Ejemplo n.º 1
0
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here
        public void Evaluate(int SpreadMax)
        {
            //if any of the inputs has changed
            //recompute the outputs
            bool recalculate            = false;
            bool chainRangeChanged      = false;
            bool recalculateOrientation = false;

            if (FChainStart.PinIsChanged)
            {
                FChainStart.GetString(0, out chainStart);
                recalculate       = true;
                chainRangeChanged = true;
            }

            if (FChainEnd.PinIsChanged)
            {
                FChainEnd.GetString(0, out chainEnd);
                recalculate       = true;
                chainRangeChanged = true;
            }

            object currInterface;

            if (FPoseInput.PinIsChanged || chainRangeChanged)
            {
                if (FPoseInput.IsConnected)
                {
                    FPoseInput.GetUpstreamInterface(out currInterface);
                    Skeleton s = (Skeleton)currInterface;
                    if (outputSkeleton == null || !s.Uid.Equals(outputSkeleton.Uid))
                    {
                        outputSkeleton = (Skeleton)((Skeleton)currInterface).DeepCopy();
                        outputSkeleton.BuildJointTable();
                        workingSkeleton = (Skeleton)outputSkeleton.DeepCopy();
                        workingSkeleton.BuildJointTable();
                        chainRangeChanged = true;
                    }
                    else
                    {
                        foreach (KeyValuePair <string, IJoint> pair in s.JointTable)
                        {
                            if (!jointChain.Exists(delegate(IJoint j) { return(j.Name == pair.Key); }))
                            {
                                outputSkeleton.JointTable[pair.Key].BaseTransform       = pair.Value.BaseTransform;
                                outputSkeleton.JointTable[pair.Key].AnimationTransform  = pair.Value.AnimationTransform;
                                workingSkeleton.JointTable[pair.Key].BaseTransform      = pair.Value.BaseTransform;
                                workingSkeleton.JointTable[pair.Key].AnimationTransform = pair.Value.AnimationTransform;
                            }
                            outputSkeleton.JointTable[pair.Key].Constraints  = pair.Value.Constraints;
                            workingSkeleton.JointTable[pair.Key].Constraints = pair.Value.Constraints;
                        }
                    }
                    workingSkeleton.CalculateCombinedTransforms();
                    recalculate = true;
                }
                else
                {
                    outputSkeleton = null;
                }
            }

            if (FVelocityInput.PinIsChanged)
            {
                double x;
                FVelocityInput.GetValue(0, out x);
                iterationsPerFrame = (int)(x * 10);
            }

            if (iterationsPerFrame > 0)
            {
                if (FTargetInput.PinIsChanged)
                {
                    targetPosW = new Vector3D();
                    FTargetInput.GetValue3D(0, out targetPosW.x, out targetPosW.y, out targetPosW.z);
                    recalculate = true;
                }

                if (FEpsilonInput.PinIsChanged)
                {
                    FEpsilonInput.GetValue(0, out epsilon);
                    recalculate = true;
                }

                if (FPoleTargetInput.PinIsChanged || FEnablePoleTargetInput.PinIsChanged)
                {
                    double x;
                    FEnablePoleTargetInput.GetValue(0, out x);
                    enablePoleTarget = x > 0.0;
                    poleTargetW      = new Vector3D();
                    FPoleTargetInput.GetValue3D(0, out poleTargetW.x, out poleTargetW.y, out poleTargetW.z);
                    recalculateOrientation = true;
                }

                if (chainRangeChanged && outputSkeleton != null)
                {
                    initRotations();
                }

