Ejemplo n.º 1
0
        public BinBVHAnimation(byte[] animationdata)
        {
            int i = 0;

            if (!BitConverter.IsLittleEndian)
            {
                unknown0 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata, i, 2)); i += 2; // Always 1
                unknown1 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata, i, 2)); i += 2; // Always 0
                Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4;
                Length   = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
            }
            else
            {
                unknown0 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 1
                unknown1 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 0
                Priority = Utils.BytesToInt(animationdata, i); i += 4;
                Length   = Utils.BytesToFloat(animationdata, i); i += 4;
            }
            ExpressionName = ReadBytesUntilNull(animationdata, ref i);
            if (!BitConverter.IsLittleEndian)
            {
                InPoint     = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
                OutPoint    = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
                Loop        = (Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)) != 0); i += 4;
                EaseInTime  = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
                EaseOutTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
                HandPose    = Utils.BytesToUInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4; // Handpose?

                m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4;                          // Get Joint count
            }
            else
            {
                InPoint     = Utils.BytesToFloat(animationdata, i); i += 4;
                OutPoint    = Utils.BytesToFloat(animationdata, i); i += 4;
                Loop        = (Utils.BytesToInt(animationdata, i) != 0); i += 4;
                EaseInTime  = Utils.BytesToFloat(animationdata, i); i += 4;
                EaseOutTime = Utils.BytesToFloat(animationdata, i); i += 4;
                HandPose    = Utils.BytesToUInt(animationdata, i); i += 4;  // Handpose?

                m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
            }
            Joints = new binBVHJoint[m_jointCount];

            // deserialize the number of joints in the animation.
            // Joints are variable length blocks of binary data consisting of joint data and keyframes
            for (int iter = 0; iter < m_jointCount; iter++)
            {
                binBVHJoint joint = readJoint(animationdata, ref i);
                Joints[iter] = joint;
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Read Keyframes of a certain type
        /// advance i
        /// </summary>
        /// <param name="data">Animation Byte array</param>
        /// <param name="i">Offset in the Byte Array.  Will be advanced</param>
        /// <param name="keycount">Number of Keyframes</param>
        /// <param name="min">Scaling Min to pass to the Uint16ToFloat method</param>
        /// <param name="max">Scaling Max to pass to the Uint16ToFloat method</param>
        /// <returns></returns>
        private binBVHJointKey[] readKeys(byte[] data, ref int i, int keycount, float min, float max)
        {
            float x;
            float y;
            float z;

            /*
             *  0.o, Float values in Two bytes.. this is just wrong >:(
             *  17          255  <-- Time Code
             *  17          255  <-- Time Code
             *  255         255  <-- X
             *  127         127  <-- X
             *  255         255  <-- Y
             *  127         127  <-- Y
             *  213         213  <-- Z
             *  142         142  <---Z
             *
             */

            binBVHJointKey[] m_keys = new binBVHJointKey[keycount];
            for (int j = 0; j < keycount; j++)
            {
                binBVHJointKey pJKey = new binBVHJointKey();
                if (!BitConverter.IsLittleEndian)
                {
                    pJKey.time = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, InPoint, OutPoint); i += 2;
                    x          = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
                    y          = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
                    z          = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
                }
                else
                {
                    pJKey.time = Utils.UInt16ToFloat(data, i, InPoint, OutPoint); i += 2;
                    x          = Utils.UInt16ToFloat(data, i, min, max); i += 2;
                    y          = Utils.UInt16ToFloat(data, i, min, max); i += 2;
                    z          = Utils.UInt16ToFloat(data, i, min, max); i += 2;
                }
                pJKey.key_element = new Vector3(x, y, z);
                m_keys[j]         = pJKey;
            }
            return(m_keys);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Read in a Joint from an animation asset byte array
        /// Variable length Joint fields, yay!
        /// Advances the index
        /// </summary>
        /// <param name="data">animation asset byte array</param>
        /// <param name="i">Byte Offset of the start of the joint</param>
        /// <returns>The Joint data serialized into the binBVHJoint structure</returns>
        private binBVHJoint readJoint(byte[] data, ref int i)
        {
            binBVHJointKey[] positions;
            binBVHJointKey[] rotations;

            binBVHJoint pJoint = new binBVHJoint();

            /*
             *  109
             *  84
             *  111
             *  114
             *  114
             *  111
             *  0 <--- Null terminator
             */

            pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name

            /*
             *   2 <- Priority Revisited
             *   0
             *   0
             *   0
             */

            /*
             *  5 <-- 5 keyframes
             *  0
             *  0
             *  0
             *  ... 5 Keyframe data blocks
             */

            /*
             *  2 <-- 2 keyframes
             *  0
             *  0
             *  0
             *  ..  2 Keyframe data blocks
             */
            if (!BitConverter.IsLittleEndian)
            {
                pJoint.Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // Joint Priority override?
                rotationkeys    = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // How many rotation keyframes
            }
            else
            {
                pJoint.Priority = Utils.BytesToInt(data, i); i += 4; // Joint Priority override?
                rotationkeys    = Utils.BytesToInt(data, i); i += 4; // How many rotation keyframes
            }

            // argh! floats into two bytes!..   bad bad bad bad
            // After fighting with it for a while..  -1, to 1 seems to give the best results
            rotations = readKeys(data, ref i, rotationkeys, -1f, 1f);


            if (!BitConverter.IsLittleEndian)
            {
                positionkeys = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // How many position keyframes
            }
            else
            {
                positionkeys = Utils.BytesToInt(data, i); i += 4; // How many position keyframes
            }

            // Read in position keyframes
            // argh! more floats into two bytes!..  *head desk*
            // After fighting with it for a while..  -5, to 5 seems to give the best results
            positions = readKeys(data, ref i, positionkeys, -5f, 5f);

            pJoint.rotationkeys = rotations;
            pJoint.positionkeys = positions;

            return(pJoint);
        }