コード例 #1
0
		void Animation::SplitAnimation()
		{
			unsigned int startFrame = 0;
			double startTime = 0;
			unsigned int numKeyFrames = m_aiImporter->GetScene()->mAnimations[0]->mChannels[0]->mNumPositionKeys;
			m_logging->LogText(LogTag::RESOURCE, LogLevel::DEBUG_PRINT, "[ANIMATION] Animation has %d key frames", numKeyFrames);
			for (unsigned int keyFrame = 0; keyFrame < numKeyFrames; keyFrame++)
			{
				bool tPose = true;
				for (unsigned int channel = 0; channel < m_aiImporter->GetScene()->mAnimations[0]->mNumChannels; channel++)
				{
					aiQuaternion rotkey = m_aiImporter->GetScene()->mAnimations[0]->mChannels[channel]->mRotationKeys[keyFrame].mValue;
					if (!(rotkey == aiQuaternion(0,0,0)))
					{
						tPose = false;
						break;
					}
				}
				if(tPose)
				{
					AnimClip clip;
					clip.m_startTime = startTime;
					clip.m_duration = m_aiImporter->GetScene()->mAnimations[0]->mChannels[0]->mRotationKeys[keyFrame - 1].mTime - startTime;
					clip.m_startFrame = startFrame;
					clip.m_stopFrame = keyFrame - 1;
					m_animClips.push_back(clip);
					startTime = m_aiImporter->GetScene()->mAnimations[0]->mChannels[0]->mRotationKeys[keyFrame + 1].mTime;
					startFrame = keyFrame + 1;
				}
				
			}
			m_logging->LogText(LogTag::RESOURCE, LogLevel::DEBUG_PRINT, "[ANIMATION] Animation has %d animation clips", m_animClips.size());
		}
コード例 #2
0
ファイル: CompareDump.cpp プロジェクト: smacdo/assimp
/* Specialization for aiQuaternion */
template<> aiQuaternion comparer_context :: cmp<aiQuaternion >(const std::string& name) 
{
	const float w = cmp<float>(name+".w");
	const float x = cmp<float>(name+".x");
	const float y = cmp<float>(name+".y");
	const float z = cmp<float>(name+".z");

	return aiQuaternion(w,x,y,z);
}
コード例 #3
0
void OgreXmlSerializer::ReadAnimationKeyFrames(Animation *anim, VertexAnimationTrack *dest)
{
    const aiVector3D zeroVec(0.f, 0.f, 0.f);

    NextNode();
    while(m_currentNodeName == nnKeyFrame)
    {
        TransformKeyFrame keyframe;
        keyframe.timePos = ReadAttribute<float>("time");

        NextNode();
        while(m_currentNodeName == nnTranslate || m_currentNodeName == nnRotate || m_currentNodeName == nnScale)
        {
            if (m_currentNodeName == nnTranslate)
            {
                keyframe.position.x = ReadAttribute<float>(anX);
                keyframe.position.y = ReadAttribute<float>(anY);
                keyframe.position.z = ReadAttribute<float>(anZ);
            }
            else if (m_currentNodeName == nnRotate)
            {
                float angle = ReadAttribute<float>("angle");

                if (NextNode() != nnAxis) {
                    throw DeadlyImportError("No axis specified for keyframe rotation in animation " + anim->name);
                }

                aiVector3D axis;
                axis.x = ReadAttribute<float>(anX);
                axis.y = ReadAttribute<float>(anY);
                axis.z = ReadAttribute<float>(anZ);
                if (axis.Equal(zeroVec))
                {
                    axis.x = 1.0f;
                    if (angle != 0) {
                        DefaultLogger::get()->warn("Found invalid a key frame with a zero rotation axis in animation: " + anim->name);
                    }
                }
                keyframe.rotation = aiQuaternion(axis, angle);
            }
            else if (m_currentNodeName == nnScale)
            {
                keyframe.scale.x = ReadAttribute<float>(anX);
                keyframe.scale.y = ReadAttribute<float>(anY);
                keyframe.scale.z = ReadAttribute<float>(anZ);
            }

