Ejemplo n.º 1
0
    public void Calculate(ref Joint startJoint)
    {
        Vector3 offset = new Vector3(startJoint.Offset.x, startJoint.Offset.y, startJoint.Offset.z);

        Matrix4x4            offsetMat = Matrix4x4.Translate(offset);
        List <List <float> > data      = startJoint.Channel_data;

        for (int i = 0; i < _num_frames; i++)
        {
            Matrix4x4 tran_mat = Matrix4x4.identity;
            Matrix4x4 rot_mat  = Matrix4x4.identity;

            Vector3 localPos = offset;
            Vector3 localRot = new Vector3(0, 0, 0);

            for (int j = 0; j < startJoint.Channels_order.Count; j++)
            {
                Channel channel_info = startJoint.Channels_order[j];
                if (channel_info == Channel.XPOSITION)
                {
                    MatrixUtils.Translate(ref tran_mat, new Vector3(data[i][j], 0, 0));
                    localPos.x += data[i][j];
                }
                else if (channel_info == Channel.YPOSITION)
                {
                    MatrixUtils.Translate(ref tran_mat, new Vector3(0, data[i][j], 0));
                    localPos.y += data[i][j];
                }
                else if (channel_info == Channel.ZPOSITION)
                {
                    MatrixUtils.Translate(ref tran_mat, new Vector3(0, 0, data[i][j]));
                    localPos.z += data[i][j];
                }
                else if (channel_info == Channel.XROTATION)
                {
                    MatrixUtils.Rotate(ref rot_mat, data[i][j], Axis.X);
                    localRot.x += data[i][j];
                }
                else if (channel_info == Channel.YROTATION)
                {
                    MatrixUtils.Rotate(ref rot_mat, data[i][j], Axis.Y);
                    localRot.y += data[i][j];
                }
                else if (channel_info == Channel.ZROTATION)
                {
                    MatrixUtils.Rotate(ref rot_mat, data[i][j], Axis.Z);
                    localRot.z += data[i][j];
                }
            }

            Matrix4x4 ltm;  //Transform Matrix
            if (startJoint.Parent != null)
            {
                ltm = startJoint.Parent.Ltm[i] * offsetMat;
            }
            else
            {
                ltm = tran_mat * offsetMat;
            }

            Vector3 pos = MatrixUtils.ExtractPosition(ltm);
            startJoint.Set_pos(pos, i);

            ltm = ltm * rot_mat;
            startJoint.Set_ltm(ltm, i);

            Quaternion rot = MatrixUtils.ExtractRotation(ltm);
            startJoint.Set_rot(rot, i);

            startJoint.Set_localpos(localPos, i);
            startJoint.Set_localrot(localRot, i);
        }

        for (int i = 0; i < startJoint.Children.Count; i++)
        {
            Joint child = startJoint.Children[i];
            Calculate(ref child);
        }
    }