Ejemplo n.º 1
0
        public MatrixIndexer(List <float[]> fFrames, BVHContent bvh)
        {
            for (int f = 0; f < fFrames.Count; f++)
            {
                indices.Add(new List <int>()); //Add new frame to collection.

                for (int b = 0; b < bvh.Skeleton.BoneCount; b++)
                {
                    #region Set indices
                    BVHNode   bone = bvh[b];
                    FrameCalc fc   = bone.calc_fc_from_frame(fFrames[f]); //get frame calc of current matrix.
                    indices[indices.Count - 1].Add(get_index(fc, b, f));  //find index of matrix and add it to frame.
                    #endregion
                }
            }

            #region Calculate matrices from frmCalcs
            matrices = new Matrix[frmCalcs.Count];

            for (int i = 0; i < matrices.Length; i++)
            {
                matrices[i] = frmCalcs[i].calc_frame();
            }
            #endregion

            frmCalcs = null;//Allows Garbage Collector to dispose
        }
Ejemplo n.º 2
0
        /// <summary>
        /// init data
        /// </summary>
        /// <param name="bvh">bone</param>
        /// <param name="content">content</param>
        public BVHNode(BVHNodeString bvh, BVHContent content, int ParentLevel)
        {
            #region Set fields value.
            this.Level = ++ParentLevel;
            this.Name  = StringProccesing.CleanUp(bvh.Name);
            this.Id    = content.Skeleton.BoneCount;
            #endregion

            content.Skeleton.BoneCount++;

            #region Calculate offset and channels.
            this.Offset = StringProccesing.StringToVector3(bvh.Offset.Replace("OFFSET", ""));

            this.Channels = StringToChannels(
                bvh.Channels.Remove(bvh.Channels.IndexOf("CHANNELS"),
                                    "CHANNELS".Length + 2));
            #endregion

            #region Add this bones channel to content channel collection.
            for (int i = 0; i < Channels.Length; i++)
            {
                Channels[i].pifl = content.Skeleton.BoneChannels.Count;
                content.Skeleton.BoneChannels.Add(Channels[i]);
            }
            #endregion

            #region Set EndsiteOffset if needed.
            if (bvh.EndSiteOffset != null)
            {
                EndSiteOffset = StringProccesing.StringToVector3(bvh.EndSiteOffset.Replace("OFFSET", ""));
            }
            #endregion

            #region Initialize children and add them from BVHNodeString.
            Children = new List <BVHNode>();

            for (int i = 0; i < bvh.Children.Count; i++)
            {
                Children.Add(new BVHNode(bvh.Children[i], content, Level));
            }
            #endregion

            #region If bone has children, set EndSiteOffset as Offset of first one.
            if (EndSiteOffset == null)
            {
                EndSiteOffset = Children[0].Offset;
            }
            #endregion
        }
Ejemplo n.º 3
0
        public void calc_cylinder_matrices(BVHContent bvh)
        {
            CylinderScaleOffset = new Matrix[bvh.Skeleton.BoneCount];

            for (int i = 0; i < BoneCount; i++)
            {
                #region point to axis angle
                Vector3 offset = bvh[i].EndSiteOffset.Value;
                Vector3 normal = Vector3.Normalize(offset);
                float   length = offset.Length();

                float angle =
                    (float)Math.Atan2(
                        (double)new Vector2(normal.X, normal.Z).Length(),
                        normal.Y);

                Vector3 axis = new Vector3(normal.Z, 0,
                                           -normal.X);

                axis.Normalize();

                if (float.IsNaN(axis.X) || float.IsNaN(axis.Y) ||
                    float.IsNaN(axis.Z))
                {
                    axis  = Vector3.UnitX;
                    angle = MathHelper.Pi;
                }
                #endregion


                if (bvh[i].Name == "Head")
                {
                    CylinderScaleOffset[i] =
                        Matrix.CreateScale(length) *
                        Matrix.CreateScale(new Vector3(3, 0.4f, 3)) *
                        Matrix.CreateFromAxisAngle(axis, angle);
                }
                else
                {
                    CylinderScaleOffset[i] =
                        Matrix.CreateScale(length) *
                        Matrix.CreateFromAxisAngle(axis, angle);
                }
            }
        }
Ejemplo n.º 4
0
        public void calc_cylinder_matrices(BVHContent bvh)
        {
            CylinderScaleOffset = new Matrix[BoneCount];

            for (int i = 0; i < BoneCount; i++)
            {
                #region point to axis angle
                Vector3 offset = bvh[i].EndSiteOffset.Value;
                float   length = offset.Length();

                float angle =
                    (float)Math.Atan2(
                        (double)new Vector2(offset.X, offset.Z).Length(),
                        offset.Y);

                Vector3 axis = new Vector3(offset.Z, 0,
                                           -offset.X);

                axis.Normalize();

                if (float.IsNaN(axis.X) || float.IsNaN(axis.Y) ||
                    float.IsNaN(axis.Z))    //if empty offset, set deault axis and angle.
                {
                    axis  = Vector3.UnitX;
                    angle = MathHelper.Pi;
                }
                #endregion


                if (bvh[i].Name == "Head") //rescale head for a better figure.
                {
                    CylinderScaleOffset[i] =
                        Matrix.CreateScale(length) *
                        Matrix.CreateScale(new Vector3(3, 0.4f, 3)) *
                        Matrix.CreateFromAxisAngle(axis, angle);
                }
                else
                {
                    CylinderScaleOffset[i] =
                        Matrix.CreateScale(length) *
                        Matrix.CreateFromAxisAngle(axis, angle);
                }
            }
        }