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authorAndy Nichols <andy.nichols@theqtcompany.com>2015-05-16 17:13:57 +0200
committerSean Harmer <sean.harmer@kdab.com>2015-08-02 11:09:06 +0000
commitef4ee5a2d31910e0109ba0d6eda1d2a6bfc3124c (patch)
tree25aa21d1ddce5c5264637b3f0a65cfdd16bd6497 /src/3rdparty/assimp/code/TargetAnimation.cpp
parentcbeade7bde94a795eed14cdeadcb79184fa87858 (diff)
Re-add libassimp 3.1.1 to 3rd party
Previously the assimp library was a dependency that was always built, but it is possible to use an external system version if one is available. It is however non- trivial to provide the dependency on platforms other than Linux, so now we provide a copy of libassimp for use when it is not already available. This commit is a combination of reverting commit 672b3e47299f6ba0034f73b252d0436b55fb3085 which removed assimp and introduced the scene parser, and adding the logic to use the system version when available. Change-Id: Ia05f9a92b8d82f19a0db3588b2bbeafe71404386 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/3rdparty/assimp/code/TargetAnimation.cpp')
-rw-r--r--src/3rdparty/assimp/code/TargetAnimation.cpp246
1 files changed, 246 insertions, 0 deletions
diff --git a/src/3rdparty/assimp/code/TargetAnimation.cpp b/src/3rdparty/assimp/code/TargetAnimation.cpp
new file mode 100644
index 000000000..14ce0690a
--- /dev/null
+++ b/src/3rdparty/assimp/code/TargetAnimation.cpp
@@ -0,0 +1,246 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, 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 "AssimpPCH.h"
+#include "TargetAnimation.h"
+#include <algorithm>
+
+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, float 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<unsigned int> ( nextObjPos, objPos->size()-1) ).mTime;
+ d1 = targetObjPos->at( std::min<unsigned int> ( nextTargetObjPos, 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, (float) (
+ (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, (float) (
+ (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;
+ float 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;
+ }
+}