Beispiel #1
0
        public bool ImportFromPSA(string path)
        {
            PSAFile psa = new PSAFile();

            psa.ImportPSA(path);
            PSAFile.PSAData d = psa.data;
            DebugOutput.PrintLn("Checking data...");
            if (d.Bones.Count != SetData.TrackBoneNames.Count)
            {
                MessageBox.Show("Cant import: different count of bones");
                return(false);
            }
            for (int i = 0; i < SetData.TrackBoneNames.Count; i++)
            {
                if (d.Bones[i].name != SetData.TrackBoneNames[i])
                {
                    MessageBox.Show("Cant import: couldnt match all bones");
                    return(false);
                }
            }
            if (d.Infos.Count != Sequences.Count)
            {
                MessageBox.Show("Cant import: different count of sequences");
                return(false);
            }
            for (int i = 0; i < Sequences.Count; i++)
            {
                AnimSequence ans = new AnimSequence(pcc, Sequences[i]);
                if (d.Infos[i].name != pcc.getNameEntry(ans.SequenceName))
                {
                    MessageBox.Show("Cant import: couldnt match all sequences");
                    return(false);
                }
            }
            int pos = 0;

            for (int i = 0; i < Sequences.Count; i++)
            {
                DebugOutput.PrintLn("Importing into AnimSequence #" + Sequences[i] + " ...");
                AnimSequence        ans = new AnimSequence(pcc, Sequences[i]);
                PSAFile.PSAAnimInfo inf = d.Infos[i];
                List <Vector3>      loc = new List <Vector3>();
                List <Vector4>      rot = new List <Vector4>();
                for (int j = 0; j < inf.TotalBones; j++)
                {
                    PSAFile.PSAAnimKeys key = d.Keys[pos + j];
                    loc.Add(key.location.ToVector3());
                    rot.Add(key.rotation.ToVector4());
                }
                ans.ImportKeys(loc.ToArray(), rot.ToArray(), inf.NumRawFrames);
                ans.SaveChanges();
                pos += inf.KeyQuotum;
            }
            pcc.saveToFile();
            return(true);
        }
Beispiel #2
0
        public TreeNode SequencesToTree()
        {
            TreeNode res = new TreeNode("Sequences");

            foreach (int idx in Sequences)
            {
                if (pcc.isExport(idx) && pcc.Exports[idx].ClassName == "AnimSequence")
                {
                    AnimSequence ans = new AnimSequence(pcc, idx);
                    res.Nodes.Add(ans.ToTree());
                }
                else
                {
                    res.Nodes.Add(idx.ToString());
                }
            }
            return(res);
        }
Beispiel #3
0
        public void ExportToPSA(string path)
        {
            if (SetData == null)
            {
                return;
            }
            PSAFile psa = new PSAFile();

            PSAFile.PSAData d = psa.data;
            d.Bones = new List <PSAFile.PSABone>();                  //Export Bones
            int count = 0;

            foreach (string s in SetData.TrackBoneNames)
            {
                PSAFile.PSABone b = new PSAFile.PSABone();
                b.name = s;
                if (count++ == 0)
                {
                    b.parent = -1;
                }
                d.Bones.Add(b);
            }
            d.Infos = new List <PSAFile.PSAAnimInfo>();              //Export Sequences
            d.Keys  = new List <PSAFile.PSAAnimKeys>();
            int currframe = 0;

            for (int i = 0; i < Sequences.Count - 1; i++)
            {
                int                 idx  = Sequences[i];
                int                 idxn = Sequences[i + 1];
                AnimSequence        seq  = new AnimSequence(pcc, idx);
                AnimSequence        seqn = new AnimSequence(pcc, idxn);
                PSAFile.PSAAnimInfo inf  = new PSAFile.PSAAnimInfo();
                inf.AnimRate      = 30;
                inf.TotalBones    = d.Bones.Count;
                inf.FirstRawFrame = currframe;
                inf.TrackTime     = inf.NumRawFrames = seq.NumFrames;
                inf.KeyQuotum     = inf.NumRawFrames * inf.TotalBones;
                inf.name          = pcc.getNameEntry(seq.SequenceName);
                inf.group         = "None";
                d.Infos.Add(inf);
                for (int j = 0; j < inf.NumRawFrames; j++)
                {
                    for (int k = 0; k < inf.TotalBones; k++)
                    {
                        Vector3             fromV = seq.CompressedTrackOffsets[k].Trans;
                        Vector3             toV   = seqn.CompressedTrackOffsets[k].Trans;
                        Vector4             srotQ = seq.CompressedTrackOffsets[k].Rot;
                        Vector4             erotQ = seqn.CompressedTrackOffsets[k].Rot;
                        Quaternion          q1    = Vec4ToQ(srotQ);
                        Quaternion          q2    = Vec4ToQ(erotQ);
                        float               t     = (float)j / (float)(inf.NumRawFrames - 1);
                        Vector3             currV = Vector3.Lerp(fromV, toV, t);
                        Quaternion          qc    = Quaternion.Slerp(q1, q2, t);
                        PSAFile.PSAAnimKeys key   = new PSAFile.PSAAnimKeys();
                        key.location = new PSAFile.PSAPoint(currV);
                        key.rotation = new PSAFile.PSAQuad(QToVec4(qc));
                        key.time     = 1;
                        d.Keys.Add(key);
                    }
                }
                currframe += seq.NumFrames;
            }
            AnimSequence s1 = new AnimSequence(pcc, Sequences[Sequences.Count - 1]);
            AnimSequence s2;

