vrshoot
diff libs/assimp/assimp/anim.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sat, 01 Feb 2014 19:58:19 +0200 |
parents | |
children |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/assimp/anim.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,484 @@ 1.4 +/* 1.5 +--------------------------------------------------------------------------- 1.6 +Open Asset Import Library (assimp) 1.7 +--------------------------------------------------------------------------- 1.8 + 1.9 +Copyright (c) 2006-2012, assimp team 1.10 + 1.11 +All rights reserved. 1.12 + 1.13 +Redistribution and use of this software in source and binary forms, 1.14 +with or without modification, are permitted provided that the following 1.15 +conditions are met: 1.16 + 1.17 +* Redistributions of source code must retain the above 1.18 + copyright notice, this list of conditions and the 1.19 + following disclaimer. 1.20 + 1.21 +* Redistributions in binary form must reproduce the above 1.22 + copyright notice, this list of conditions and the 1.23 + following disclaimer in the documentation and/or other 1.24 + materials provided with the distribution. 1.25 + 1.26 +* Neither the name of the assimp team, nor the names of its 1.27 + contributors may be used to endorse or promote products 1.28 + derived from this software without specific prior 1.29 + written permission of the assimp team. 1.30 + 1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.42 +--------------------------------------------------------------------------- 1.43 +*/ 1.44 + 1.45 +/** @file anim.h 1.46 + * @brief Defines the data structures in which the imported animations 1.47 + * are returned. 1.48 + */ 1.49 +#ifndef AI_ANIM_H_INC 1.50 +#define AI_ANIM_H_INC 1.51 + 1.52 +#include "types.h" 1.53 +#include "quaternion.h" 1.54 + 1.55 +#ifdef __cplusplus 1.56 +extern "C" { 1.57 +#endif 1.58 + 1.59 +// --------------------------------------------------------------------------- 1.60 +/** A time-value pair specifying a certain 3D vector for the given time. */ 1.61 +struct aiVectorKey 1.62 +{ 1.63 + /** The time of this key */ 1.64 + double mTime; 1.65 + 1.66 + /** The value of this key */ 1.67 + C_STRUCT aiVector3D mValue; 1.68 + 1.69 +#ifdef __cplusplus 1.70 + 1.71 + //! Default constructor 1.72 + aiVectorKey(){} 1.73 + 1.74 + //! Construction from a given time and key value 1.75 + aiVectorKey(double time, const aiVector3D& value) 1.76 + : mTime (time) 1.77 + , mValue (value) 1.78 + {} 1.79 + 1.80 + 1.81 + typedef aiVector3D elem_type; 1.82 + 1.83 + // Comparison operators. For use with std::find(); 1.84 + bool operator == (const aiVectorKey& o) const { 1.85 + return o.mValue == this->mValue; 1.86 + } 1.87 + bool operator != (const aiVectorKey& o) const { 1.88 + return o.mValue != this->mValue; 1.89 + } 1.90 + 1.91 + // Relational operators. For use with std::sort(); 1.92 + bool operator < (const aiVectorKey& o) const { 1.93 + return mTime < o.mTime; 1.94 + } 1.95 + bool operator > (const aiVectorKey& o) const { 1.96 + return mTime > o.mTime; 1.97 + } 1.98 +#endif 1.99 +}; 1.100 + 1.101 +// --------------------------------------------------------------------------- 1.102 +/** A time-value pair specifying a rotation for the given time. 1.103 + * Rotations are expressed with quaternions. */ 1.104 +struct aiQuatKey 1.105 +{ 1.106 + /** The time of this key */ 1.107 + double mTime; 1.108 + 1.109 + /** The value of this key */ 1.110 + C_STRUCT aiQuaternion mValue; 1.111 + 1.112 +#ifdef __cplusplus 1.113 + aiQuatKey(){ 1.114 + } 1.115 + 1.116 + /** Construction from a given time and key value */ 1.117 + aiQuatKey(double time, const aiQuaternion& value) 1.118 + : mTime (time) 1.119 + , mValue (value) 1.120 + {} 1.121 + 1.122 + typedef aiQuaternion elem_type; 1.123 + 1.124 + // Comparison operators. For use with std::find(); 1.125 + bool operator == (const aiQuatKey& o) const { 1.126 + return o.mValue == this->mValue; 1.127 + } 1.128 + bool operator != (const aiQuatKey& o) const { 1.129 + return o.mValue != this->mValue; 1.130 + } 1.131 + 1.132 + // Relational operators. For use with std::sort(); 