Beispiel #1
0
        public void SetPose(DancePose pose)
        {
            if (pose.FootState == DancePoseFootState.Auto)
            {
                CtMatrix4x4[] transformedMatrices = this.Mesh.MatrixPallet.TransformedMatrices;
                uint          matrixIndex         = this.BoneTable["LeftAnkle"].Bone.MatrixIndex;
                uint          matrixIndex2        = this.BoneTable["RightAnkle"].Bone.MatrixIndex;
                CtVector3D    position            = transformedMatrices[(int)((UIntPtr)matrixIndex)].GetPosition();
                CtVector3D    position2           = transformedMatrices[(int)((UIntPtr)matrixIndex2)].GetPosition();
                bool          flag = position.Y < position2.Y;
                CtVector3D    a    = flag ? position : position2;
                a.Y = this.AnkleHeight;
                this.SetPoseWithoutPivoting(pose);
                this.Mesh.UpdateBoneMatrices();
                CtVector3D position3 = (flag ? transformedMatrices[(int)((UIntPtr)matrixIndex)] : transformedMatrices[(int)((UIntPtr)matrixIndex2)]).GetPosition();
                CtBone     bone      = this.BoneTable["Hips"].Bone;
                bone.TransformMatrix = CtMatrix4x4.MulM4xM4(bone.TransformMatrix, CtMatrix4x4.Translate(a - position3));
                this.Mesh.UpdateBoneMatrices();
                return;
            }
            this.SetPoseWithoutPivoting(pose);
            CtBone     bone2     = this.Mesh.MatrixPallet.GetBone(MMDDanceModel.mmdBoneNameOfROOT);
            CtBone     bone3     = this.Mesh.MatrixPallet.GetBone(MMDDanceModel.mmdBoneNameOfLOWERBODY);
            float      f         = -bone3.OffsetMatrix.GetPosition().Y;
            CtVector3D position4 = bone2.TransformedMatrix.GetPosition();
            CtVector3D position5 = bone3.TransformedMatrix.GetPosition();
            CtVector3D b         = position4 - position5 + bone2.OffsetMatrix.GetPosition();

            bone2.TransformMatrix.TranslateFromRight(f * pose.BodyPosition + b);
            this.Mesh.UpdateBoneMatrices();
        }
Beispiel #2
0
            protected override DanceMotion ReadTarget(BinaryReader reader, IReadingSession session)
            {
                string name      = reader.ReadMoostaString();
                int    beatCount = reader.ReadInt32();

                string[] array = new string[reader.ReadInt32()];
                for (int i = 0; i < array.Length; i++)
                {
                    array[i] = reader.ReadMoostaString();
                }
                string[] array2 = new string[reader.ReadInt32()];
                for (int j = 0; j < array2.Length; j++)
                {
                    array2[j] = reader.ReadMoostaString();
                }
                DancePose[] array3 = new DancePose[reader.ReadInt32()];
                for (int k = 0; k < array3.Length; k++)
                {
                    BoneState[] array4 = new BoneState[array2.Length];
                    for (int l = 0; l < array2.Length; l++)
                    {
                        array4[l] = new BoneState(new CtQuaternion(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()));
                    }
                    array3[k] = new DancePose(array2, array4);
                }
                return(new DanceMotion(name, beatCount, array3, null)
                {
                    Tags = array
                });
            }
Beispiel #3
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    void ReorderBuffer(int i)
    {
        hitCounter = 0;
        DancePose tmp = buffer[i];

