|
{
|
||
|
defaultTargetObjPos.resize(1);
|
||
|
defaultTargetObjPos.front().mTime = 10e10;
|
||
|
|
||
|
if (defaultTargetPos)
|
||
|
defaultTargetObjPos.front().mValue = *defaultTargetPos;
|
||
|
|
||
|
targetObjPos = & defaultTargetObjPos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
template <class T>
|
||
|
inline T Interpolate(const T& one, const T& two, ai_real val)
|
||
|
{
|
||
|
return one + (two-one)*val;
|
||
|
}
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void KeyIterator::operator ++()
|
||
|
{
|
||
|
// If we are already at the end of all keyframes, return
|
||
|
if (reachedEnd) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Now search in all arrays for the time value closest
|
||
|
// to our current position on the time line
|
||
|
double d0,d1;
|
||
|
|
||
|
d0 = objPos->at ( std::min ( nextObjPos, static_cast<unsigned int>(objPos->size()-1)) ).mTime;
|
||
|
d1 = targetObjPos->at( std::min ( nextTargetObjPos, static_cast<unsigned int>(targetObjPos->size()-1)) ).mTime;
|
||
|
|
||
|
// Easiest case - all are identical. In this
|
||
|
// case we don't need to interpolate so we can
|
||
|
// return earlier
|
||
|
if ( d0 == d1 )
|
||
|
{
|
||
|
curTime = d0;
|
||
|
curPosition = objPos->at(nextObjPos).mValue;
|
||
|
curTargetPosition = targetObjPos->at(nextTargetObjPos).mValue;
|
||
|
|
||
|
// increment counters
|
||
|
if (objPos->size() != nextObjPos-1)
|
||
|
++nextObjPos;
|
||
|
|
||
|
if (targetObjPos->size() != nextTargetObjPos-1)
|
||
|
++nextTargetObjPos;
|
||
|
}
|
||
|
|
||
|
// An object position key is closest to us
|
||
|
else if (d0 < d1)
|
||
|
{
|
||
|
curTime = d0;
|
||
|
|
||
|
// interpolate the other
|
||
|
if (1 == targetObjPos->size() || !nextTargetObjPos) {
|
||
|
curTargetPosition = targetObjPos->at(0).mValue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
const aiVectorKey& last = targetObjPos->at(nextTargetObjPos);
|
||
|
const aiVectorKey& first = targetObjPos->at(nextTargetObjPos-1);
|
||
|
|
||
|
curTargetPosition = Interpolate(first.mValue, last.mValue, (ai_real) (
|
||
|
(curTime-first.mTime) / (last.mTime-first.mTime) ));
|
||
|
}
|
||
|
|
||
|
if (objPos->size() != nextObjPos-1)
|
||
|
++nextObjPos;
|
||
|
}
|
||
|
// A target position key is closest to us
|
||
|
else
|
||
|
{
|
||
|
curTime = d1;
|
||
|
|
||
|
// interpolate the other
|
||
|
if (1 == objPos->size() || !nextObjPos) {
|
||
|
curPosition = objPos->at(0).mValue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
const aiVectorKey& last = objPos->at(nextObjPos);
|
||
|
const aiVectorKey& first = objPos->at(nextObjPos-1);
|
||
|
|
||
|
curPosition = Interpolate(first.mValue, last.mValue, (ai_real) (
|
||
|
(curTime-first.mTime) / (last.mTime-first.mTime)));
|
||
|
}
|
||
|
|
||
|
if (targetObjPos->size() != nextTargetObjPos-1)
|
||
|
++nextTargetObjPos;
|
||
|
}
|
||
|
|
||
|
if (nextObjPos >= objPos->size()-1 &&
|
||
|
nextTargetObjPos >= targetObjPos->size()-1)
|
||
|
{
|
||
|
// We reached the very last keyframe
|
||
|
reachedEnd = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void TargetAnimationHelper::SetTargetAnimationChannel (
|
||
|
const std::vector<aiVectorKey>* _targetPositions)
|
||
|
{
|
||
|
ai_assert(NULL != _targetPositions);
|
||
|
targetPositions = _targetPositions;
|
||
|
}
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void TargetAnimationHelper::SetMainAnimationChannel (
|
||
|
const std::vector<aiVectorKey>* _objectPositions)
|
||
|
{
|
||
|
ai_assert(NULL != _objectPositions);
|
||
|
objectPositions = _objectPositions;
|
||
|
}
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void TargetAnimationHelper::SetFixedMainAnimationChannel(
|
||
|
const aiVector3D& fixed)
|
||
|
{
|
||
|
objectPositions = NULL; // just to avoid confusion
|
||
|
fixedMain = fixed;
|
||
|
}
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void TargetAnimationHelper::Process(std::vector<aiVectorKey>* distanceTrack)
|
||
|
{
|
||
|
ai_assert(NULL != targetPositions && NULL != distanceTrack);
|
||
|
|
||
|
// TODO: in most cases we won't need the extra array
|
||
|
std::vector<aiVectorKey> real;
|
||
|
|
||
|
std::vector<aiVectorKey>* fill = (distanceTrack == objectPositions ? &real : distanceTrack);
|
||
|
fill->reserve(std::max( objectPositions->size(), targetPositions->size() ));
|
||
|
|
||
|
// Iterate through all object keys and interpolate their values if necessary.
|
||
|
// Then get the corresponding target position, compute the difference
|
||
|
// vector between object and target position. Then compute a rotation matrix
|
||
|
// that rotates the base vector of the object coordinate system at that time
|
||
|
// to match the diff vector.
|
||
|
|
||
|
KeyIterator iter(objectPositions,targetPositions,&fixedMain);
|
||
|
for (;!iter.Finished();++iter)
|
||
|
{
|
||
|
const aiVector3D& position = iter.GetCurPosition();
|
||
|
const aiVector3D& tposition = iter.GetCurTargetPosition();
|
||
|
|
||
|
// diff vector
|
||
|
aiVector3D diff = tposition - position;
|
||
|
ai_real f = diff.Length();
|
||
|
|
||
|
// output distance vector
|
||
|
if (f)
|
||
|
{
|
||
|
fill->push_back(aiVectorKey());
|
||
|
aiVectorKey& v = fill->back();
|
||
|
v.mTime = iter.GetCurTime();
|
||
|
v.mValue = diff;
|
||
|
|
||
|
diff /= f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// FIXME: handle this
|
||
|
}
|
||
|
|
||
|
// diff is now the vector in which our camera is pointing
|
||
|
}
|
||
|
|
||
|
if (real.size()) {
|
||
|
*distanceTrack = real;
|
||
|
}
|
||
|
}
|