/*Open Asset Import Library (assimp)----------------------------------------------------------------------Copyright (c) 2006-2022, assimp teamAll rights reserved.Redistribution and use of this software in source and binary forms,with or without modification, are permitted provided that thefollowing conditions are met:* Redistributions of source code must retain the abovecopyright notice, this list of conditions and thefollowing disclaimer.* Redistributions in binary form must reproduce the abovecopyright notice, this list of conditions and thefollowing disclaimer in the documentation and/or othermaterials provided with the distribution.* Neither the name of the assimp team, nor the names of itscontributors may be used to endorse or promote productsderived from this software without specific priorwritten 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 NOTLIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FORA PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHTOWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOTLIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANYTHEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USEOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.----------------------------------------------------------------------*/#include "TargetAnimation.h"#include <assimp/ai_assert.h>#include <algorithm>using namespace Assimp;// ------------------------------------------------------------------------------------------------KeyIterator::KeyIterator(const std::vector<aiVectorKey> *_objPos,const std::vector<aiVectorKey> *_targetObjPos,const aiVector3D *defaultObjectPos /*= nullptr*/,const aiVector3D *defaultTargetPos /*= nullptr*/) :reachedEnd(false),curTime(-1.),objPos(_objPos),targetObjPos(_targetObjPos),nextObjPos(0),nextTargetObjPos(0) {// Generate default transformation tracks if necessaryif (!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, ai_real val) {return one + (two - one) * val;}// ------------------------------------------------------------------------------------------------void KeyIterator::operator++() {// If we are already at the end of all keyframes, returnif (reachedEnd) {return;}// Now search in all arrays for the time value closest// to our current position on the time linedouble d0, d1;d0 = objPos->at(std::min(nextObjPos, static_cast<unsigned int>(objPos->size() - 1))).mTime;d1 = targetObjPos->at(std::min(nextTargetObjPos, static_cast<unsigned int>(targetObjPos->size() - 1))).mTime;// Easiest case - all are identical. In this// case we don't need to interpolate so we can// return earlierif (d0 == d1) {curTime = d0;curPosition = objPos->at(nextObjPos).mValue;curTargetPosition = targetObjPos->at(nextTargetObjPos).mValue;// increment countersif (objPos->size() != nextObjPos - 1)++nextObjPos;if (targetObjPos->size() != nextTargetObjPos - 1)++nextTargetObjPos;}// An object position key is closest to uselse if (d0 < d1) {curTime = d0;// interpolate the otherif (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, (ai_real)((curTime - first.mTime) / (last.mTime - first.mTime)));}if (objPos->size() != nextObjPos - 1)++nextObjPos;}// A target position key is closest to uselse {curTime = d1;// interpolate the otherif (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, (ai_real)((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 keyframereachedEnd = true;}}// ------------------------------------------------------------------------------------------------void TargetAnimationHelper::SetTargetAnimationChannel(const std::vector<aiVectorKey> *_targetPositions) {ai_assert(nullptr != _targetPositions);targetPositions = _targetPositions;}// ------------------------------------------------------------------------------------------------void TargetAnimationHelper::SetMainAnimationChannel(const std::vector<aiVectorKey> *_objectPositions) {ai_assert(nullptr != _objectPositions);objectPositions = _objectPositions;}// ------------------------------------------------------------------------------------------------void TargetAnimationHelper::SetFixedMainAnimationChannel(const aiVector3D &fixed) {objectPositions = nullptr; // just to avoid confusionfixedMain = fixed;}// ------------------------------------------------------------------------------------------------void TargetAnimationHelper::Process(std::vector<aiVectorKey> *distanceTrack) {ai_assert(nullptr != targetPositions);ai_assert(nullptr != distanceTrack);// TODO: in most cases we won't need the extra arraystd::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 vectoraiVector3D diff = tposition - position;ai_real f = diff.Length();// output distance vectorif (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;}}
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