Coverage Report

Created: 2026-05-23 06:05

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/src/assimp/code/Common/TargetAnimation.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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  copyright notice, this list of conditions and the
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  following disclaimer.
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* Redistributions in binary form must reproduce the above
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  copyright notice, this list of conditions and the
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  following disclaimer in the documentation and/or other
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  materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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  contributors may be used to endorse or promote products
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  derived from this software without specific prior
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  written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Defines a helper class for the ASE and 3DS loaders to
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 help them compute camera and spot light animation channels */
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#ifndef AI_TARGET_ANIMATION_H_INC
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#define AI_TARGET_ANIMATION_H_INC
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#include <assimp/anim.h>
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#include <vector>
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** Helper class to iterate through all keys in an animation channel.
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 *
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 *  Missing tracks are interpolated. This is a helper class for
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 *  TargetAnimationHelper, but it can be freely used for other purposes.
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*/
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class KeyIterator {
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public:
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    // ------------------------------------------------------------------
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    /** Constructs a new key iterator
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     *
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     *  @param _objPos Object position track. May be nullptr.
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     *  @param _targetObjPos Target object position track. May be nullptr.
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     *  @param defaultObjectPos Default object position to be used if
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     *    no animated track is available. May be nullptr.
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     *  @param defaultTargetPos Default target position to be used if
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     *    no animated track is available. May be nullptr.
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     */
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    KeyIterator(const std::vector<aiVectorKey> *_objPos,
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            const std::vector<aiVectorKey> *_targetObjPos,
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            const aiVector3D *defaultObjectPos = nullptr,
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            const aiVector3D *defaultTargetPos = nullptr);
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    // ------------------------------------------------------------------
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    /** Returns true if all keys have been processed
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     */
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    bool Finished() const { return reachedEnd; }
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    // ------------------------------------------------------------------
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    /** Increment the iterator
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     */
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    void operator++();
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    inline void operator++(int) { return ++(*this); }
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    // ------------------------------------------------------------------
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    /** Getters to retrieve the current state of the iterator
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     */
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    inline const aiVector3D &GetCurPosition() const { return curPosition; }
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    inline const aiVector3D &GetCurTargetPosition() const { return curTargetPosition; }
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    inline double GetCurTime() const { return curTime; }
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private:
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    //! Did we reach the end?
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    bool reachedEnd;
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    //! Represents the current position of the iterator
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    aiVector3D curPosition, curTargetPosition;
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    double curTime;
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    //! Input tracks and the next key to process
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    const std::vector<aiVectorKey> *objPos, *targetObjPos;
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    unsigned int nextObjPos, nextTargetObjPos;
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    std::vector<aiVectorKey> defaultObjPos, defaultTargetObjPos;
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};
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// ---------------------------------------------------------------------------
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/** Helper class for the 3DS and ASE loaders to compute camera and spot light
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 *  animations.
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 *
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 * 3DS and ASE store the differently to Assimp - there is an animation
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 * channel for the camera/spot light itself and a separate position
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 * animation channels specifying the position of the camera/spot light
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 * look-at target */
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class TargetAnimationHelper {
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public:
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    /// @brief The class constructor.
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    TargetAnimationHelper() :
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            targetPositions(nullptr),
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            objectPositions(nullptr) {
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        // empty
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    }
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    /// @brief The class destructor.
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    ~TargetAnimationHelper() = default;
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    // ------------------------------------------------------------------
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    /** Sets the target animation channel
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     *
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     *  This channel specifies the position of the camera/spot light
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     *  target at a specific position.
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     *
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     *  @param targetPositions Translation channel*/
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    void SetTargetAnimationChannel(const std::vector<aiVectorKey> *targetPositions);
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    // ------------------------------------------------------------------
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    /** Sets the main animation channel
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     *
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     *  @param objectPositions Translation channel */
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    void SetMainAnimationChannel(const std::vector<aiVectorKey> *objectPositions);
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    // ------------------------------------------------------------------
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    /** Sets the main animation channel to a fixed value
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     *
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     *  @param fixed Fixed value for the main animation channel*/
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    void SetFixedMainAnimationChannel(const aiVector3D &fixed);
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    // ------------------------------------------------------------------
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    /** Computes final animation channels
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     * @param distanceTrack Receive camera translation keys ... != nullptr. */
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    void Process(std::vector<aiVectorKey> *distanceTrack);
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private:
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    const std::vector<aiVectorKey> *targetPositions, *objectPositions;
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    aiVector3D fixedMain;
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};
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} // namespace Assimp
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#endif // include guard