This represents a runtime model, with full support for animation and bone manipulation.
Inheritance: IModel
Beispiel #1
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        /// <summary>
        /// Modifies the specified model to align to this animation at the specified frame and then renders it.
        /// </summary>
        /// <param name="renderContext">
        /// The current render context.
        /// </param>
        /// <param name="transform">
        /// The world transformation to apply.
        /// </param>
        /// <param name="model">
        /// The model to update.
        /// </param>
        /// <param name="frame">
        /// The frame to draw at.
        /// </param>
        public void Render(IRenderContext renderContext, Matrix transform, Model model, double frame)
        {
            var calculatedSeconds = (float)(frame / this.TicksPerSecond);

            this.Render(renderContext, transform, model, calculatedSeconds, 1);
        }
Beispiel #2
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        /// <summary>
        /// Modifies the specified model to align to this animation at the specified frame and then renders it.
        /// </summary>
        /// <param name="renderContext">
        /// The current render context.
        /// </param>
        /// <param name="transform">
        /// The world transformation to apply.
        /// </param>
        /// <param name="model">
        /// The model to update.
        /// </param>
        /// <param name="totalSeconds">
        /// The time elapsed.
        /// </param>
        /// <param name="multiply">
        /// The multiplication factor to apply to the animation speed.
        /// </param>
        public void Render(
            IRenderContext renderContext, 
            Matrix transform, 
            Model model, 
            float totalSeconds, 
            float multiply)
        {
            this.Apply(model, totalSeconds, multiply);

            // Render the model.
            model.Render(renderContext, transform);
        }
Beispiel #3
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        /// <summary>
        /// Applies the animation at a specified time to the model.
        /// </summary>
        /// <param name="model">
        /// The model to apply the animation to.
        /// </param>
        /// <param name="frame">
        /// The frame to draw at.
        /// </param>
        public void Apply(Model model, double frame)
        {
            var calculatedSeconds = (float)(frame / this.TicksPerSecond);

            this.Apply(model, calculatedSeconds, 1);
        }
Beispiel #4
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 /// <summary>
 /// Modifies the specified model to align to this animation at the specified frame and then renders it.
 /// </summary>
 /// <param name="renderContext">
 /// The current render context.
 /// </param>
 /// <param name="transform">
 /// The world transformation to apply.
 /// </param>
 /// <param name="model">
 /// The model to update.
 /// </param>
 /// <param name="secondFraction">
 /// The time elapsed.
 /// </param>
 /// <param name="multiply">
 /// The multiplication factor to apply to the animation speed.
 /// </param>
 public void Render(
     IRenderContext renderContext, 
     Matrix transform, 
     Model model, 
     TimeSpan secondFraction, 
     float multiply)
 {
     this.Render(renderContext, transform, model, (float)(secondFraction.TotalSeconds % (this.DurationInTicks / this.TicksPerSecond)), multiply);
 }
Beispiel #5
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        /// <summary>
        /// Applies the animation at a specified time to the model.
        /// </summary>
        /// <param name="model">
        /// The model to apply the animation to.
        /// </param>
        /// <param name="totalSeconds">
        /// The time elapsed.
        /// </param>
        /// <param name="multiply">
        /// The multiplication factor to apply to the animation speed.
        /// </param>
        public void Apply(Model model, float totalSeconds, float multiply)
        {
            totalSeconds = (float)(totalSeconds * this.TicksPerSecond * multiply);

            foreach (var bone in model.Bones.Keys)
            {
                var boneObj = model.Bones[bone];

                if (this.m_TranslationKeys.ContainsKey(bone))
                {
                    double translationKeyPrevious, translationKeyNext;

                    this.FindSurroundingTickValues(
                        this.m_TranslationKeys[bone],
                        totalSeconds,
                        out translationKeyPrevious,
                        out translationKeyNext);

                    if (Math.Abs(translationKeyPrevious - (-1)) < 0.0001f || Math.Abs(translationKeyNext - (-1)) < 0.0001f)
                    {
                        if (Math.Abs(translationKeyPrevious - (-1)) >= 0.0001f)
                        {
                            boneObj.CurrentTranslation = this.m_TranslationForBones[bone][translationKeyPrevious];
                        }
                        else if (Math.Abs(translationKeyNext - (-1)) >= 0.0001f)
                        {
                            boneObj.CurrentTranslation = this.m_TranslationForBones[bone][translationKeyNext];
                        }
                    }
                    else
                    {
                        var previousTranslation = this.m_TranslationForBones[bone][translationKeyPrevious];
                        var nextTranslation = this.m_TranslationForBones[bone][translationKeyNext];