1.133 + bool operator < (const aiQuatKey& o) const { 1.134 + return mTime < o.mTime; 1.135 + } 1.136 + bool operator > (const aiQuatKey& o) const { 1.137 + return mTime > o.mTime; 1.138 + } 1.139 +#endif 1.140 +}; 1.141 + 1.142 +// --------------------------------------------------------------------------- 1.143 +/** Binds a anim mesh to a specific point in time. */ 1.144 +struct aiMeshKey 1.145 +{ 1.146 + /** The time of this key */ 1.147 + double mTime; 1.148 + 1.149 + /** Index into the aiMesh::mAnimMeshes array of the 1.150 + * mesh coresponding to the #aiMeshAnim hosting this 1.151 + * key frame. The referenced anim mesh is evaluated 1.152 + * according to the rules defined in the docs for #aiAnimMesh.*/ 1.153 + unsigned int mValue; 1.154 + 1.155 +#ifdef __cplusplus 1.156 + 1.157 + aiMeshKey() { 1.158 + } 1.159 + 1.160 + /** Construction from a given time and key value */ 1.161 + aiMeshKey(double time, const unsigned int value) 1.162 + : mTime (time) 1.163 + , mValue (value) 1.164 + {} 1.165 + 1.166 + typedef unsigned int elem_type; 1.167 + 1.168 + // Comparison operators. For use with std::find(); 1.169 + bool operator == (const aiMeshKey& o) const { 1.170 + return o.mValue == this->mValue; 1.171 + } 1.172 + bool operator != (const aiMeshKey& o) const { 1.173 + return o.mValue != this->mValue; 1.174 + } 1.175 + 1.176 + // Relational operators. For use with std::sort(); 1.177 + bool operator < (const aiMeshKey& o) const { 1.178 + return mTime < o.mTime; 1.179 + } 1.180 + bool operator > (const aiMeshKey& o) const { 1.181 + return mTime > o.mTime; 1.182 + } 1.183 + 1.184 +#endif 1.185 +}; 1.186 + 1.187 +// --------------------------------------------------------------------------- 1.188 +/** Defines how an animation channel behaves outside the defined time 1.189 + * range. This corresponds to aiNodeAnim::mPreState and 1.190 + * aiNodeAnim::mPostState.*/ 1.191 +enum aiAnimBehaviour 1.192 +{ 1.193 + /** The value from the default node transformation is taken*/ 1.194 + aiAnimBehaviour_DEFAULT = 0x0, 1.195 + 1.196 + /** The nearest key value is used without interpolation */ 1.197 + aiAnimBehaviour_CONSTANT = 0x1, 1.198 + 1.199 + /** The value of the nearest two keys is linearly 1.200 + * extrapolated for the current time value.*/ 1.201 + aiAnimBehaviour_LINEAR = 0x2, 1.202 + 1.203 + /** The animation is repeated. 1.204 + * 1.205 + * If the animation key go from n to m and the current 1.206 + * time is t, use the value at (t-n) % (|m-n|).*/ 1.207 + aiAnimBehaviour_REPEAT = 0x3, 1.208 + 1.209 + 1.210 + 1.211 + /** This value is not used, it is just here to force the 1.212 + * the compiler to map this enum to a 32 Bit integer */ 1.213 +#ifndef SWIG 1.214 + _aiAnimBehaviour_Force32Bit = INT_MAX 1.215 +#endif 1.216 +}; 1.217 + 1.218 +// --------------------------------------------------------------------------- 1.219 +/** Describes the animation of a single node. The name specifies the 1.220 + * bone/node which is affected by this animation channel. The keyframes 1.221 + * are given in three separate series of values, one each for position, 1.222 + * rotation and scaling. The transformation matrix computed from these 1.223 + * values replaces the node's original transformation matrix at a 1.224 + * specific time. 1.225 + * This means all keys are absolute and not relative to the bone default pose. 1.226 + * The order in which the transformations are applied is 1.227 + * - as usual - scaling, rotation, translation. 1.228 + * 1.229 + * @note All keys are returned in their correct, chronological order. 1.230 + * Duplicate keys don't pass the validation step. Most likely there 1.231 + * will be no negative time values, but they are not forbidden also ( so 1.232 + * implementations need to cope with them! ) */ 1.233 +struct aiNodeAnim 1.234 +{ 1.235 + /** The name of the node affected by this animation. The node 1.236 + * must exist and it must be unique.