1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4
5 Copyright (c) 2006-2021, assimp team
6
7
8 All rights reserved.
9
10 Redistribution and use of this software in source and binary forms,
11 with or without modification, are permitted provided that the
12 following conditions are met:
13
14 * Redistributions of source code must retain the above
15 copyright notice, this list of conditions and the
16 following disclaimer.
17
18 * Redistributions in binary form must reproduce the above
19 copyright notice, this list of conditions and the
20 following disclaimer in the documentation and/or other
21 materials provided with the distribution.
22
23 * Neither the name of the assimp team, nor the names of its
24 contributors may be used to endorse or promote products
25 derived from this software without specific prior
26 written permission of the assimp team.
27
28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
39
40 ----------------------------------------------------------------------
41 */
42
43 #include "TargetAnimation.h"
44 #include <assimp/ai_assert.h>
45 #include <algorithm>
46
47 using namespace Assimp;
48
49 // ------------------------------------------------------------------------------------------------
KeyIterator(const std::vector<aiVectorKey> * _objPos,const std::vector<aiVectorKey> * _targetObjPos,const aiVector3D * defaultObjectPos,const aiVector3D * defaultTargetPos)50 KeyIterator::KeyIterator(const std::vector<aiVectorKey> *_objPos,
51 const std::vector<aiVectorKey> *_targetObjPos,
52 const aiVector3D *defaultObjectPos /*= nullptr*/,
53 const aiVector3D *defaultTargetPos /*= nullptr*/) :
54 reachedEnd(false),
55 curTime(-1.),
56 objPos(_objPos),
57 targetObjPos(_targetObjPos),
58 nextObjPos(0),
59 nextTargetObjPos(0) {
60 // Generate default transformation tracks if necessary
61 if (!objPos || objPos->empty()) {
62 defaultObjPos.resize(1);
63 defaultObjPos.front().mTime = 10e10;
64
65 if (defaultObjectPos)
66 defaultObjPos.front().mValue = *defaultObjectPos;
67
68 objPos = &defaultObjPos;
69 }
70 if (!targetObjPos || targetObjPos->empty()) {
71 defaultTargetObjPos.resize(1);
72 defaultTargetObjPos.front().mTime = 10e10;
73
74 if (defaultTargetPos)
75 defaultTargetObjPos.front().mValue = *defaultTargetPos;
76
77 targetObjPos = &defaultTargetObjPos;
78 }
79 }
80
81 // ------------------------------------------------------------------------------------------------
82 template <class T>
Interpolate(const T & one,const T & two,ai_real val)83 inline T Interpolate(const T &one, const T &two, ai_real val) {
84 return one + (two - one) * val;
85 }
86
87 // ------------------------------------------------------------------------------------------------
operator ++()88 void KeyIterator::operator++() {
89 // If we are already at the end of all keyframes, return
90 if (reachedEnd) {
91 return;
92 }
93
94 // Now search in all arrays for the time value closest
95 // to our current position on the time line
96 double d0, d1;
97
98 d0 = objPos->at(std::min(nextObjPos, static_cast<unsigned int>(objPos->size() - 1))).mTime;
99 d1 = targetObjPos->at(std::min(nextTargetObjPos, static_cast<unsigned int>(targetObjPos->size() - 1))).mTime;
100
101 // Easiest case - all are identical. In this
102 // case we don't need to interpolate so we can
103 // return earlier
104 if (d0 == d1) {
105 curTime = d0;
106 curPosition = objPos->at(nextObjPos).mValue;
107 curTargetPosition = targetObjPos->at(nextTargetObjPos).mValue;
108
109 // increment counters
110 if (objPos->size() != nextObjPos - 1)
111 ++nextObjPos;
112
113 if (targetObjPos->size() != nextTargetObjPos - 1)
114 ++nextTargetObjPos;
115 }
116
117 // An object position key is closest to us
118 else if (d0 < d1) {
119 curTime = d0;
120
121 // interpolate the other
122 if (1 == targetObjPos->size() || !nextTargetObjPos) {
123 curTargetPosition = targetObjPos->at(0).mValue;
