/* Copyright (C) 2005-2007 Feeling Software Inc. Portions of the code are: Copyright (C) 2005-2007 Sony Computer Entertainment America MIT License: http://www.opensource.org/licenses/mit-license.php */ #include "StdAfx.h" #include "FCDocument/FCDSceneNode.h" #include "FCDocument/FCDSceneNodeTools.h" #include "FCDocument/FCDTransform.h" #include "FCDocument/FCDAnimated.h" #include "FCDocument/FCDAnimationCurve.h" #include "FCDocument/FCDAnimationKey.h" namespace FCDSceneNodeTools { static FloatList sampleKeys; static FMMatrix44List sampleValues; void GenerateSampledAnimation(FCDSceneNode* node) { sampleKeys.clear(); sampleValues.clear(); FCDAnimatedList animateds; // Special case for rotation angles: need to check for changes that are greater than 180 degrees. Int32List angleIndices; // Collect all the animation curves size_t transformCount = node->GetTransformCount(); for (size_t t = 0; t < transformCount; ++t) { FCDTransform* transform = node->GetTransform(t); FCDAnimated* animated = transform->GetAnimated(); if (animated != NULL) { if (animated->HasCurve()) animateds.push_back(animated); // Figure out whether this is a rotation and then, which animated value contains the angle. if (!transform->HasType(FCDTRotation::GetClassType())) angleIndices.push_back(-1); else angleIndices.push_back((int32) animated->FindQualifier(".ANGLE")); } } if (animateds.empty()) return; // Make a list of the ordered key times to sample size_t animatedsCount = animateds.size(); for (size_t i = 0; i < animatedsCount; ++i) { FCDAnimated* animated = animateds[i]; int32 angleIndex = angleIndices[i]; const FCDAnimationCurveListList& allCurves = animated->GetCurves(); size_t valueCount = allCurves.size(); for (size_t curveIndex = 0; curveIndex < valueCount; ++curveIndex) { const FCDAnimationCurveTrackList& curves = allCurves[curveIndex]; if (curves.empty()) continue; size_t curveKeyCount = curves.front()->GetKeyCount(); const FCDAnimationKey** curveKeys = curves.front()->GetKeys(); size_t sampleKeyCount = sampleKeys.size(); // Merge this curve's keys in with the sample keys // This assumes both key lists are in increasing order size_t s = 0, c = 0; while (s < sampleKeyCount && c < curveKeyCount) { float sampleKey = sampleKeys[s], curveKey = curveKeys[c]->input; if (IsEquivalent(sampleKey, curveKey)) { ++s; ++c; } else if (sampleKey < curveKey) { ++s; } else { // Add this curve key to the sampling key list sampleKeys.insert(sampleKeys.begin() + (s++), curveKeys[c++]->input); sampleKeyCount++; } } // Add all the left-over curve keys to the sampling key list while (c < curveKeyCount) sampleKeys.push_back(curveKeys[c++]->input); // Check for large angular rotations.. if (angleIndex == (intptr_t) curveIndex) { for (size_t c = 1; c < curveKeyCount; ++c) { const FCDAnimationKey* previousKey = curveKeys[c - 1]; const FCDAnimationKey* currentKey = curveKeys[c]; float halfWrapAmount = (currentKey->output - previousKey->output) / 180.0f; halfWrapAmount *= FMath::Sign(halfWrapAmount); if (halfWrapAmount >= 1.0f) { // Need to add sample times. size_t addSampleCount = (size_t) floorf(halfWrapAmount); for (size_t d = 1; d <= addSampleCount; ++d) { float fd = (float) d; float fid = (float) (addSampleCount + 1 - d); float addSampleTime = (currentKey->input * fd + previousKey->input * fid) / (fd + fid); // Sorted insert. float* endIt = sampleKeys.end(); for (float* sampleKeyTime = sampleKeys.begin(); sampleKeyTime != endIt; ++sampleKeyTime) { if (IsEquivalent(*sampleKeyTime, addSampleTime)) break; else if (*sampleKeyTime > addSampleTime) { sampleKeys.insert(sampleKeyTime, addSampleTime); break; } } } } } } } } size_t sampleKeyCount = sampleKeys.size(); if (sampleKeyCount == 0) return; // Pre-allocate the value array; sampleValues.reserve(sampleKeyCount); // Sample the scene node transform for (size_t i = 0; i < sampleKeyCount; ++i) { float sampleTime = sampleKeys[i]; for (FCDAnimatedList::iterator it = animateds.begin(); it != animateds.end(); ++it) { // Sample each animated, which changes the transform values directly (*it)->Evaluate(sampleTime); } // Retrieve the new transform matrix for the COLLADA scene node sampleValues.push_back(node->ToMatrix()); } } const FloatList& GetSampledAnimationKeys() { return sampleKeys; } const FMMatrix44List& GetSampledAnimationMatrices() { return sampleValues; } void ClearSampledAnimation() { sampleKeys.clear(); sampleValues.clear(); } };