*/ 1.237 + C_STRUCT aiString mNodeName; 1.238 + 1.239 + /** The number of position keys */ 1.240 + unsigned int mNumPositionKeys; 1.241 + 1.242 + /** The position keys of this animation channel. Positions are 1.243 + * specified as 3D vector. The array is mNumPositionKeys in size. 1.244 + * 1.245 + * If there are position keys, there will also be at least one 1.246 + * scaling and one rotation key.*/ 1.247 + C_STRUCT aiVectorKey* mPositionKeys; 1.248 + 1.249 + /** The number of rotation keys */ 1.250 + unsigned int mNumRotationKeys; 1.251 + 1.252 + /** The rotation keys of this animation channel. Rotations are 1.253 + * given as quaternions, which are 4D vectors. The array is 1.254 + * mNumRotationKeys in size. 1.255 + * 1.256 + * If there are rotation keys, there will also be at least one 1.257 + * scaling and one position key. */ 1.258 + C_STRUCT aiQuatKey* mRotationKeys; 1.259 + 1.260 + 1.261 + /** The number of scaling keys */ 1.262 + unsigned int mNumScalingKeys; 1.263 + 1.264 + /** The scaling keys of this animation channel. Scalings are 1.265 + * specified as 3D vector. The array is mNumScalingKeys in size. 1.266 + * 1.267 + * If there are scaling keys, there will also be at least one 1.268 + * position and one rotation key.*/ 1.269 + C_STRUCT aiVectorKey* mScalingKeys; 1.270 + 1.271 + 1.272 + /** Defines how the animation behaves before the first 1.273 + * key is encountered. 1.274 + * 1.275 + * The default value is aiAnimBehaviour_DEFAULT (the original 1.276 + * transformation matrix of the affected node is used).*/ 1.277 + C_ENUM aiAnimBehaviour mPreState; 1.278 + 1.279 + /** Defines how the animation behaves after the last 1.280 + * key was processed. 1.281 + * 1.282 + * The default value is aiAnimBehaviour_DEFAULT (the original 1.283 + * transformation matrix of the affected node is taken).*/ 1.284 + C_ENUM aiAnimBehaviour mPostState; 1.285 + 1.286 +#ifdef __cplusplus 1.287 + aiNodeAnim() 1.288 + { 1.289 + mNumPositionKeys = 0; mPositionKeys = NULL; 1.290 + mNumRotationKeys = 0; mRotationKeys = NULL; 1.291 + mNumScalingKeys = 0; mScalingKeys = NULL; 1.292 + 1.293 + mPreState = mPostState = aiAnimBehaviour_DEFAULT; 1.294 + } 1.295 + 1.296 + ~aiNodeAnim() 1.297 + { 1.298 + delete [] mPositionKeys; 1.299 + delete [] mRotationKeys; 1.300 + delete [] mScalingKeys; 1.301 + } 1.302 +#endif // __cplusplus 1.303 +}; 1.304 + 1.305 +// --------------------------------------------------------------------------- 1.306 +/** Describes vertex-based animations for a single mesh or a group of 1.307 + * meshes. Meshes carry the animation data for each frame in their 1.308 + * aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to 1.309 + * define keyframes linking each mesh attachment to a particular 1.310 + * point in time. */ 1.311 +struct aiMeshAnim 1.312 +{ 1.313 + /** Name of the mesh to be animated. An empty string is not allowed, 1.314 + * animated meshes need to be named (not necessarily uniquely, 1.315 + * the name can basically serve as wildcard to select a group 1.316 + * of meshes with similar animation setup)*/ 1.317 + C_STRUCT aiString mName; 1.318 + 1.319 + /** Size of the #mKeys array. Must be 1, at least. */ 1.320 + unsigned int mNumKeys; 1.321 + 1.322 + /** Key frames of the animation. May not be NULL. */ 1.323 + C_STRUCT aiMeshKey* mKeys; 1.324 + 1.325 +#ifdef __cplusplus 1.326 + 1.327 + aiMeshAnim() 1.328 + : mNumKeys() 1.329 + , mKeys() 1.330 + {} 1.331 + 1.332 + ~aiMeshAnim() 1.333 + { 1.334 + delete[] mKeys; 1.335 + } 1.336 + 1.337 +#endif 1.338 +}; 1.339 + 1.340 +// --------------------------------------------------------------------------- 1.341 +/** An animation consists of keyframe data for a number of nodes. For 1.342 + * each node affected by the animation a separate series of data is given.*/ 1.343 +struct aiAnimation 1.344 +{ 1.345 + /** The name of the animation. If the modeling package this data was 1.346 + * exported from does support only a single animation channel, this 1.347 + * name is usually empty (length is zero). */ 1.348 + C_STRUCT aiString mName; 1.349 + 1.350 + /** Duration of the animation in ticks. */ 1.351 + double mDuration; 1.352 + 1.353 + /** Ticks per second. 