GRK-Projekt-Scena-Podwodna/dependencies/ASSIMP/include/assimp/anim.h
2022-02-11 15:37:18 +01:00

578 lines
17 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
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---------------------------------------------------------------------------
*/
/**
* @file anim.h
* @brief Defines the data structures in which the imported animations
* are returned.
*/
#pragma once
#ifndef AI_ANIM_H_INC
#define AI_ANIM_H_INC
#include <assimp/types.h>
#include <assimp/quaternion.h>
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** A time-value pair specifying a certain 3D vector for the given time. */
struct aiVectorKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiVector3D mValue;
#ifdef __cplusplus
/// @brief The default constructor.
aiVectorKey() AI_NO_EXCEPT
: mTime( 0.0 )
, mValue() {
// empty
}
/// @brief Construction from a given time and key value.
aiVectorKey(double time, const aiVector3D& value)
: mTime( time )
, mValue( value ) {
// empty
}
typedef aiVector3D elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiVectorKey& rhs) const {
return rhs.mValue == this->mValue;
}
bool operator != (const aiVectorKey& rhs ) const {
return rhs.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiVectorKey& rhs ) const {
return mTime < rhs.mTime;
}
bool operator > (const aiVectorKey& rhs ) const {
return mTime > rhs.mTime;
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** A time-value pair specifying a rotation for the given time.
* Rotations are expressed with quaternions. */
struct aiQuatKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiQuaternion mValue;
#ifdef __cplusplus
aiQuatKey() AI_NO_EXCEPT
: mTime( 0.0 )
, mValue() {
// empty
}
/** Construction from a given time and key value */
aiQuatKey(double time, const aiQuaternion& value)
: mTime (time)
, mValue (value)
{}
typedef aiQuaternion elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiQuatKey& rhs ) const {
return rhs.mValue == this->mValue;
}
bool operator != (const aiQuatKey& rhs ) const {
return rhs.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiQuatKey& rhs ) const {
return mTime < rhs.mTime;
}
bool operator > (const aiQuatKey& rhs ) const {
return mTime > rhs.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Binds a anim-mesh to a specific point in time. */
struct aiMeshKey
{
/** The time of this key */
double mTime;
/** Index into the aiMesh::mAnimMeshes array of the
* mesh corresponding to the #aiMeshAnim hosting this
* key frame. The referenced anim mesh is evaluated
* according to the rules defined in the docs for #aiAnimMesh.*/
unsigned int mValue;
#ifdef __cplusplus
aiMeshKey() AI_NO_EXCEPT
: mTime(0.0)
, mValue(0)
{
}
/** Construction from a given time and key value */
aiMeshKey(double time, const unsigned int value)
: mTime (time)
, mValue (value)
{}
typedef unsigned int elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiMeshKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiMeshKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiMeshKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiMeshKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Binds a morph anim mesh to a specific point in time. */
struct aiMeshMorphKey
{
/** The time of this key */
double mTime;
/** The values and weights at the time of this key */
unsigned int *mValues;
double *mWeights;
/** The number of values and weights */
unsigned int mNumValuesAndWeights;
#ifdef __cplusplus
aiMeshMorphKey() AI_NO_EXCEPT
: mTime(0.0)
, mValues(nullptr)
, mWeights(nullptr)
, mNumValuesAndWeights(0)
{
}
~aiMeshMorphKey()
{
if (mNumValuesAndWeights && mValues && mWeights) {
delete [] mValues;
delete [] mWeights;
}
}
#endif
};
// ---------------------------------------------------------------------------
/** Defines how an animation channel behaves outside the defined time
* range. This corresponds to aiNodeAnim::mPreState and
* aiNodeAnim::mPostState.*/
enum aiAnimBehaviour
{
/** The value from the default node transformation is taken*/
aiAnimBehaviour_DEFAULT = 0x0,
/** The nearest key value is used without interpolation */
aiAnimBehaviour_CONSTANT = 0x1,
/** The value of the nearest two keys is linearly
* extrapolated for the current time value.*/
aiAnimBehaviour_LINEAR = 0x2,
/** The animation is repeated.