124 } else {
125 const aiVectorKey &last = targetObjPos->at(nextTargetObjPos);
126 const aiVectorKey &first = targetObjPos->at(nextTargetObjPos - 1);
127
128 curTargetPosition = Interpolate(first.mValue, last.mValue, (ai_real)((curTime - first.mTime) / (last.mTime - first.mTime)));
129 }
130
131 if (objPos->size() != nextObjPos - 1)
132 ++nextObjPos;
133 }
134 // A target position key is closest to us
135 else {
136 curTime = d1;
137
138 // interpolate the other
139 if (1 == objPos->size() || !nextObjPos) {
140 curPosition = objPos->at(0).mValue;
141 } else {
142 const aiVectorKey &last = objPos->at(nextObjPos);
143 const aiVectorKey &first = objPos->at(nextObjPos - 1);
144
145 curPosition = Interpolate(first.mValue, last.mValue, (ai_real)((curTime - first.mTime) / (last.mTime - first.mTime)));
146 }
147
148 if (targetObjPos->size() != nextTargetObjPos - 1)
149 ++nextTargetObjPos;
150 }
151
152 if (nextObjPos >= objPos->size() - 1 &&
153 nextTargetObjPos >= targetObjPos->size() - 1) {
154 // We reached the very last keyframe
155 reachedEnd = true;
156 }
157 }
158
159 // ------------------------------------------------------------------------------------------------
SetTargetAnimationChannel(const std::vector<aiVectorKey> * _targetPositions)160 void TargetAnimationHelper::SetTargetAnimationChannel(
161 const std::vector<aiVectorKey> *_targetPositions) {
162 ai_assert(nullptr != _targetPositions);
163
164 targetPositions = _targetPositions;
165 }
166
167 // ------------------------------------------------------------------------------------------------
SetMainAnimationChannel(const std::vector<aiVectorKey> * _objectPositions)168 void TargetAnimationHelper::SetMainAnimationChannel(
169 const std::vector<aiVectorKey> *_objectPositions) {
170 ai_assert(nullptr != _objectPositions);
171
172 objectPositions = _objectPositions;
173 }
174
175 // ------------------------------------------------------------------------------------------------
SetFixedMainAnimationChannel(const aiVector3D & fixed)176 void TargetAnimationHelper::SetFixedMainAnimationChannel(
177 const aiVector3D &fixed) {
178 objectPositions = nullptr; // just to avoid confusion
179 fixedMain = fixed;
180 }
181
182 // ------------------------------------------------------------------------------------------------
Process(std::vector<aiVectorKey> * distanceTrack)183 void TargetAnimationHelper::Process(std::vector<aiVectorKey> *distanceTrack) {
184 ai_assert(nullptr != targetPositions);
185 ai_assert(nullptr != distanceTrack);
186
187 // TODO: in most cases we won't need the extra array
188 std::vector<aiVectorKey> real;
189
190 std::vector<aiVectorKey> *fill = (distanceTrack == objectPositions ? &real : distanceTrack);
191 fill->reserve(std::max(objectPositions->size(), targetPositions->size()));
192
193 // Iterate through all object keys and interpolate their values if necessary.
194 // Then get the corresponding target position, compute the difference
195 // vector between object and target position. Then compute a rotation matrix
196 // that rotates the base vector of the object coordinate system at that time
197 // to match the diff vector.
198
199 KeyIterator iter(objectPositions, targetPositions, &fixedMain);
200 for (; !iter.Finished(); ++iter) {
201 const aiVector3D &position = iter.GetCurPosition();
202 const aiVector3D &tposition = iter.GetCurTargetPosition();
203
204 // diff vector
205 aiVector3D diff = tposition - position;
206 ai_real f = diff.Length();
207
208 // output distance vector
209 if (f) {
210 fill->push_back(aiVectorKey());
211 aiVectorKey &v = fill->back();
212 v.mTime = iter.GetCurTime();
213 v.mValue = diff;
214
215 diff /= f;
216 } else {
217 // FIXME: handle this
218 }
219
220 // diff is now the vector in which our camera is pointing
221 }
222
223 if (real.size()) {
224 *distanceTrack = real;
225 }
226 }
227