Example #1
0
        public void SetPose(DancePose pose)
        {
            if (pose.FootState == DancePoseFootState.Auto)
            {
                CtMatrix4x4[] transformedMatrices = this.Mesh.MatrixPallet.TransformedMatrices;
                uint          matrixIndex         = this.BoneTable["LeftAnkle"].Bone.MatrixIndex;
                uint          matrixIndex2        = this.BoneTable["RightAnkle"].Bone.MatrixIndex;
                CtVector3D    position            = transformedMatrices[(int)((UIntPtr)matrixIndex)].GetPosition();
                CtVector3D    position2           = transformedMatrices[(int)((UIntPtr)matrixIndex2)].GetPosition();
                bool          flag = position.Y < position2.Y;
                CtVector3D    a    = flag ? position : position2;
                a.Y = this.AnkleHeight;
                this.SetPoseWithoutPivoting(pose);
                this.Mesh.UpdateBoneMatrices();
                CtVector3D position3 = (flag ? transformedMatrices[(int)((UIntPtr)matrixIndex)] : transformedMatrices[(int)((UIntPtr)matrixIndex2)]).GetPosition();
                CtBone     bone      = this.BoneTable["Hips"].Bone;
                bone.TransformMatrix = CtMatrix4x4.MulM4xM4(bone.TransformMatrix, CtMatrix4x4.Translate(a - position3));
                this.Mesh.UpdateBoneMatrices();
                return;
            }
            this.SetPoseWithoutPivoting(pose);
            CtBone     bone2     = this.Mesh.MatrixPallet.GetBone(MMDDanceModel.mmdBoneNameOfROOT);
            CtBone     bone3     = this.Mesh.MatrixPallet.GetBone(MMDDanceModel.mmdBoneNameOfLOWERBODY);
            float      f         = -bone3.OffsetMatrix.GetPosition().Y;
            CtVector3D position4 = bone2.TransformedMatrix.GetPosition();
            CtVector3D position5 = bone3.TransformedMatrix.GetPosition();
            CtVector3D b         = position4 - position5 + bone2.OffsetMatrix.GetPosition();

            bone2.TransformMatrix.TranslateFromRight(f * pose.BodyPosition + b);
            this.Mesh.UpdateBoneMatrices();
        }
Example #2
0
        private static void SetBoneRotation(BoneAssigner bone, CtMatrix4x4 tm)
        {
            CtMatrix4x4 ctMatrix4x = CtMatrix4x4.UnitMatrix();

            for (CtBone ctBone = bone.Bone; ctBone != null; ctBone = ctBone.Parent)
            {
                ctMatrix4x *= ctBone.InitMatrix;
            }
            CtMatrix4x4 ctMatrix4x2 = CtMatrix4x4.UnitMatrix();

            CtVector3D[] array = new CtVector3D[]
            {
                CtMatrix4x4.Mulv3xM4N(new CtVector3D(1f, 0f, 0f), ctMatrix4x),
                CtMatrix4x4.Mulv3xM4N(new CtVector3D(0f, 1f, 0f), ctMatrix4x),
                CtMatrix4x4.Mulv3xM4N(new CtVector3D(0f, 0f, 1f), ctMatrix4x)
            };
            array[0].Normalize();
            array[1].Normalize();
            array[2].Normalize();
            ctMatrix4x2.SetAxis3(array[0], array[1], array[2]);
            ctMatrix4x2.Transpose();
            CtMatrix4x4 ctMatrix4x3 = new CtMatrix4x4(ctMatrix4x2);

            CtMatrix4x4.Inverse(ctMatrix4x3);
            CtMatrix4x4 leftMatrix  = bone.LeftMatrix;
            CtMatrix4x4 rightMatrix = bone.RightMatrix;

            bone.Bone.TransformMatrix = ctMatrix4x2 * leftMatrix * tm * rightMatrix * ctMatrix4x3;
        }
Example #3
0
 public void CleanPose()
 {
     for (int i = 0; i < this.Mesh.MatrixPallet.GetBoneCount(); i++)
     {
         CtBone bone = this.Mesh.MatrixPallet.GetBone(i);
         bone.TransformMatrix = CtMatrix4x4.UnitMatrix();
     }
     this.Mesh.UpdateBoneMatrices();
 }
Example #4
0
        private bool setBoneAsNativeBoneName(string boneName, BoneState boneState)
        {
            CtBone bone = this.Mesh.MatrixPallet.GetBone(boneName);

