Beispiel #1
0
            private void RotateVector(ref Vector3 startVector, ref Vector2 xyRotateVector, out Vector3 resultLookVector)
            {
                var startCFrame = new CFrame(Vector3.Zero, startVector);

                resultLookVector =
                    (CFrame.Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame.Angles(-xyRotateVector.y, 0, 0))
                    .lookVector;
            }
Beispiel #2
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        public void UnitVectors()
        {
            var actualCF        = new CFrame(1, 2, 3) * CFrame.Angles(4, 5, 6);
            var expectedForward = new Vector3(0.958924294f, -0.214676261f, 0.185413986f);

            Assert.AreEqual(actualCF.forward, expectedForward, "forward did not return expected vector.");
            Assert.AreEqual(actualCF.lookVector, expectedForward, "lookVector did not return expected vector.");

            // TODO: get expected left/right/top/bottom/front/back vectors from roblox
        }
Beispiel #3
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        public void Lerp()
        {
            var expected = new CFrame(2.5f, 3.5f, 4.5f, 0.858355939f, -0.272098392f, 0.434956968f, 0.359638363f,
                                      0.923728108f, -0.131858498f, -0.365903497f, 0.269608736f, 0.890744507f);
            var p1     = new CFrame(1, 2, 3) * CFrame.Angles(0.1f, 0.2f, 0.3f);
            var p2     = new CFrame(4, 5, 6) * CFrame.Angles(0.2f, 0.7f, 0.3f);
            var actual = p1.lerp(p2, 0.5f);

            Assert.AreEqual(expected, actual, "Rotation * Translation did not return expected results.");
        }
Beispiel #4
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        public void Composition()
        {
            var expected1 = new CFrame(1, 2, 3, 0.936293423f, -0.289629489f, 0.198669329f, 0.312991828f, 0.944702566f,
                                       -0.0978434011f, -0.159345075f, 0.153792009f, 0.975170374f);
            var actual1 = new CFrame(1, 2, 3) * CFrame.Angles(0.1f, 0.2f, 0.3f);

            Assert.AreEqual(expected1, actual1, "Translation * Rotation did not return expected results.");

            var expected2 = new CFrame(0.953042448f, 1.90886664f, 3.07375002f, 0.936293423f, -0.289629489f, 0.198669329f,
                                       0.312991828f, 0.944702566f, -0.0978434011f, -0.159345075f, 0.153792009f, 0.975170374f);
            var actual2 = CFrame.Angles(0.1f, 0.2f, 0.3f) * new CFrame(1, 2, 3);

            Assert.AreEqual(expected2, actual2, "Rotation * Translation did not return expected results.");
        }
Beispiel #5
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        public static void PatchAngles(ref CFrame applyTo, int axis, float[] angles)
        {
            float halfPi = (float)Math.PI / 2f;

            float[] applyRepair = new float[3];
            applyRepair[axis] = halfPi;

            float[] applyRotate = new float[3];
            applyRotate[axis] = angles[axis];

            CFrame repair = CFrame.Angles(applyRepair);
            CFrame rotate = CFrame.Angles(applyRotate);

            applyTo *= repair * rotate * repair.Inverse();
        }
Beispiel #6
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        public void EulerAngles()
        {
            var expectedMatrix = new[]
            {
                0f, 0f, 0f, 0.936293423f, -0.289629489f, 0.198669329f, 0.312991828f, 0.944702566f, -0.0978434011f,
                -0.159345075f,
                0.153792009f, 0.975170374f
            };
            var expectedEuler = new[] { 0.1f, 0.2f, 0.3f };
            var cframe        = CFrame.Angles(0.1f, 0.2f, 0.3f);
            var resultEuler   = cframe.getEulerAngles().ToArray();

