Ejemplo n.º 1
0
        /// <summary>
        /// Advances the frame of an animation for a skeleton used on this mesh.
        /// </summary>
        /// <param name="Skel">A skeleton used to render this mesh.</param>
        /// <param name="Animation">The animation to advance.</param>
        /// <param name="AnimationTime">The playback time for an animation (how long has it been playing for?)</param>
        /// <param name="TimeDelta">The timedelta of the rendering loop.</param>
        public void AdvanceFrame(Skeleton Skel, Anim Animation, ref float AnimationTime, float TimeDelta)
        {
            float Duration = (float)Animation.Motions[0].NumFrames / 30;
            AnimationTime += TimeDelta;
            AnimationTime = AnimationTime % Duration; //Loop the animation

            for (int i = 0; i < Animation.Motions.Count; i++)
            {
                int BoneIndex = Skel.FindBone(Animation.Motions[i].BoneName);

                if (BoneIndex == -1)
                    continue;

                Bone Bne = Skel.Bones[BoneIndex];

                int Frame = (int)(AnimationTime * 30);
                float FractionShown = AnimationTime * 30 - Frame;
                int NextFrame = (Frame + 1 != Animation.Motions[0].NumFrames) ? Frame + 1 : 0;

                if (Animation.Motions[i].HasTranslation == 1)
                {
                    Vector3 Translation = new Vector3(Animation.Motions[i].Translations[Frame, 0],
                        Animation.Motions[i].Translations[Frame, 1], Animation.Motions[i].Translations[Frame, 2]);
                    Vector3 NextTranslation = new Vector3(Animation.Motions[i].Translations[NextFrame, 0],
                        Animation.Motions[i].Translations[NextFrame, 1], Animation.Motions[i].Translations[NextFrame, 2]);

                    Vector3 UpdatedTranslation = new Vector3();
                    UpdatedTranslation.X = (1 - FractionShown) * Translation.X + FractionShown * NextTranslation.X;
                    UpdatedTranslation.Y = (1 - FractionShown) * Translation.Y + FractionShown * NextTranslation.Y;
                    UpdatedTranslation.Z = (1 - FractionShown) * Translation.Z + FractionShown * NextTranslation.Z;

                    Bne.GlobalTranslation = UpdatedTranslation;
                }

                if (Animation.Motions[i].HasRotation == 1)
                {
                    Quaternion Rotation = new Quaternion(Animation.Motions[i].Rotations[Frame, 0],
                        Animation.Motions[i].Rotations[Frame, 1], Animation.Motions[i].Rotations[Frame, 2],
                        Animation.Motions[i].Rotations[Frame, 3]);
                    Quaternion NextRotation = new Quaternion(Animation.Motions[i].Rotations[NextFrame, 0],
                        Animation.Motions[i].Rotations[NextFrame, 1], Animation.Motions[i].Rotations[NextFrame, 2],
                        Animation.Motions[i].Rotations[NextFrame, 3]);

                    //Use Slerp to interpolate
                    float W1, W2 = 1.0f;
                    float CosTheta = DotProduct(Rotation, NextRotation);

                    if (CosTheta < 0)
                    {
                        CosTheta *= -1;
                        W2 *= -1;
                    }

                    float Theta = (float)Math.Acos(CosTheta);
                    float SinTheta = (float)Math.Sin(Theta);

                    if (SinTheta > 0.001f)
                    {
                        W1 = (float)Math.Sin((1.0f - FractionShown) * Theta) / SinTheta;
                        W2 *= (float)Math.Sin(FractionShown * Theta) / SinTheta;
                    }
                    else
                    {
                        W1 = 1.0f - FractionShown;
                        W2 = FractionShown;
                    }

                    Quaternion UpdatedRotation = new Quaternion();
                    UpdatedRotation.X = W1 * Rotation.X + W2 * NextRotation.X;
                    UpdatedRotation.Y = W1 * Rotation.Y + W2 * NextRotation.Y;
                    UpdatedRotation.Z = W1 * Rotation.Z + W2 * NextRotation.Z;
                    UpdatedRotation.W = W1 * Rotation.W + W2 * NextRotation.W;
                }
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// User clicked on an item in the list containing available appearances.
        /// </summary>
        private void LstAppearances_SelectedIndexChanged(object sender, EventArgs e)
        {
            if (m_Skeleton == null)
            {
                m_Skeleton = new Skeleton(this.Device, ContentManager.GetResourceFromLongID(0x100000005));
                m_Skeleton.AssignChildren(ref m_Skeleton);
            }

            m_CurrentAppearance = new Appearance(ContentManager.GetResourceFromLongID(
                (ulong)LstAppearances.SelectedItem));

