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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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.
+---------------------------------------------------------------------------
+*/
+
+/**
+ * @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