            AssertArraysEqual(cframe.GetComponents(), expectedMatrix, 12,
                              "CFrame.Angles() matrix did not return expected values.");
            AssertArraysEqual(expectedEuler, resultEuler, 3, "CFrame.getEulerAngles() did not return expected values.");
        }
Beispiel #7
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        public static void PatchAngles(ref CFrame applyTo, int axis, float[] angles)
        {
            Contract.Requires(angles != null);
            const float halfPi = (float)(Math.PI / 2f);

            float[] applyRepair = new float[3];
            applyRepair[axis] = halfPi;

            float[] applyRotate = new float[3];
            applyRotate[axis] = angles[axis];

            CFrame repair = CFrame.Angles(applyRepair);
            CFrame rotate = CFrame.Angles(applyRotate);

            applyTo *= repair * rotate * repair.Inverse();
        }
Beispiel #8
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        public void OnHandleSet(IntPtr handle)
        {
            _canvas = new CanvasWin32(handle)
            {
                Parent        = Game.CoreEnvironment,
                CurrentCamera =
                {
                    CFrame        = new CFrame(0, 0, -10) * CFrame.Angles(0, Mathf.Pi, 0),
                    CameraSubject = _character,
                    CameraType    = CameraType.Custom
                }
            };
            _viewportGui.Parent = _canvas.CurrentCamera;
            _previewPart        = new Part {
                Parent = _canvas, Size = new Vector3(5, 5, 5)
            };

            Preview = PreviewShape.Sphere;
        }
Beispiel #9
0
        public void Spatial()
        {
            var par1 = new CFrame(1, 2, 3) * CFrame.Angles(4, 5, 6);
            var par2 = new CFrame(4, 5, 6) * CFrame.Angles(1, 2, 3);

            var expected1 = new CFrame(2.284338f, -3.74210596f, -2.78898597f, -0.723131239f, -0.25124836f, 0.643393695f,
                                       -0.223633111f, 0.966485798f, 0.126068801f, -0.653505504f, -0.0527198762f, -0.755083561f);
            var actual1 = par1.toObjectSpace(par2);

            Assert.AreEqual(expected1, actual1, "toObjectSpace did not return expected results.");

            var expected2 = new CFrame(-3.26779175f, 4.68169117f, -4.18292999f, -0.522057056f, 0.697389245f,
                                       0.491024077f, 0.781638145f, 0.160808325f, 0.602646112f, 0.341318101f, 0.698418856f, -0.629057229f);
            var actual2 = par1.toWorldSpace(par2);

            Assert.AreEqual(expected2, actual2, "toWorldSpace did not return expected results.");

            var expected3 = new Vector3(2.284338f, -3.74210548f, -2.78898621f);
            var actual3   = par1.pointToObjectSpace(par2.p);

            Assert.AreEqual(expected3, actual3, "pointToObjectSpace did not return expected results.");

            var expected4 = new Vector3(-3.26779175f, 4.68169117f, -4.18292999f);
            var actual4   = par1.pointToWorldSpace(par2.p);

            Assert.AreEqual(expected4, actual4, "pointToWorldSpace did not return expected results.");

            var expected5 = new Vector3(3.14449883f, -7.21789789f, -3.87479973f);
            var actual5   = par1.vectorToObjectSpace(par2.p);

            Assert.AreEqual(expected5, actual5, "vectorToObjectSpace did not return expected results.");

            var expected6 = new Vector3(-4.26779175f, 2.68169117f, -7.18292999f);
            var actual6   = par1.vectorToWorldSpace(par2.p);

            Assert.AreEqual(expected6, actual6, "vectorToWorldSpace did not return expected results.");
        }
Beispiel #10
0
            public void Update(ref CFrame adorneeCF, ref Vector3 adorneeSize, ref float[] scales)
            {
                var id    = (int)_normalId;
                var scale = scales[id];

                var cylinderThickness = _cylinderThickness * scale;
                var cylinderLength    = _cylinderLength * scale;
                var coneThickness     = _coneThickness * scale;
                var coneLength        = _coneLength * scale;