*
* If the animation key go from n to m and the current
* time is t, use the value at (t-n) % (|m-n|).*/
aiAnimBehaviour_REPEAT = 0x3,
/** This value is not used, it is just here to force the
* the compiler to map this enum to a 32 Bit integer */
#ifndef SWIG
_aiAnimBehaviour_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Describes the animation of a single node. The name specifies the
* bone/node which is affected by this animation channel. The keyframes
* are given in three separate series of values, one each for position,
* rotation and scaling. The transformation matrix computed from these
* values replaces the node's original transformation matrix at a
* specific time.
* This means all keys are absolute and not relative to the bone default pose.
* The order in which the transformations are applied is
* - as usual - scaling, rotation, translation.
*
* @note All keys are returned in their correct, chronological order.
* Duplicate keys don't pass the validation step. Most likely there
* will be no negative time values, but they are not forbidden also ( so
* implementations need to cope with them! ) */
struct aiNodeAnim {
/** The name of the node affected by this animation. The node
* must exist and it must be unique.*/
C_STRUCT aiString mNodeName;
/** The number of position keys */
unsigned int mNumPositionKeys;
/** The position keys of this animation channel. Positions are
* specified as 3D vector. The array is mNumPositionKeys in size.
*
* If there are position keys, there will also be at least one
* scaling and one rotation key.*/
C_STRUCT aiVectorKey* mPositionKeys;
/** The number of rotation keys */
unsigned int mNumRotationKeys;
/** The rotation keys of this animation channel. Rotations are
* given as quaternions, which are 4D vectors. The array is
* mNumRotationKeys in size.
*
* If there are rotation keys, there will also be at least one
* scaling and one position key. */
C_STRUCT aiQuatKey* mRotationKeys;
/** The number of scaling keys */
unsigned int mNumScalingKeys;
/** The scaling keys of this animation channel. Scalings are
* specified as 3D vector. The array is mNumScalingKeys in size.
*
* If there are scaling keys, there will also be at least one
* position and one rotation key.*/
C_STRUCT aiVectorKey* mScalingKeys;
/** Defines how the animation behaves before the first
* key is encountered.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is used).*/
C_ENUM aiAnimBehaviour mPreState;
/** Defines how the animation behaves after the last
* key was processed.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is taken).*/
C_ENUM aiAnimBehaviour mPostState;
#ifdef __cplusplus
aiNodeAnim() AI_NO_EXCEPT
: mNumPositionKeys( 0 )
, mPositionKeys( nullptr )
, mNumRotationKeys( 0 )
, mRotationKeys( nullptr )
, mNumScalingKeys( 0 )
, mScalingKeys( nullptr )
, mPreState( aiAnimBehaviour_DEFAULT )
, mPostState( aiAnimBehaviour_DEFAULT ) {
// empty
}
~aiNodeAnim() {
delete [] mPositionKeys;
delete [] mRotationKeys;
delete [] mScalingKeys;
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** Describes vertex-based animations for a single mesh or a group of
* meshes. Meshes carry the animation data for each frame in their
* aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
* define keyframes linking each mesh attachment to a particular
* point in time. */
struct aiMeshAnim
{
/** Name of the mesh to be animated. An empty string is not allowed,
* animated meshes need to be named (not necessarily uniquely,
* the name can basically serve as wild-card to select a group
* of meshes with similar animation setup)*/
C_STRUCT aiString mName;
/** Size of the #mKeys array. Must be 1, at least. */
unsigned int mNumKeys;
/** Key frames of the animation. May not be NULL. */
C_STRUCT aiMeshKey* mKeys;
#ifdef __cplusplus
aiMeshAnim() AI_NO_EXCEPT
: mNumKeys()
, mKeys()
{}
~aiMeshAnim()
{
delete[] mKeys;
}
#endif
};
// ---------------------------------------------------------------------------
/** Describes a morphing animation of a given mesh. */
struct aiMeshMorphAnim
{
/** Name of the mesh to be animated. An empty string is not allowed,
* animated meshes need to be named (not necessarily uniquely,
* the name can basically serve as wildcard to select a group
* of meshes with similar animation setup)*/
C_STRUCT aiString mName;
/** Size of the #mKeys array. Must be 1, at least. */
unsigned int mNumKeys;
/** Key frames of the animation. May not be NULL. */
C_STRUCT aiMeshMorphKey* mKeys;
#ifdef __cplusplus
aiMeshMorphAnim() AI_NO_EXCEPT
: mNumKeys()
, mKeys()
{}
~aiMeshMorphAnim()
{
delete[] mKeys;
}
#endif
};
// ---------------------------------------------------------------------------
/** An animation consists of key-frame data for a number of nodes. For
* each node affected by the animation a separate series of data is given.*/
struct aiAnimation {
/** The name of the animation. If the modeling package this data was
* exported from does support only a single animation channel, this
* name is usually empty (length is zero). */
C_STRUCT aiString mName;
/** Duration of the animation in ticks. */
double mDuration;
/** Ticks per second. 0 if not specified in the imported file */
double mTicksPerSecond;
/** The number of bone animation channels. Each channel affects
* a single node. */
unsigned int mNumChannels;
/** The node animation channels. Each channel affects a single node.
