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Refactor: Apply editor config rules to tools
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/* | ||
--------------------------------------------------------------------------- | ||
Open Asset Import Library (assimp) | ||
--------------------------------------------------------------------------- | ||
Copyright (c) 2006-2015, 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 "assimp_view.h" | ||
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||
using namespace AssimpView; | ||
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// ------------------------------------------------------------------------------------------------ | ||
// Constructor on a given animation. | ||
AnimEvaluator::AnimEvaluator( const aiAnimation* pAnim) | ||
{ | ||
mAnim = pAnim; | ||
mLastTime = 0.0; | ||
mLastPositions.resize( pAnim->mNumChannels, boost::make_tuple( 0, 0, 0)); | ||
} | ||
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||
// ------------------------------------------------------------------------------------------------ | ||
// Evaluates the animation tracks for a given time stamp. | ||
void AnimEvaluator::Evaluate( double pTime) | ||
{ | ||
// extract ticks per second. Assume default value if not given | ||
double ticksPerSecond = mAnim->mTicksPerSecond != 0.0 ? mAnim->mTicksPerSecond : 25.0; | ||
// every following time calculation happens in ticks | ||
pTime *= ticksPerSecond; | ||
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||
// map into anim's duration | ||
double time = 0.0f; | ||
if( mAnim->mDuration > 0.0) | ||
time = fmod( pTime, mAnim->mDuration); | ||
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if( mTransforms.size() != mAnim->mNumChannels) | ||
mTransforms.resize( mAnim->mNumChannels); | ||
|
||
// calculate the transformations for each animation channel | ||
for( unsigned int a = 0; a < mAnim->mNumChannels; a++) | ||
{ | ||
const aiNodeAnim* channel = mAnim->mChannels[a]; | ||
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||
// ******** Position ***** | ||
aiVector3D presentPosition( 0, 0, 0); | ||
if( channel->mNumPositionKeys > 0) | ||
{ | ||
// Look for present frame number. Search from last position if time is after the last time, else from beginning | ||
// Should be much quicker than always looking from start for the average use case. | ||
unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<0>() : 0; | ||
while( frame < channel->mNumPositionKeys - 1) | ||
{ | ||
if( time < channel->mPositionKeys[frame+1].mTime) | ||
break; | ||
frame++; | ||
} | ||
|
||
// interpolate between this frame's value and next frame's value | ||
unsigned int nextFrame = (frame + 1) % channel->mNumPositionKeys; | ||
const aiVectorKey& key = channel->mPositionKeys[frame]; | ||
const aiVectorKey& nextKey = channel->mPositionKeys[nextFrame]; | ||
double diffTime = nextKey.mTime - key.mTime; | ||
if( diffTime < 0.0) | ||
diffTime += mAnim->mDuration; | ||
if( diffTime > 0) | ||
{ | ||
float factor = float( (time - key.mTime) / diffTime); | ||
presentPosition = key.mValue + (nextKey.mValue - key.mValue) * factor; | ||
} else | ||
{ | ||
presentPosition = key.mValue; | ||
} | ||
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mLastPositions[a].get<0>() = frame; | ||
} | ||
|
||
// ******** Rotation ********* | ||
aiQuaternion presentRotation( 1, 0, 0, 0); | ||
if( channel->mNumRotationKeys > 0) | ||
{ | ||
unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<1>() : 0; | ||
while( frame < channel->mNumRotationKeys - 1) | ||
{ | ||
if( time < channel->mRotationKeys[frame+1].mTime) | ||
break; | ||
frame++; | ||
} | ||
|
||
// interpolate between this frame's value and next frame's value | ||
unsigned int nextFrame = (frame + 1) % channel->mNumRotationKeys; | ||
const aiQuatKey& key = channel->mRotationKeys[frame]; | ||
const aiQuatKey& nextKey = channel->mRotationKeys[nextFrame]; | ||
double diffTime = nextKey.mTime - key.mTime; | ||
if( diffTime < 0.0) | ||
diffTime += mAnim->mDuration; | ||
if( diffTime > 0) | ||
{ | ||
float factor = float( (time - key.mTime) / diffTime); | ||
aiQuaternion::Interpolate( presentRotation, key.mValue, nextKey.mValue, factor); | ||
} else | ||
{ | ||
presentRotation = key.mValue; | ||
} | ||
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mLastPositions[a].get<1>() = frame; | ||
} | ||
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// ******** Scaling ********** | ||
aiVector3D presentScaling( 1, 1, 1); | ||
if( channel->mNumScalingKeys > 0) | ||
{ | ||
unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<2>() : 0; | ||
while( frame < channel->mNumScalingKeys - 1) | ||
{ | ||
if( time < channel->mScalingKeys[frame+1].mTime) | ||
break; | ||
frame++; | ||
} | ||
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// TODO: (thom) interpolation maybe? This time maybe even logarithmic, not linear | ||
presentScaling = channel->mScalingKeys[frame].mValue; | ||
mLastPositions[a].get<2>() = frame; | ||
} | ||
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// build a transformation matrix from it | ||
aiMatrix4x4& mat = mTransforms[a]; | ||
mat = aiMatrix4x4( presentRotation.GetMatrix()); | ||
mat.a1 *= presentScaling.x; mat.b1 *= presentScaling.x; mat.c1 *= presentScaling.x; | ||
mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y; | ||
mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z; | ||
mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z; | ||
//mat.Transpose(); | ||
} | ||