                CFrame angles;

                switch (_normalId)
                {
                case NormalId.Top:
                    angles = CFrame.Angles(0, 0, 0);
                    break;

                case NormalId.Bottom:
                    angles = CFrame.Angles(Mathf.Pi, 0, 0);
                    break;

                case NormalId.Right:
                    angles = CFrame.Angles(0, 0, -Mathf.Pi / 2);
                    break;

                case NormalId.Left:
                    angles = CFrame.Angles(0, 0, Mathf.Pi / 2);
                    break;

                case NormalId.Back:
                    angles = CFrame.Angles(Mathf.Pi / 2, 0, 0);
                    break;

                case NormalId.Front:
                    angles = CFrame.Angles(-Mathf.Pi / 2, 0, 0);
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }

                switch (_shape)
                {
                case Shape.Sphere:
                    break;

                case (Shape)5:
                    var cylinderCF = _handle._cylinders[id].CFrame;
                    Size   = new Vector3(coneThickness, coneLength, coneThickness);
                    CFrame = cylinderCF + cylinderCF.up * (cylinderLength / 2 + coneLength / 2);
                    break;

                case Shape.Cylinder:
                    Size   = new Vector3(cylinderThickness, cylinderLength, cylinderThickness);
                    CFrame = (adorneeCF +
                              adorneeCF[_normalId] * (ComponentValueFromNormalId(ref adorneeSize, ref _normalId) / 2 + cylinderLength / 2)) *
                             angles;
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
                UpdateRenderData();
            }
        public static string Assemble(KeyframeSequence sequence, List <Bone> rig)
        {
            StudioMdlWriter animWriter = new StudioMdlWriter();
            List <Keyframe> keyframes  = new List <Keyframe>();

            Dictionary <string, Bone> boneLookup = new Dictionary <string, Bone>();
            List <Node> nodes = animWriter.Nodes;

            foreach (Bone bone in rig)
            {
                Node node = bone.Node;
                if (node != null)
                {
                    nodes.Add(node);
                    string boneName = node.Name;
                    if (!boneLookup.ContainsKey(boneName))
                    {
                        boneLookup.Add(boneName, bone);
                    }
                }
            }

            foreach (Keyframe kf in sequence.GetChildrenOfClass <Keyframe>())
            {
                Pose rootPart = kf.FindFirstChild <Pose>("HumanoidRootPart");

                if (rootPart != null)
                {
                    // We don't need the rootpart for this.
                    foreach (Pose subPose in rootPart.GetChildrenOfClass <Pose>())
                    {
                        subPose.Parent = kf;
                    }

                    rootPart.Destroy();
                }

                kf.Time /= sequence.TimeScale;
                keyframes.Add(kf);
            }

            keyframes.Sort(0, keyframes.Count, sorter);

            Keyframe lastKeyframe = keyframes[keyframes.Count - 1];
            float    fLength      = lastKeyframe.Time;
            int      frameCount   = ToFrameRate(fLength);

            // Animations in source are kinda dumb, because theres no frame interpolation.
            // I have to account for every single CFrame for every single frame.

            Dictionary <int, Dictionary <string, Pose> > keyframeMap = new Dictionary <int, Dictionary <string, Pose> >();

            for (int i = 0; i <= frameCount; i++)
            {
                keyframeMap[i] = new Dictionary <string, Pose>();
            }

            foreach (Keyframe kf in keyframes)
            {
                int frame = ToFrameRate(kf.Time);
                Dictionary <string, Pose> poseMap = keyframeMap[frame];
                List <Pose> poses = GatherPoses(kf);
                foreach (Pose pose in poses)
                {
                    poseMap[pose.Name] = pose;
                }
            }

            List <BoneKeyframe> boneKeyframes = animWriter.Skeleton;

            Keyframe baseFrame = keyframes[0];

            for (int i = 0; i < frameCount; i++)
            {
                BoneKeyframe frame = new BoneKeyframe();
                frame.Time = i;
                if (sequence.AvatarType == AvatarType.R15)
                {
                    frame.DeltaSequence = true;
                    frame.BaseRig       = rig;
                }
                List <Bone> bones = frame.Bones;
                foreach (Node node in nodes)
                {
                    PosePair closestPoses = GetClosestPoses(keyframeMap, i, node.Name);
                    float    current      = i;
                    float    min          = closestPoses.Min.Frame;
                    float    max          = closestPoses.Max.Frame;
                    float    alpha        = (min == max ? 0 : (current - min) / (max - min));
                    Pose     pose0        = closestPoses.Min.Pose;
                    Pose     pose1        = closestPoses.Max.Pose;
                    float    weight       = EasingUtil.GetEasing(pose1.PoseEasingStyle, pose1.PoseEasingDirection, 1 - alpha);