            if (bone != null)
            {
                bone.TransformMatrix = CtMatrix4x4.Rotate(boneState.Rotate);
            }
            return(bone != null);
        }
Example #5
0
        private bool setBoneAsBVHBoneName(string boneName, BoneState boneState)
        {
            BoneAssigner bone;

            if (this.BoneTable.TryGetValue(boneName, out bone))
            {
                MMDDanceModel.SetBoneRotation(bone, CtMatrix4x4.Rotate(boneState.Rotate));
                return(true);
            }
            return(false);
        }
Example #6
0
 public BoneAssigner(CtBone bone, CtMatrix4x4 leftMatrix, CtMatrix4x4 rightMatrix)
 {
     this.Bone        = bone;
     this.LeftMatrix  = leftMatrix;
     this.RightMatrix = rightMatrix;
     if (this.LeftMatrix == null)
     {
         this.LeftMatrix = CtMatrix4x4.UnitMatrix();
     }
     if (this.RightMatrix == null)
     {
         this.RightMatrix = CtMatrix4x4.UnitMatrix();
     }
     this.ParentBone = null;
 }
Example #7
0
        public static MMDDanceModel LoadMMDModel(CtGraphicsInterface gi, string fileName)
        {
            CtMeshContainer ctMeshContainer = null;
            string          text            = Path.GetExtension(fileName).ToLower();

            if (text.Equals(".ctmm"))
            {
                ctMeshContainer = CtModelFileLoader.LoadCTMM(fileName, gi);
            }
            else if (text.Equals(".pmd") || text.Equals(".pmx"))
            {
                ctMeshContainer = CtModelFileLoader.LoadPMD(fileName, gi);
            }
            Dictionary <string, BoneAssigner> dictionary = new Dictionary <string, BoneAssigner>();
            CtMatrixPallet matrixPallet = ctMeshContainer.MatrixPallet;
            BoneAssigner   boneAssigner = new BoneAssigner(matrixPallet.GetBone("下半身"));
            BoneAssigner   value        = new BoneAssigner(matrixPallet.GetBone("上半身"), boneAssigner);

            dictionary.Add("Hips", new BoneAssigner(matrixPallet.GetBone("センター")));
            dictionary.Add("Chest", boneAssigner);
            dictionary.Add("Chest2", value);
            dictionary.Add("Neck", new BoneAssigner(matrixPallet.GetBone("首")));
            dictionary.Add("Head", new BoneAssigner(matrixPallet.GetBone("頭")));
            double num = CtMath.DegToRad(40.0);

            dictionary.Add("LeftCollar", new BoneAssigner(matrixPallet.GetBone("左肩")));
            dictionary.Add("LeftShoulder", new BoneAssigner(matrixPallet.GetBone("左腕"), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), num), null));
            dictionary.Add("LeftElbow", new BoneAssigner(matrixPallet.GetBone("左ひじ"), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), num), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), -num)));
            dictionary.Add("LeftWrist", new BoneAssigner(matrixPallet.GetBone("左手首"), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), num), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), -num)));
            dictionary.Add("RightCollar", new BoneAssigner(matrixPallet.GetBone("右肩")));
            dictionary.Add("RightShoulder", new BoneAssigner(matrixPallet.GetBone("右腕"), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), -num), null));
            dictionary.Add("RightElbow", new BoneAssigner(matrixPallet.GetBone("右ひじ"), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), -num), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), num)));
            dictionary.Add("RightWrist", new BoneAssigner(matrixPallet.GetBone("右手首"), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), -num), CtMatrix4x4.Rotate(new CtVector3D(0f, 0f, 1f), num)));
            dictionary.Add("LeftHip", new BoneAssigner(matrixPallet.GetBone("左足")));
            dictionary.Add("LeftKnee", new BoneAssigner(matrixPallet.GetBone("左ひざ")));
            dictionary.Add("LeftAnkle", new BoneAssigner(matrixPallet.GetBone("左足首")));
            dictionary.Add("RightHip", new BoneAssigner(matrixPallet.GetBone("右足")));
            dictionary.Add("RightKnee", new BoneAssigner(matrixPallet.GetBone("右ひざ")));
            dictionary.Add("RightAnkle", new BoneAssigner(matrixPallet.GetBone("右足首")));
            return(new MMDDanceModel(ctMeshContainer, dictionary));
        }