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mLastTime = time; | ||
} | ||
/* | ||
--------------------------------------------------------------------------- | ||
Open Asset Import Library (assimp) | ||
--------------------------------------------------------------------------- | ||
Copyright (c) 2006-2015, 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 "assimp_view.h" | ||
|
||
using namespace AssimpView; | ||
|
||
// ------------------------------------------------------------------------------------------------ | ||
// Constructor on a given animation. | ||
AnimEvaluator::AnimEvaluator( const aiAnimation* pAnim) | ||
{ | ||
mAnim = pAnim; | ||
mLastTime = 0.0; | ||
mLastPositions.resize( pAnim->mNumChannels, boost::make_tuple( 0, 0, 0)); | ||
} | ||
|
||
// ------------------------------------------------------------------------------------------------ | ||
// Evaluates the animation tracks for a given time stamp. | ||
void AnimEvaluator::Evaluate( double pTime) | ||
{ | ||
// extract ticks per second. Assume default value if not given | ||
double ticksPerSecond = mAnim->mTicksPerSecond != 0.0 ? mAnim->mTicksPerSecond : 25.0; | ||
// every following time calculation happens in ticks | ||
pTime *= ticksPerSecond; | ||
|
||
// map into anim's duration | ||
double time = 0.0f; | ||
if( mAnim->mDuration > 0.0) | ||
time = fmod( pTime, mAnim->mDuration); | ||
|
||
if( mTransforms.size() != mAnim->mNumChannels) | ||
mTransforms.resize( mAnim->mNumChannels); | ||
|
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// calculate the transformations for each animation channel | ||
for( unsigned int a = 0; a < mAnim->mNumChannels; a++) | ||
{ | ||
const aiNodeAnim* channel = mAnim->mChannels[a]; | ||
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||
// ******** Position ***** | ||
aiVector3D presentPosition( 0, 0, 0); | ||
if( channel->mNumPositionKeys > 0) | ||
{ | ||
// Look for present frame number. Search from last position if time is after the last time, else from beginning | ||
// Should be much quicker than always looking from start for the average use case. | ||
unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<0>() : 0; | ||
while( frame < channel->mNumPositionKeys - 1) | ||
{ | ||
if( time < channel->mPositionKeys[frame+1].mTime) | ||
break; | ||
frame++; | ||
} | ||
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// interpolate between this frame's value and next frame's value | ||
unsigned int nextFrame = (frame + 1) % channel->mNumPositionKeys; | ||
const aiVectorKey& key = channel->mPositionKeys[frame]; | ||
const aiVectorKey& nextKey = channel->mPositionKeys[nextFrame]; | ||
double diffTime = nextKey.mTime - key.mTime; | ||
if( diffTime < 0.0) | ||
diffTime += mAnim->mDuration; | ||
if( diffTime > 0) | ||
{ | ||
float factor = float( (time - key.mTime) / diffTime); | ||
presentPosition = key.mValue + (nextKey.mValue - key.mValue) * factor; | ||
} else | ||
{ | ||
presentPosition = key.mValue; | ||
} | ||
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mLastPositions[a].get<0>() = frame; | ||
} | ||
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// ******** Rotation ********* | ||
aiQuaternion presentRotation( 1, 0, 0, 0); | ||
if( channel->mNumRotationKeys > 0) | ||
{ | ||
unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<1>() : 0; | ||
while( frame < channel->mNumRotationKeys - 1) | ||
{ | ||
if( time < channel->mRotationKeys[frame+1].mTime) | ||
break; | ||
frame++; | ||
} | ||
|
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// interpolate between this frame's value and next frame's value | ||
unsigned int nextFrame = (frame + 1) % channel->mNumRotationKeys; | ||
const aiQuatKey& key = channel->mRotationKeys[frame]; | ||
const aiQuatKey& nextKey = channel->mRotationKeys[nextFrame]; | ||
double diffTime = nextKey.mTime - key.mTime; | ||
if( diffTime < 0.0) | ||
diffTime += mAnim->mDuration; | ||
if( diffTime > 0) | ||
{ | ||
float factor = float( (time - key.mTime) / diffTime); | ||
aiQuaternion::Interpolate( presentRotation, key.mValue, nextKey.mValue, factor); | ||
} else | ||
{ | ||
presentRotation = key.mValue; | ||
} | ||
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mLastPositions[a].get<1>() = frame; | ||
} | ||
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// ******** Scaling ********** | ||
aiVector3D presentScaling( 1, 1, 1); | ||
if( channel->mNumScalingKeys > 0) | ||
{ | ||
unsigned int frame = (time >= mLastTime) ? mLastPositions[a].get<2>() : 0; | ||
while( frame < channel->mNumScalingKeys - 1) | ||
{ | ||
if( time < channel->mScalingKeys[frame+1].mTime) | ||
break; | ||
frame++; | ||
} | ||
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// TODO: (thom) interpolation maybe? This time maybe even logarithmic, not linear | ||
presentScaling = channel->mScalingKeys[frame].mValue; | ||
mLastPositions[a].get<2>() = frame; | ||
} | ||
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// build a transformation matrix from it | ||
aiMatrix4x4& mat = mTransforms[a]; | ||
mat = aiMatrix4x4( presentRotation.GetMatrix()); | ||
mat.a1 *= presentScaling.x; mat.b1 *= presentScaling.x; mat.c1 *= presentScaling.x; | ||
mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y; | ||
mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z; | ||
mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z; | ||
//mat.Transpose(); | ||
} | ||
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mLastTime = time; | ||
} |
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