                    CFrame lastCFrame = pose0.CFrame;
                    CFrame nextCFrame = pose1.CFrame;

                    Bone   baseBone = boneLookup[node.Name];
                    CFrame c0       = baseBone.C0;
                    CFrame c1       = baseBone.C1;

                    CFrame interp = lastCFrame.lerp(nextCFrame, weight);
                    // some ugly manual fixes.
                    // todo: make this unnecessary :(
                    if (sequence.AvatarType == AvatarType.R6)
                    {
                        Vector3 pos = interp.p;
                        CFrame  rot = interp - pos;
                        if (node.Name == "Torso")
                        {
                            float[] ang = interp.toEulerAnglesXYZ();
                            rot = CFrame.Angles(ang[0], ang[2], ang[1]);
                            pos = new Vector3(pos.x, pos.z, pos.y);
                        }
                        else if (node.Name.StartsWith("Right"))
                        {
                            pos *= new Vector3(-1, 1, 1);
                        }

                        if (node.Name.Contains("Arm") || node.Name.Contains("Leg"))
                        {
                            pos = new Vector3(pos.z, pos.y, pos.x);
                        }

                        if (sequence.Name == "Climb" && node.Name.Contains("Leg")) // https://www.youtube.com/watch?v=vfJ7DqyDl9w
                        {
                            pos += new Vector3(-.1f, 0, 0);
                        }

                        interp = new CFrame(pos) * rot;
                    }
                    else if (sequence.AvatarType == AvatarType.R15)
                    {
                        if (node.Name.Contains("UpperArm"))
                        {
                            Vector3 pos = interp.p;
                            CFrame  rot = interp - pos;
                            float[] ang = rot.toEulerAnglesXYZ();
                            if (sequence.Name == "Climb" || sequence.Name == "Swim")
                            {
                                rot = CFrame.Angles(ang[0], -ang[2], -ang[1]);
                            }

                            interp = new CFrame(pos) * rot;
                        }
                    }

                    Bone bone = new Bone(node.Name, i, interp);
                    bone.Node = node;
                    bones.Add(bone);
                }
                boneKeyframes.Add(frame);
            }

            return(animWriter.BuildFile());
        }
Beispiel #12
0
        public static string Assemble(KeyframeSequence sequence, List <Bone> rig)
        {
            StudioMdlWriter animWriter = new StudioMdlWriter();
            List <Keyframe> keyframes  = new List <Keyframe>();

            var boneLookup = new Dictionary <string, Bone>();
            var nodes      = animWriter.Nodes;

            foreach (Bone bone in rig)
            {
                Node node = bone.Node;

                if (node != null)
                {
                    string boneName = node.Name;

                    if (!boneLookup.ContainsKey(boneName))
                    {
                        boneLookup.Add(boneName, bone);
                    }

                    nodes.Add(node);
                }
            }

            foreach (Keyframe kf in sequence.GetChildrenOfClass <Keyframe>())
            {
                Pose rootPart = kf.FindFirstChild <Pose>("HumanoidRootPart");

                if (rootPart != null)
                {
                    // We don't need the rootpart for this.
                    foreach (Pose subPose in rootPart.GetChildrenOfClass <Pose>())
                    {
                        subPose.Parent = kf;
                    }

                    rootPart.Destroy();
                }

                kf.Time /= sequence.TimeScale;
                keyframes.Add(kf);
            }

            keyframes.Sort(0, keyframes.Count, sorter);

            Keyframe lastKeyframe = keyframes[keyframes.Count - 1];

            float fLength    = lastKeyframe.Time;
            int   frameCount = ToFrameRate(fLength);