            if (s1.bNoLoopingInterpolation)
            {
                s2 = new AnimSequence(pcc, Sequences[Sequences.Count - 1]);
            }
            else
            {
                s2 = new AnimSequence(pcc, Sequences[0]);
            }
            PSAFile.PSAAnimInfo inf2 = new PSAFile.PSAAnimInfo();
            inf2.AnimRate      = 30;
            inf2.TotalBones    = d.Bones.Count;
            inf2.FirstRawFrame = currframe;
            inf2.TrackTime     = inf2.NumRawFrames = s1.NumFrames;
            inf2.KeyQuotum     = inf2.NumRawFrames * inf2.TotalBones;
            inf2.name          = pcc.getNameEntry(s1.SequenceName);
            inf2.group         = "None";
            d.Infos.Add(inf2);
            for (int j = 0; j < inf2.NumRawFrames; j++)
            {
                for (int k = 0; k < inf2.TotalBones; k++)
                {
                    Vector3             fromV = s1.CompressedTrackOffsets[k].Trans;
                    Vector3             toV   = s2.CompressedTrackOffsets[k].Trans;
                    Vector4             srotQ = s1.CompressedTrackOffsets[k].Rot;
                    Vector4             erotQ = s2.CompressedTrackOffsets[k].Rot;
                    Quaternion          q1    = Vec4ToQ(srotQ);
                    Quaternion          q2    = Vec4ToQ(erotQ);
                    float               t     = (float)j / (float)(inf2.NumRawFrames - 1);
                    Vector3             currV = Vector3.Lerp(fromV, toV, t);
                    Quaternion          qc    = Quaternion.Slerp(q1, q2, t);
                    PSAFile.PSAAnimKeys key   = new PSAFile.PSAAnimKeys();
                    key.location = new PSAFile.PSAPoint(currV);
                    key.rotation = new PSAFile.PSAQuad(QToVec4(qc));
                    key.time     = 1;
                    d.Keys.Add(key);
                }
            }
            psa.data = d;
            psa.ExportPSA(path);
        }
Beispiel #4
0
 public TreeNode SequencesToTree()
 {
     TreeNode res = new TreeNode("Sequences");
     foreach (int idx in Sequences)
     {
         if (pcc.isExport(idx) && pcc.Exports[idx].ClassName == "AnimSequence")
         {
             AnimSequence ans = new AnimSequence(pcc, idx);
             res.Nodes.Add(ans.ToTree());
         }
         else                    
             res.Nodes.Add(idx.ToString());
     }
     return res;
 }
Beispiel #5
0
 public bool ImportFromPSA(string path)
 {
     PSAFile psa = new PSAFile();
     psa.ImportPSA(path);
     PSAFile.PSAData d = psa.data;
     DebugOutput.PrintLn("Checking data...");
     if (d.Bones.Count != SetData.TrackBoneNames.Count)
     {
         MessageBox.Show("Cant import: different count of bones");
         return false;
     }
     for (int i = 0; i < SetData.TrackBoneNames.Count; i++)
         if (d.Bones[i].name != SetData.TrackBoneNames[i])
         {
             MessageBox.Show("Cant import: couldnt match all bones");
             return false;
         }
     if (d.Infos.Count != Sequences.Count)
     {
         MessageBox.Show("Cant import: different count of sequences");
         return false;
     }
     for (int i = 0; i < Sequences.Count; i++)
     {
         AnimSequence ans = new AnimSequence(pcc, Sequences[i]);
         if (d.Infos[i].name != pcc.getNameEntry(ans.SequenceName))
         {
             MessageBox.Show("Cant import: couldnt match all sequences");
             return false;
         }
     }
     int pos = 0;
     for (int i = 0; i < Sequences.Count; i++)
     {
         DebugOutput.PrintLn("Importing into AnimSequence #" + Sequences[i] + " ...");
         AnimSequence ans = new AnimSequence(pcc, Sequences[i]);
         PSAFile.PSAAnimInfo inf = d.Infos[i];
         List<Vector3> loc = new List<Vector3>();
         List<Vector4> rot = new List<Vector4>();
         for (int j = 0; j < inf.TotalBones; j++)
         {
             PSAFile.PSAAnimKeys key = d.Keys[pos + j];
             loc.Add(key.location.ToVector3());
             rot.Add(key.rotation.ToVector4());