        buffer.Clear();
        buffer.Add(tmp);
        CheckForCombo(0);
    }
Beispiel #4
0
 private static DanceMotion createFromBvhMotion(string name, BvhMotion bvhMotion, int beatCount, string[] bones)
 {
     Array.Sort <string>(bones);
     DancePose[] array = new DancePose[bvhMotion.Count];
     for (int i = 0; i < array.Length; i++)
     {
         array[i] = DanceMotionFactoryFromBVH.createPoseFromBvhPose(bvhMotion.RootNode, bvhMotion[i], bones);
     }
     return(new DanceMotion(name, beatCount, array, null));
 }
Beispiel #5
0
 protected override void WriteTarget(BinaryWriter writer, DanceMotion target, IWritingSession session)
 {
     writer.WriteMoostaString(target.Name);
     writer.Write(target.BeatCount);
     writer.Write((target.SourceDanceModel == null) ? 0 : session.GetKey(target.SourceDanceModel));
     writer.Write(target.Tags.Length);
     string[] tags = target.Tags;
     for (int i = 0; i < tags.Length; i++)
     {
         string str = tags[i];
         writer.WriteMoostaString(str);
     }
     string[] boneNames = target.FirstPose.BoneNames;
     writer.Write(boneNames.Length);
     string[] array = boneNames;
     for (int j = 0; j < array.Length; j++)
     {
         string str2 = array[j];
         writer.WriteMoostaString(str2);
     }
     string[] skinNames = target.FirstPose.SkinNames;
     writer.Write(skinNames.Length);
     string[] array2 = skinNames;
     for (int k = 0; k < array2.Length; k++)
     {
         string str3 = array2[k];
         writer.WriteMoostaString(str3);
     }
     writer.Write(target.Poses.Length);
     DancePose[] poses = target.Poses;
     for (int l = 0; l < poses.Length; l++)
     {
         DancePose dancePose = poses[l];
         writer.Write(dancePose.BodyPosition.X);
         writer.Write(dancePose.BodyPosition.Y);
         writer.Write(dancePose.BodyPosition.Z);
         writer.Write((int)dancePose.FootState);
         string[] array3 = boneNames;
         for (int m = 0; m < array3.Length; m++)
         {
             string       boneName = array3[m];
             CtQuaternion rotate   = dancePose[boneName].Rotate;
             writer.Write(rotate.X);
             writer.Write(rotate.Y);
             writer.Write(rotate.Z);
             writer.Write(rotate.W);
         }
         string[] array4 = skinNames;
         for (int n = 0; n < array4.Length; n++)
         {
             string skinName = array4[n];
             writer.Write(dancePose.GetSkinState(skinName).Weight);
         }
     }
 }
Beispiel #6
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 private void SetPoseWithoutPivoting(DancePose pose)
 {
     string[] boneNames = pose.BoneNames;
     for (int i = 0; i < boneNames.Length; i++)
     {
         string    boneName  = boneNames[i];
         BoneState boneState = pose[boneName];
         if (!this.setBoneAsNativeBoneName(boneName, boneState) && !this.setBoneViaMMDBoneName(boneName, boneState))
         {
             this.setBoneAsBVHBoneName(boneName, boneState);
         }
     }
 }
Beispiel #7
0
 private DancePose[] getDancePose(int frameCount, List <MFuriKeyFrameList> keyFrameLists, string[] bones)
 {
     DancePose[] array = new DancePose[frameCount];
     for (int i = 0; i < array.Length; i++)
     {
         array[i] = new DancePose(bones);
         foreach (MFuriKeyFrameList current in keyFrameLists)
         {
             BoneState value = new BoneState(current.KeyFrames[i].Rotation);
             array[i][current.BoneName] = value;
         }
     }
     return(array);
 }
Beispiel #8
0
            protected override DanceMotion ReadTarget(BinaryReader reader, IReadingSession session)
            {
                string         name        = reader.ReadMoostaString();
                int            beatCount   = reader.ReadInt32();
                int            num         = reader.ReadInt32();
                DanceModelInfo sourceModel = (num == 0) ? null : (session.GetObject(num) as DanceModelInfo);

                string[] array = new string[reader.ReadInt32()];
                for (int i = 0; i < array.Length; i++)
                {
                    array[i] = reader.ReadMoostaString();
                }
                string[] array2 = new string[reader.ReadInt32()];
                for (int j = 0; j < array2.Length; j++)
                {
                    array2[j] = reader.ReadMoostaString();
                }
                string[] array3 = new string[reader.ReadInt32()];
                for (int k = 0; k < array3.Length; k++)
                {
                    array3[k] = reader.ReadMoostaString();
                }
                DancePose[] array4 = new DancePose[reader.ReadInt32()];
                for (int l = 0; l < array4.Length; l++)
                {
                    CtVector3D         bodyPos   = new CtVector3D(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
                    DancePoseFootState footState = (DancePoseFootState)reader.ReadInt32();
                    BoneState[]        array5    = new BoneState[array2.Length];
                    for (int m = 0; m < array2.Length; m++)
                    {
                        array5[m] = new BoneState(new CtQuaternion(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()));
                    }
                    SkinState[] array6 = new SkinState[array3.Length];
                    for (int n = 0; n < array3.Length; n++)
                    {
                        array6[n] = new SkinState(reader.ReadSingle());
                    }
                    array4[l] = new DancePose(array2, array5, array3, array6, bodyPos)
                    {
                        FootState = footState
                    };
                }
                return(new DanceMotion(name, beatCount, array4, sourceModel)
                {
                    Tags = array
                });
            }
Beispiel #9
0
 protected override void WriteTarget(BinaryWriter writer, DanceMotion target, IWritingSession session)
 {
     writer.WriteMoostaString(target.Name);
     writer.Write(target.BeatCount);
     writer.Write(target.Tags.Length);
     string[] tags = target.Tags;
     for (int i = 0; i < tags.Length; i++)
     {
         string str = tags[i];
         writer.WriteMoostaString(str);
     }
     string[] boneNames = target.FirstPose.BoneNames;
     writer.Write(boneNames.Length);
     string[] array = boneNames;
     for (int j = 0; j < array.Length; j++)
     {
         string str2 = array[j];
         writer.WriteMoostaString(str2);
     }
     writer.Write(target.Poses.Length);
     DancePose[] poses = target.Poses;
     for (int k = 0; k < poses.Length; k++)
     {
         DancePose dancePose = poses[k];
         string[]  array2    = boneNames;
         for (int l = 0; l < array2.Length; l++)
         {
             string       boneName = array2[l];
             CtQuaternion rotate   = dancePose[boneName].Rotate;
             writer.Write(rotate.X);
             writer.Write(rotate.Y);
             writer.Write(rotate.Z);
             writer.Write(rotate.W);
         }
     }
 }