            // As far as I can tell, models in Source require you to store poses for every
            // single frame, so I need to fill in the gaps with interpolated pose CFrames.

            var keyframeMap = new Dictionary <int, Dictionary <string, Pose> >();

            foreach (Keyframe kf in keyframes)
            {
                int frame = ToFrameRate(kf.Time);
                var poses = GatherPoses(kf);

                var poseMap = poses.ToDictionary(pose => pose.Name);
                keyframeMap[frame] = poseMap;
            }

            // Make sure there are no holes in the data.
            for (int i = 0; i < frameCount; i++)
            {
                if (!keyframeMap.ContainsKey(i))
                {
                    var emptyState = new Dictionary <string, Pose>();
                    keyframeMap.Add(i, emptyState);
                }
            }

            List <BoneKeyframe> boneKeyframes = animWriter.Skeleton;

            for (int i = 0; i < frameCount; i++)
            {
                BoneKeyframe frame = new BoneKeyframe(i);
                List <Bone>  bones = frame.Bones;

                if (sequence.AvatarType == AvatarType.R15)
                {
                    frame.BaseRig       = rig;
                    frame.DeltaSequence = true;
                }

                foreach (Node node in nodes)
                {
                    PosePair closestPoses = GetClosestPoses(keyframeMap, i, node.Name);

                    float min = closestPoses.Min.Frame;
                    float max = closestPoses.Max.Frame;

                    float alpha = (min == max ? 0 : (i - min) / (max - min));

                    Pose pose0 = closestPoses.Min.Pose;
                    Pose pose1 = closestPoses.Max.Pose;

                    CFrame lastCFrame = pose0.CFrame;
                    CFrame nextCFrame = pose1.CFrame;

                    Bone   baseBone = boneLookup[node.Name];
                    CFrame interp   = lastCFrame.Lerp(nextCFrame, alpha);

                    // Make some patches to the interpolation offsets. Unfortunately I can't
                    // identify any single fix that I can apply to each joint, so I have to get crafty.
                    // At some point in the future, I want to find a more practical solution for this problem,
                    // but it is extremely difficult to isolate if any single solution exists.

                    if (sequence.AvatarType == AvatarType.R6)
                    {
                        Vector3 pos = interp.Position;
                        CFrame  rot = interp - pos;

                        if (node.Name == "Torso")
                        {
                            // Flip the YZ axis of the Torso.
                            float[] ang = interp.ToEulerAnglesXYZ();
                            rot = CFrame.Angles(ang[0], ang[2], ang[1]);
                            pos = new Vector3(pos.X, pos.Z, pos.Y);
                        }
                        else if (node.Name.StartsWith("Right"))
                        {
                            // X-axis is inverted for the right arm/leg.
                            pos *= new Vector3(-1, 1, 1);
                        }

                        if (node.Name.EndsWith("Arm") || node.Name.EndsWith("Leg"))
                        {
                            // Rotate position offset of the arms & legs 90* counter-clockwise.
                            pos = new Vector3(-pos.Z, pos.Y, pos.X);
                        }

                        if (node.Name != "Head")
                        {
                            rot = rot.Inverse();
                        }

                        interp = new CFrame(pos) * rot;
                    }
                    else if (sequence.AvatarType == AvatarType.R15)
                    {
                        float[] ang = interp.ToEulerAnglesXYZ();

                        // Cancel out the rotations
                        interp *= CFrame.Angles(-ang[0], -ang[1], -ang[2]);

                        // Patch the Y-axis
                        PatchAngles(ref interp, 1, ang);

                        // Patch the Z-axis
                        PatchAngles(ref interp, 2, ang);

                        // Patch the X-axis
                        PatchAngles(ref interp, 0, ang);
                    }

                    Bone bone = new Bone(node, interp);
                    bones.Add(bone);
                }

                boneKeyframes.Add(frame);
            }

            return(animWriter.BuildFile());
        }
Beispiel #13
0
        internal override void Draw(ref DeviceContext context, ref Camera camera)
        {
            var adornee = Adornee;

            if (adornee == null || Visible == false)
            {
                return;
            }