* The array is mNumChannels in size. */
C_STRUCT aiNodeAnim** mChannels;
/** The number of mesh animation channels. Each channel affects
* a single mesh and defines vertex-based animation. */
unsigned int mNumMeshChannels;
/** The mesh animation channels. Each channel affects a single mesh.
* The array is mNumMeshChannels in size. */
C_STRUCT aiMeshAnim** mMeshChannels;
/** The number of mesh animation channels. Each channel affects
* a single mesh and defines morphing animation. */
unsigned int mNumMorphMeshChannels;
/** The morph mesh animation channels. Each channel affects a single mesh.
* The array is mNumMorphMeshChannels in size. */
C_STRUCT aiMeshMorphAnim **mMorphMeshChannels;
#ifdef __cplusplus
aiAnimation() AI_NO_EXCEPT
: mDuration(-1.)
, mTicksPerSecond(0.)
, mNumChannels(0)
, mChannels(nullptr)
, mNumMeshChannels(0)
, mMeshChannels(nullptr)
, mNumMorphMeshChannels(0)
, mMorphMeshChannels(nullptr) {
// empty
}
~aiAnimation() {
// DO NOT REMOVE THIS ADDITIONAL CHECK
if ( mNumChannels && mChannels ) {
for( unsigned int a = 0; a < mNumChannels; a++) {
delete mChannels[ a ];
}
delete [] mChannels;
}
if (mNumMeshChannels && mMeshChannels) {
for( unsigned int a = 0; a < mNumMeshChannels; a++) {
delete mMeshChannels[a];
}
delete [] mMeshChannels;
}
if (mNumMorphMeshChannels && mMorphMeshChannels) {
for( unsigned int a = 0; a < mNumMorphMeshChannels; a++) {
delete mMorphMeshChannels[a];
}
delete [] mMorphMeshChannels;
}
}
#endif // __cplusplus
};
#ifdef __cplusplus
}
/// @brief Some C++ utilities for inter- and extrapolation
namespace Assimp {
// ---------------------------------------------------------------------------
/**
* @brief CPP-API: Utility class to simplify interpolations of various data types.
*
* The type of interpolation is chosen automatically depending on the
* types of the arguments.
*/
template <typename T>
struct Interpolator
{
// ------------------------------------------------------------------
/** @brief Get the result of the interpolation between a,b.
*
* The interpolation algorithm depends on the type of the operands.
* aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
* linear interpolation. */
void operator () (T& out,const T& a, const T& b, ai_real d) const {
out = a + (b-a)*d;
}
}; // ! Interpolator <T>
//! @cond Never
template <>
struct Interpolator <aiQuaternion> {
void operator () (aiQuaternion& out,const aiQuaternion& a,
const aiQuaternion& b, ai_real d) const
{
aiQuaternion::Interpolate(out,a,b,d);
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <unsigned int> {
void operator () (unsigned int& out,unsigned int a,
unsigned int b, ai_real d) const
{
out = d>0.5f ? b : a;
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator<aiVectorKey> {
void operator () (aiVector3D& out,const aiVectorKey& a,
const aiVectorKey& b, ai_real d) const
{
Interpolator<aiVector3D> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiVectorKey>
template <>
struct Interpolator<aiQuatKey> {
void operator () (aiQuaternion& out, const aiQuatKey& a,
const aiQuatKey& b, ai_real d) const
{
Interpolator<aiQuaternion> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
template <>
struct Interpolator<aiMeshKey> {
void operator () (unsigned int& out, const aiMeshKey& a,
const aiMeshKey& b, ai_real d) const
{
Interpolator<unsigned int> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
//! @endcond
} // ! end namespace Assimp
#endif // __cplusplus
#endif // AI_ANIM_H_INC