         }
         ans.ImportKeys(loc.ToArray(), rot.ToArray(), inf.NumRawFrames);
         ans.SaveChanges();
         pos += inf.KeyQuotum;
     }
     pcc.save();
     return true;
 }
Beispiel #6
0
 public void ExportToPSA(string path)
 {
     if (SetData == null)
         return;
     PSAFile psa = new PSAFile();
     PSAFile.PSAData d = psa.data;
     d.Bones = new List<PSAFile.PSABone>();                  //Export Bones
     int count = 0;
     foreach (string s in SetData.TrackBoneNames)
     {
         PSAFile.PSABone b = new PSAFile.PSABone();
         b.name = s;
         if (count++ == 0)
             b.parent = -1;
         d.Bones.Add(b);
     }
     d.Infos = new List<PSAFile.PSAAnimInfo>();              //Export Sequences
     d.Keys = new List<PSAFile.PSAAnimKeys>();
     int currframe = 0;
     for (int i = 0; i < Sequences.Count - 1; i++)
     {
         int idx = Sequences[i];
         int idxn = Sequences[i + 1];
         AnimSequence seq = new AnimSequence(pcc, idx);
         AnimSequence seqn = new AnimSequence(pcc, idxn);
         PSAFile.PSAAnimInfo inf = new PSAFile.PSAAnimInfo();
         inf.AnimRate = 30;
         inf.TotalBones = d.Bones.Count;
         inf.FirstRawFrame = currframe;
         inf.TrackTime = inf.NumRawFrames = seq.NumFrames;
         inf.KeyQuotum = inf.NumRawFrames * inf.TotalBones;
         inf.name = pcc.getNameEntry(seq.SequenceName);
         inf.group = "None";
         d.Infos.Add(inf);
         for (int j = 0; j < inf.NumRawFrames; j++)
             for (int k = 0; k < inf.TotalBones; k++)
             {
                 Vector3 fromV = seq.CompressedTrackOffsets[k].Trans;
                 Vector3 toV = seqn.CompressedTrackOffsets[k].Trans;
                 Vector4 srotQ = seq.CompressedTrackOffsets[k].Rot;
                 Vector4 erotQ = seqn.CompressedTrackOffsets[k].Rot;
                 Quaternion q1 = Vec4ToQ(srotQ);
                 Quaternion q2 = Vec4ToQ(erotQ);
                 float t = j / (float)(inf.NumRawFrames - 1);
                 Vector3 currV = Vector3.Lerp(fromV, toV, t);
                 Quaternion qc = Quaternion.Slerp(q1, q2, t);
                 PSAFile.PSAAnimKeys key = new PSAFile.PSAAnimKeys();
                 key.location = new PSAFile.PSAPoint(currV);
                 key.rotation = new PSAFile.PSAQuad(QToVec4(qc));
                 key.time = 1;
                 d.Keys.Add(key);
             }
         currframe += seq.NumFrames;
     }
     AnimSequence s1 = new AnimSequence(pcc, Sequences[Sequences.Count-1]);
     AnimSequence s2;
     if (s1.bNoLoopingInterpolation)
         s2 = new AnimSequence(pcc, Sequences[Sequences.Count - 1]);
     else
         s2 = new AnimSequence(pcc, Sequences[0]);
     PSAFile.PSAAnimInfo inf2 = new PSAFile.PSAAnimInfo();
     inf2.AnimRate = 30;
     inf2.TotalBones = d.Bones.Count;
     inf2.FirstRawFrame = currframe;
     inf2.TrackTime = inf2.NumRawFrames = s1.NumFrames;
     inf2.KeyQuotum = inf2.NumRawFrames * inf2.TotalBones;
     inf2.name = pcc.getNameEntry(s1.SequenceName);
     inf2.group = "None";
     d.Infos.Add(inf2);
     for (int j = 0; j < inf2.NumRawFrames; j++)
         for (int k = 0; k < inf2.TotalBones; k++)
         {
             Vector3 fromV = s1.CompressedTrackOffsets[k].Trans;
             Vector3 toV = s2.CompressedTrackOffsets[k].Trans;
             Vector4 srotQ = s1.CompressedTrackOffsets[k].Rot;
             Vector4 erotQ = s2.CompressedTrackOffsets[k].Rot;
             Quaternion q1 = Vec4ToQ(srotQ);
             Quaternion q2 = Vec4ToQ(erotQ);
             float t = j / (float)(inf2.NumRawFrames - 1);
             Vector3 currV = Vector3.Lerp(fromV, toV, t);
             Quaternion qc = Quaternion.Slerp(q1, q2, t);
             PSAFile.PSAAnimKeys key = new PSAFile.PSAAnimKeys();
             key.location = new PSAFile.PSAPoint(currV);
             key.rotation = new PSAFile.PSAQuad(QToVec4(qc));
             key.time = 1;
             d.Keys.Add(key);
         }
     psa.data = d;
     psa.ExportPSA(path);
 }