            List<Binding> Bindings = new List<Binding>();

            foreach (ulong BindingID in m_CurrentAppearance.BindingIDs)
                Bindings.Add(new Binding(ContentManager.GetResourceFromLongID(BindingID)));

            m_Tex = Texture2D.FromFile(this.Device, new MemoryStream(
                ContentManager.GetResourceFromLongID(Bindings[0].TextureAssetID)));

            string SelectedStr = (string)LstHeads.SelectedItem;
            if (SelectedStr.Contains("bodies"))
            {
                m_CurrentMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), true);
                m_CurrentMesh.TransformVertices2(m_Skeleton.Bones[0], ref mSimpleEffect);
                m_CurrentMesh.BlendVertices2();
            }
            else
                m_CurrentMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), false);

            LoadMesh(m_CurrentMesh);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// User clicked on an item in the list containing available heads and bodies.
        /// </summary>
        private void LstHeads_SelectedIndexChanged(object sender, EventArgs e)
        {
            if (m_Skeleton == null)
            {
                m_Skeleton = new Skeleton(this.Device, ContentManager.GetResourceFromLongID(0x100000005));
                m_Skeleton.AssignChildren(ref m_Skeleton);
            }

            foreach(KeyValuePair<ulong, string> Pair in ContentManager.Resources)
            {
                if ((string)LstHeads.SelectedItem == Pair.Value)
                {
                    //HAndGroup files are used to group together different hand meshes and textures.
                    if (Pair.Value.Contains(".hag"))
                    {
                        Hag HandGroup = new Hag(ContentManager.GetResourceFromLongID(Pair.Key));

                        m_CurrentAppearance = new Appearance(ContentManager.GetResourceFromLongID(
                            HandGroup.Appearances[0]));

                        LstAppearances.Items.Clear();

                        foreach (ulong AppearanceID in HandGroup.Appearances)
                            LstAppearances.Items.Add(AppearanceID);

                        List<Binding> Bindings = new List<Binding>();

                        foreach (ulong BindingID in m_CurrentAppearance.BindingIDs)
                            Bindings.Add(new Binding(ContentManager.GetResourceFromLongID(BindingID)));

                        m_Tex = Texture2D.FromFile(this.Device, new MemoryStream(
                            ContentManager.GetResourceFromLongID(Bindings[0].TextureAssetID)));

                        m_CurrentMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), false);
                        LoadMesh(m_CurrentMesh);
                    }
                    else
                    {
                        PurchasableObject PO = new PurchasableObject(ContentManager.GetResourceFromLongID(Pair.Key));

                        m_CurrentOutfit = new Outfit(ContentManager.GetResourceFromLongID(PO.OutfitID));
                        m_CurrentAppearance = new Appearance(
                            ContentManager.GetResourceFromLongID(m_CurrentOutfit.LightAppearanceID));

                        LstAppearances.Items.Clear();
                        LstAppearances.Items.Add(m_CurrentOutfit.LightAppearanceID);
                        LstAppearances.Items.Add(m_CurrentOutfit.MediumAppearanceID);
                        LstAppearances.Items.Add(m_CurrentOutfit.DarkAppearanceID);

                        List<Binding> Bindings = new List<Binding>();

                        foreach (ulong BindingID in m_CurrentAppearance.BindingIDs)
                            Bindings.Add(new Binding(ContentManager.GetResourceFromLongID(BindingID)));

                        m_Tex = Texture2D.FromFile(this.Device, new MemoryStream(
                            ContentManager.GetResourceFromLongID(Bindings[0].TextureAssetID)));

                        //The file selected was most likely a body-mesh, so apply the adult skeleton to it.
                        if (Pair.Value.Contains("bodies"))
                        {
                            m_CurrentMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), true);
                            m_CurrentMesh.TransformVertices2(m_Skeleton.Bones[0], ref mSimpleEffect);
                            m_CurrentMesh.BlendVertices2();
                            LoadMesh(m_CurrentMesh);
                        }
                        else
                        {
                            m_CurrentMesh = new Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID), false);
                            LoadMesh(m_CurrentMesh);
                        }
                    }

                    m_LoadComplete = true;
                }
            }
        }
Ejemplo n.º 4
0
 /// <summary>
 /// Assigns children to all the bones in a skeleton.
 /// </summary>
 /// <param name="Skel">The skeleton to whose bones to assign children to.</param>
 public void AssignChildren(ref Skeleton Skel)
 {
     for(int i = 0; i < Skel.Bones.Length; i++)
     {
         for (int j = 0; j < m_Bones.Length; j++)
         {
             if (m_Bones[j].ParentName == Skel.Bones[i].BoneName)
             {
                 //Skel.Bones[i] is the parent of m_Bones[j]
                 Skel.Bones[i].Children[Skel.Bones[i].NumChildren] = m_Bones[j];
                 Skel.Bones[i].NumChildren++;
             }
         }
     }
 }