            PixHelper.BeginEvent(Color.Zero, "ArcHandles");

            Renderer.AdornSelfLitPass.Use(ref context);

            var adorneeCF   = adornee.CFrame;
            var adorneeSize = adornee.Size;

            GetDistanceToNormals(10, 0.6f, ref adorneeCF, ref adorneeSize, ref _scales);

            var radius = adorneeSize.max() * 0.75f;

            for (int i = 0; i < 6; i++)
            {
                var sphere   = _spheres[i];
                var normalId = (NormalId)i;
                sphere.CFrame = adorneeCF + (Vector3.FromNormalId(normalId) * radius);
                sphere.Size   = new Vector3(_scales[i]);
                sphere.UpdateRenderData();
                sphere.Draw(ref context, ref camera);
            }

            for (int i = 0; i < 3; i++)
            {
                CFrame angle;

                if (i == 0)
                {
                    angle = CFrame.Identity;
                }
                else if (i == 1)
                {
                    angle = CFrame.Angles(0, Mathf.Pi / 2, 0);
                }
                else
                {
                    angle = CFrame.Identity;
                }

                for (int j = 0; j < _segments; j++)
                {
                    var cylinder = _cylinders[i * j];
                    cylinder.Size = _cylinderSize * (radius / 256);
                    var sine   = Mathf.Sin((360 / _segments + 360 / _segments * j) / (180 / Mathf.Pi));
                    var cosine = Mathf.Cos((360 / _segments + 360 / _segments * j) / (180 / Mathf.Pi));
                    var cframe = (adorneeCF) + new Vector3(radius * sine, 0, radius * cosine);
                    cylinder.CFrame = cframe *
                                      CFrame.Angles(0, (360 / _segments + 360 / _segments * j) / (180 / Mathf.Pi),
                                                    Mathf.Pi / 2);
                    cylinder.UpdateRenderData();
                    cylinder.Draw(ref context, ref camera);
                }
            }

            PixHelper.EndEvent();
        }
Beispiel #14
0
        private void Update(double dt)
        {
            if (Player?.IsLocalPlayer != true)
            {
                return;
            }

            float angleY = 0;

            var forward  = InputService.Service.IsKeyDown(Key.W);
            var backward = InputService.Service.IsKeyDown(Key.S);
            var left     = InputService.Service.IsKeyDown(Key.A);
            var right    = InputService.Service.IsKeyDown(Key.D);
            var moved    = true;

            if (forward && left && !right)
            {
                angleY = 45;
            }
            else if (forward && right && !left)
            {
                angleY = -45;
            }
            else if (forward)
            {
                angleY = 0;
            }
            else if (backward && left && !right)
            {
                angleY = 180 + -45;
            }
            else if (backward && right && !left)
            {
                angleY = 180 + 45;
            }
            else if (backward)
            {
                angleY = 180;
            }
            else if (left && !right)
            {
                angleY = 90;
            }
            else if (right && !left)
            {
                angleY = -90;
            }
            else
            {
                moved = false;
            }

            angleY *= Mathf.Deg2Rad;

            BulletSharp.Math.Vector3 linearVelocity;

            if (moved)
            {
                var cameraCF = Game.FocusedCamera?.CFrame ?? CFrame.Identity;
                var moveCF   = cameraCF * CFrame.Angles(0, angleY, 0);

                var moveDir = (moveCF.lookVector * _walkSpeed);
                MoveDirection  = new Vector3(moveDir.X, 0, moveDir.Y).unit;
                linearVelocity = new BulletSharp.Math.Vector3(moveDir.X, 0, moveDir.Z);
            }
            else
            {
                linearVelocity = BulletSharp.Math.Vector3.Zero;
                MoveDirection  = Vector3.Zero;
            }

            lock (PhysicsSimulation.Locker)
            {
                RigidBody.LinearVelocity = linearVelocity;
            }
        }