                        var actualTranslation = previousTranslation;

                        if (Math.Abs(translationKeyPrevious - translationKeyNext) > 0.0001f)
                        {
                            var amount =
                                (float)
                                -((translationKeyPrevious - totalSeconds) / (translationKeyNext - translationKeyPrevious));

                            actualTranslation = Vector3.Lerp(previousTranslation, nextTranslation, amount);
                        }

                        boneObj.CurrentTranslation = actualTranslation;
                    }
                }

                if (this.m_RotationKeys.ContainsKey(bone))
                {
                    double rotationKeyPrevious, rotationKeyNext;

                    this.FindSurroundingTickValues(
                        this.m_RotationKeys[bone],
                        totalSeconds,
                        out rotationKeyPrevious,
                        out rotationKeyNext);

                    if (Math.Abs(rotationKeyPrevious - (-1)) < 0.0001f || Math.Abs(rotationKeyNext - (-1)) < 0.0001f)
                    {
                        if (Math.Abs(rotationKeyPrevious - (-1)) >= 0.0001f)
                        {
                            boneObj.CurrentRotation = this.m_RotationForBones[bone][rotationKeyPrevious];
                        }
                        else if (Math.Abs(rotationKeyNext - (-1)) >= 0.0001f)
                        {
                            boneObj.CurrentRotation = this.m_RotationForBones[bone][rotationKeyNext];
                        }
                    }
                    else
                    {
                        var previousRotation = this.m_RotationForBones[bone][rotationKeyPrevious];
                        var nextRotation = this.m_RotationForBones[bone][rotationKeyNext];

                        var actualRotation = previousRotation;

                        if (Math.Abs(rotationKeyPrevious - rotationKeyNext) > 0.0001f)
                        {
                            actualRotation = Quaternion.Lerp(
                                previousRotation,
                                nextRotation,
                                (float)-((rotationKeyPrevious - totalSeconds) / (rotationKeyNext - rotationKeyPrevious)));
                        }

                        boneObj.CurrentRotation = actualRotation;
                    }
                }

                if (this.m_ScaleKeys.ContainsKey(bone))
                {
                    double scaleKeyPrevious, scaleKeyNext;

                    this.FindSurroundingTickValues(this.m_ScaleKeys[bone], totalSeconds, out scaleKeyPrevious, out scaleKeyNext);

                    if (Math.Abs(scaleKeyPrevious - (-1)) < 0.0001f || Math.Abs(scaleKeyNext - (-1)) < 0.0001f)
                    {
                        if (Math.Abs(scaleKeyPrevious - (-1)) >= 0.0001f)
                        {
                            boneObj.CurrentScale = this.m_ScaleForBones[bone][scaleKeyPrevious];
                        }
                        else if (Math.Abs(scaleKeyNext - (-1)) >= 0.0001f)
                        {
                            boneObj.CurrentScale = this.m_ScaleForBones[bone][scaleKeyNext];
                        }
                    }
                    else
                    {
                        var previousScale = this.m_ScaleForBones[bone][scaleKeyPrevious];
                        var nextScale = this.m_ScaleForBones[bone][scaleKeyNext];

                        var actualScale = previousScale;

                        if (Math.Abs(scaleKeyPrevious - scaleKeyNext) > 0.0001f)
                        {
                            actualScale = Vector3.Lerp(
                                previousScale,
                                nextScale,
                                (float)-((scaleKeyPrevious - totalSeconds) / (scaleKeyNext - scaleKeyPrevious)));
                        }

                        boneObj.CurrentScale = actualScale;
                    }
                }
            }
        }