                double delta = VMath.Dist(endPosW, targetPosW);
                if ((delta > epsilon || recalculate) && outputSkeleton != null && !string.IsNullOrEmpty(chainStart) && !string.IsNullOrEmpty(chainEnd))
                {
                    List <Vector2D> constraints = new List <Vector2D>();
                    for (int i = 0; i < iterationsPerFrame; i++)
                    {
                        for (int j = 0; j < 3; j++)
                        {
                            IJoint currJoint = workingSkeleton.JointTable[chainEnd];
                            endPosW = currJoint.CombinedTransform * new Vector3D(0);
                            while (currJoint.Name != chainStart)
                            {
                                currJoint = currJoint.Parent;
                                Vector3D rotationAxis = new Vector3D(0, 0, 0);
                                rotationAxis[j] = 1;
                                double   torque = calculateTorque(currJoint, rotationAxis);
                                Vector3D rot    = rotations[currJoint.Name];
                                if ((rot[j] + torque) < currJoint.Constraints[j].x * 2 * Math.PI || (rot[j] + torque) > currJoint.Constraints[j].y * 2 * Math.PI)
                                {
                                    torque = 0;
                                }
                                Matrix4x4 newTransform = VMath.Rotate(torque * rotationAxis.x, torque * rotationAxis.y, torque * rotationAxis.z) * currJoint.AnimationTransform;
                                Vector3D  testVec      = newTransform * new Vector3D(0);
                                if (!Double.IsInfinity(testVec.x) && !Double.IsNaN(testVec.x))                         // an evil bug fix, to avoid n.def. values in animation transform matrix. the actual reason, why this would happen has not been found yet.
                                {
                                    rot[j] += torque;
                                    rotations[currJoint.Name]    = rot;
                                    currJoint.AnimationTransform = newTransform;
                                    outputSkeleton.JointTable[currJoint.Name].AnimationTransform = currJoint.AnimationTransform;
                                }
                            }
                        }
                        try
                        {
                            Matrix4x4 pre;
                            if (workingSkeleton.JointTable[chainStart].Parent != null)
                            {
                                pre = workingSkeleton.JointTable[chainStart].Parent.CombinedTransform;
                            }
                            else
                            {
                                pre = VMath.IdentityMatrix;
                            }
                            ((JointInfo)workingSkeleton.JointTable[chainStart]).CalculateCombinedTransforms(pre);
                        }
                        catch (Exception)
                        {
                            workingSkeleton.CalculateCombinedTransforms();
                        }
                    }


                    FPoseOutput.MarkPinAsChanged();
                }

                if ((recalculate || recalculateOrientation) && enablePoleTarget && outputSkeleton != null && !string.IsNullOrEmpty(chainStart) && !string.IsNullOrEmpty(chainEnd))
                {
                    endPosW = workingSkeleton.JointTable[chainEnd].CombinedTransform * new Vector3D(0);
                    Vector3D poleTargetLocal = VMath.Inverse(workingSkeleton.JointTable[chainStart].CombinedTransform) * poleTargetW;
                    Vector3D t = VMath.Inverse(workingSkeleton.JointTable[chainStart].CombinedTransform) * endPosW;                                                                                  // endpoint in local coords
                    Vector3D a = VMath.Inverse(workingSkeleton.JointTable[chainStart].CombinedTransform) * (workingSkeleton.JointTable[chainStart].Children[0].CombinedTransform * new Vector3D(0)); // next child in local coords
                    Vector3D x = t * ((a.x * t.x + a.y * t.y + a.z * t.z) / Math.Pow(VMath.Dist(new Vector3D(0), t), 2));
                    Vector3D y = t * ((poleTargetLocal.x * t.x + poleTargetLocal.y * t.y + poleTargetLocal.z * t.z) / Math.Pow(VMath.Dist(new Vector3D(0), t), 2));

                    Vector3D c     = poleTargetLocal - y;
                    Vector3D b     = a - x;
                    double   angle = vectorAngle(b, c);
                    Vector3D n     = new Vector3D();
                    n.x = c.y * b.z - c.z * b.y;
                    n.y = c.z * b.x - c.x * b.z;
                    n.z = c.x * b.y - c.y * b.x;
                    n   = n / VMath.Dist(new Vector3D(0), n);
                    FDebugOutput.SetValue(0, angle);
                    chainRotation = RotateAroundAxis(angle, n);

                    FPoseOutput.MarkPinAsChanged();
                }
                if (!enablePoleTarget)
                {
                    chainRotation = VMath.IdentityMatrix;
                }

                outputSkeleton.JointTable[chainStart].AnimationTransform = chainRotation * outputSkeleton.JointTable[chainStart].AnimationTransform;
            }

            FPoseOutput.SetInterface(outputSkeleton);
        }
Ejemplo n.º 2
0
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here
        public void Evaluate(int SpreadMax)
        {
            //if any of the inputs has changed
            //recompute the outputs

            if (vertices.Count != FVerticesInput.SliceCount / 3)
            {
                vertices.Clear();
                double x, y, z;
                for (int i = 0; i < FVerticesInput.SliceCount - 2; i += 3)
                {
                    FVerticesInput.GetValue(i, out x);
                    FVerticesInput.GetValue(i + 1, out y);
                    FVerticesInput.GetValue(i + 2, out z);
                    vertices.Add(new Vector3D(x, y, z));
                }
            }



            if (FSkeletonInput.PinIsChanged)
            {
                if (FSkeletonInput.IsConnected)
                {
                    object currInterface;
                    FSkeletonInput.GetUpstreamInterface(out currInterface);
                    skeleton = (Skeleton)currInterface;
                }
            }
            double apply;