0 if not specified in the imported file */ 1.354 + double mTicksPerSecond; 1.355 + 1.356 + /** The number of bone animation channels. Each channel affects 1.357 + * a single node. */ 1.358 + unsigned int mNumChannels; 1.359 + 1.360 + /** The node animation channels. Each channel affects a single node. 1.361 + * The array is mNumChannels in size. */ 1.362 + C_STRUCT aiNodeAnim** mChannels; 1.363 + 1.364 + 1.365 + /** The number of mesh animation channels. Each channel affects 1.366 + * a single mesh and defines vertex-based animation. */ 1.367 + unsigned int mNumMeshChannels; 1.368 + 1.369 + /** The mesh animation channels. Each channel affects a single mesh. 1.370 + * The array is mNumMeshChannels in size. */ 1.371 + C_STRUCT aiMeshAnim** mMeshChannels; 1.372 + 1.373 +#ifdef __cplusplus 1.374 + aiAnimation() 1.375 + : mDuration(-1.) 1.376 + , mTicksPerSecond() 1.377 + , mNumChannels() 1.378 + , mChannels() 1.379 + , mNumMeshChannels() 1.380 + , mMeshChannels() 1.381 + { 1.382 + } 1.383 + 1.384 + ~aiAnimation() 1.385 + { 1.386 + // DO NOT REMOVE THIS ADDITIONAL CHECK 1.387 + if (mNumChannels && mChannels) { 1.388 + for( unsigned int a = 0; a < mNumChannels; a++) { 1.389 + delete mChannels[a]; 1.390 + } 1.391 + 1.392 + delete [] mChannels; 1.393 + } 1.394 + if (mNumMeshChannels && mMeshChannels) { 1.395 + for( unsigned int a = 0; a < mNumMeshChannels; a++) { 1.396 + delete mMeshChannels[a]; 1.397 + } 1.398 + 1.399 + delete [] mMeshChannels; 1.400 + } 1.401 + } 1.402 +#endif // __cplusplus 1.403 +}; 1.404 + 1.405 +#ifdef __cplusplus 1.406 +} 1.407 + 1.408 + 1.409 +// some C++ utilities for inter- and extrapolation 1.410 +namespace Assimp { 1.411 + 1.412 +// --------------------------------------------------------------------------- 1.413 +/** @brief CPP-API: Utility class to simplify interpolations of various data types. 1.414 + * 1.415 + * The type of interpolation is choosen automatically depending on the 1.416 + * types of the arguments. */ 1.417 +template <typename T> 1.418 +struct Interpolator 1.419 +{ 1.420 + // ------------------------------------------------------------------ 1.421 + /** @brief Get the result of the interpolation between a,b. 1.422 + * 1.423 + * The interpolation algorithm depends on the type of the operands. 1.424 + * aiQuaternion's and aiQuatKey's SLERP, the rest does a simple 1.425 + * linear interpolation. */ 1.426 + void operator () (T& out,const T& a, const T& b, float d) const { 1.427 + out = a + (b-a)*d; 1.428 + } 1.429 +}; // ! Interpolator <T> 1.430 + 1.431 +//! @cond Never 1.432 + 1.433 +template <> 1.434 +struct Interpolator <aiQuaternion> { 1.435 + void operator () (aiQuaternion& out,const aiQuaternion& a, 1.436 + const aiQuaternion& b, float d) const 1.437 + { 1.438 + aiQuaternion::Interpolate(out,a,b,d); 1.439 + } 1.440 +}; // ! Interpolator <aiQuaternion> 1.441 + 1.442 +template <> 1.443 +struct Interpolator <unsigned int> { 1.444 + void operator () (unsigned int& out,unsigned int a, 1.445 + unsigned int b, float d) const 1.446 + { 1.447 + out = d>0.5f ? b : a; 1.448 + } 1.449 +}; // ! Interpolator <aiQuaternion> 1.450 + 1.451 +template <> 1.452 +struct Interpolator <aiVectorKey> { 1.453 + void operator () (aiVector3D& out,const aiVectorKey& a, 1.454 + const aiVectorKey& b, float d) const 1.455 + { 1.456 + Interpolator<aiVector3D> ipl; 1.457 + ipl(out,a.mValue,b.mValue,d); 1.458 + } 1.459 +}; // ! Interpolator <aiVectorKey> 1.460 + 1.461 +template <> 1.462 +struct Interpolator <aiQuatKey> { 1.463 + void operator () (aiQuaternion& out, const aiQuatKey& a, 1.464 + const aiQuatKey& b, float d) const 1.465 + { 1.466 + Interpolator<aiQuaternion> ipl; 1.467 + ipl(out,a.mValue,b.mValue,d); 1.468 + } 1.469 +}; // ! Interpolator <aiQuatKey> 1.470 + 1.471 +template <> 1.472 +struct Interpolator <aiMeshKey> { 1.473 + void operator () (unsigned int& out, const aiMeshKey& a, 1.474 + const aiMeshKey& b, float d) const 1.475 + { 1.476 + Interpolator<unsigned int> ipl; 1.477 + ipl(out,a.mValue,b.mValue,d); 1.478 + } 1.479 +}; // ! Interpolator <aiQuatKey> 1.480 + 1.481 +//! @endcond 1.482 +} // ! end namespace Assimp 1.483 + 1.484 + 1.485 + 1.486 +#endif // __cplusplus 1.487 +#endif // AI_ANIM_H_INC