            NextNode();
        }

        dest->transformKeyFrames.push_back(keyframe);
    }
}
コード例 #4
0
 //Draw the animation frame given time in seconds
 void drawFrame(double time) {
     model.createFrame(0, time);
     
     unsigned int boneId=model.boneName2boneId.at("head");
     aiVector3D oldScale;
     aiQuaternion oldRotation;
     aiVector3D oldPosition;
     model.bones[boneId].transformation.Decompose(oldScale, oldRotation, oldPosition);
     aiMatrix3x3 newRotation;
     aiMatrix3x3::Rotation(cos(time*10.0), aiVector3D(0, 0, 1), newRotation);
     model.bones[boneId].transformation=aiMatrix4x4Compose(oldScale, aiQuaternion(newRotation)*oldRotation, oldPosition);
     
     for(auto& mesh: model.meshes) {
         auto meshFrame=model.getMeshFrame(mesh);
         model.drawMeshFrame(meshFrame);
     }
 }
コード例 #5
0
void OgreXmlSerializer::ReadBones(Skeleton *skeleton)
{
    DefaultLogger::get()->debug("  - Bones");

    NextNode();
    while(m_currentNodeName == nnBone)
    {
        Bone *bone = new Bone();
        bone->id = ReadAttribute<uint16_t>("id");
        bone->name = ReadAttribute<std::string>("name");

        NextNode();
        while(m_currentNodeName == nnPosition ||
              m_currentNodeName == nnRotation ||
              m_currentNodeName == nnScale)
        {
            if (m_currentNodeName == nnPosition)
            {
                bone->position.x = ReadAttribute<float>(anX);
                bone->position.y = ReadAttribute<float>(anY);
                bone->position.z = ReadAttribute<float>(anZ);
            }
            else if (m_currentNodeName == nnRotation)
            {
                float angle = ReadAttribute<float>("angle");

                if (NextNode() != nnAxis) {
                    throw DeadlyImportError(Formatter::format() << "No axis specified for bone rotation in bone " << bone->id);
                }

                aiVector3D axis;
                axis.x = ReadAttribute<float>(anX);
                axis.y = ReadAttribute<float>(anY);
                axis.z = ReadAttribute<float>(anZ);

                bone->rotation = aiQuaternion(axis, angle);
            }
            else if (m_currentNodeName == nnScale)
            {
                /// @todo Implement taking scale into account in matrix/pose calculations!
                if (HasAttribute("factor"))
                {
                    float factor = ReadAttribute<float>("factor");
                    bone->scale.Set(factor, factor, factor);
                }
                else
                {
                    if (HasAttribute(anX))
                        bone->scale.x = ReadAttribute<float>(anX);
                    if (HasAttribute(anY))
                        bone->scale.y = ReadAttribute<float>(anY);
                    if (HasAttribute(anZ))
                        bone->scale.z = ReadAttribute<float>(anZ);
                }
            }

            NextNode();
        }

        skeleton->bones.push_back(bone);
    }

    // Order bones by Id
    std::sort(skeleton->bones.begin(), skeleton->bones.end(), BoneCompare);

    // Validate that bone indexes are not skipped.
    /** @note Left this from original authors code, but not sure if this is strictly necessary
        as per the Ogre skeleton spec. It might be more that other (later) code in this imported does not break. */
    for (size_t i=0, len=skeleton->bones.size(); i<len; ++i)
    {
        Bone *b = skeleton->bones[i];
        DefaultLogger::get()->debug(Formatter::format() << "    " << b->id << " " << b->name);

        if (b->id != static_cast<uint16_t>(i)) {
            throw DeadlyImportError(Formatter::format() << "Bone ids are not in sequence starting from 0. Missing index " << i);
        }
    }
}