            FApplyInput.GetValue(0, out apply);
            if (apply == 1 && skeleton != null)
            {
                skeleton.CalculateCombinedTransforms();
                skinWeights = new Dictionary <int, Dictionary <int, double> >();
                Vector3D origin = new Vector3D(0);
                double   d;
                for (int i = 0; i < vertices.Count; i++)
                {
                    IJoint nearest = getNearestBone(vertices[i], skeleton.Root, out d);
                    Dictionary <int, double> jointWeights = new Dictionary <int, double>();
                    jointWeights.Add(nearest.Id, 1.0);
                    skinWeights.Add(i, jointWeights);
                }

                int sliceNum = 0;
                for (int i = 0; i < vertices.Count; i++)
                {
                    if (!skinWeights.ContainsKey(i))
                    {
                        continue;
                    }
                    IDictionaryEnumerator boneEnum = skinWeights[i].GetEnumerator();
                    while (boneEnum.MoveNext())
                    {
                        FIndicesOutput.SliceCount     = sliceNum + 1;
                        FBindIndicesOutput.SliceCount = sliceNum + 1;
                        FSkinWeightsOutput.SliceCount = sliceNum + 1;
                        FIndicesOutput.SetValue(sliceNum, i);
                        FBindIndicesOutput.SetValue(sliceNum, (int)boneEnum.Key);
                        FSkinWeightsOutput.SetValue(sliceNum, (double)boneEnum.Value);
                        sliceNum++;
                    }
                }
            }
        }
Ejemplo n.º 3
0
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here
        public void Evaluate(int SpreadMax)
        {
            //if any of the inputs has changed
            //recompute the outputs

            bool recalculate = false;

            if (FJointNameInput.PinIsChanged)
            {
                jointNames = new List <string>();
                string jointName;
                for (int i = 0; i < FJointNameInput.SliceCount; i++)
                {
                    FJointNameInput.GetString(i, out jointName);
                    jointNames.Add(jointName);
                }
                recalculate = true;
                if (jointNames.Count == 1 && string.IsNullOrEmpty(jointNames[0]))
                {
                    jointsSelected = false;
                }
                else
                {
                    jointsSelected = true;
                }
            }

            if (FSkeletonInput.PinIsChanged)
            {
                if (FSkeletonInput.IsConnected)
                {
                    object currInterface;
                    FSkeletonInput.GetUpstreamInterface(out currInterface);
                    inputSkeleton = (Skeleton)currInterface;

                    // if there are no specific joints selected via input pin, collect them all
                    if (jointNames == null || !jointsSelected)
                    {
                        jointNames = new List <string>();
                        foreach (KeyValuePair <string, IJoint> pair in inputSkeleton.JointTable)
                        {
                            // Only add those with a valid array index.
                            // It's not a must that all bones are used as skinning matrices.
                            if (pair.Value.Id >= 0)
                            {
                                jointNames.Add(pair.Key);
                            }
                        }
                    }
                }
                else
                {
                    inputSkeleton = null;
                }
                recalculate = true;
            }

            if (FInverseBindPoseInput.PinIsChanged)
            {
                recalculate = true;
            }

            if (FOutputModeInput.PinIsChanged)
            {
                FOutputModeInput.GetOrd(0, out outputMode);
                recalculate = true;
            }

            if (recalculate && inputSkeleton != null)
            {
                inputSkeleton.CalculateCombinedTransforms();
                int jointCount;
                if (outputMode == OUTPUT_MODE_DYNAMIC)
                {
                    jointCount = jointNames.Count;
                }
                else
                {
                    jointCount = 60;
                }
                FTransformOutput.SliceCount = jointCount;
                IJoint    currJoint;
                Matrix4x4 currIBPMatrix;
                int       i = 0;
                for (i = 0; i < jointNames.Count; i++)
                {
                    currJoint = inputSkeleton.JointTable[jointNames[i]];
                    if (currJoint != null)
                    {
                        int sliceIndex;
                        if (outputMode == OUTPUT_MODE_STATIC)
                        {
                            sliceIndex = currJoint.Id;
                        }
                        else
                        {
                            sliceIndex = i;
                        }
                        FInverseBindPoseInput.GetMatrix(sliceIndex, out currIBPMatrix);
                        FTransformOutput.SetMatrix(sliceIndex, currIBPMatrix * currJoint.CombinedTransform);
                    }
                }

                // Pad remaining slices with Identity Matrices
                for (int j = i; j < jointCount; j++)
                {
                    FTransformOutput.SetMatrix(j, VMath.IdentityMatrix);
                }
            }
        }