public void TestPlayAnimation() { var controller = new AnimationControllerSkeleton(null); Skeleton skeleton; TheWizards.Animation.Animation animation; CreateTestAnimation(out skeleton, out animation); controller.SetAnimation(0, animation); var p = new Vector3(4, 5, 4); var m1 = Matrix.RotationAxis(Vector3.Normalize(new Vector3(-1, 4, 3)), 4) * Matrix.Translation(p); var m2 = Matrix.RotationAxis(Vector3.Normalize(new Vector3(3, 2, 8)), 4) * Matrix.Translation(p); var game = new DX11Game(); var visualizer = new SkeletonVisualizer(); game.GameLoopEvent += delegate { controller.ProgressTime(game.Elapsed); controller.UpdateSkeleton(); skeleton.UpdateAbsoluteMatrices(); visualizer.VisualizeSkeleton(game, skeleton); }; game.Run(); }
public void TestImportSkeletonFromASF() { var parser = new ASFParser(); var root = new ASFJoint(); parser.RootJoint = root; var child1 = new ASFJoint(); child1.length = 4; child1.direction = MathHelper.Up; root.children.Add(child1); var child2 = new ASFJoint(); child2.direction = MathHelper.Up; child1.children.Add(child2); var skeleton1 = parser.ImportSkeleton(); skeleton1.UpdateAbsoluteMatrices(); using (var strm = EmbeddedFile.GetStream("MHGameWork.TheWizards.Tests.Features.Simulation.Animation.Files.TestSkeleton01.asf")) { parser.ImportASF(strm); } var skeleton2 = parser.ImportSkeleton(); skeleton2.UpdateAbsoluteMatrices(); var game = new DX11Game(); var vis = new SkeletonVisualizer(); game.GameLoopEvent += delegate { vis.VisualizeSkeleton(game, skeleton1, new Vector3(4, 0, 4)); vis.VisualizeSkeleton(game, skeleton2, new Vector3(11, 0, 11)); }; game.Run(); }
public void TestImportAMCCreateRelativeMatrices() { AMCParser parser = new AMCParser(); using (var strm = EmbeddedFile.GetStream("MHGameWork.TheWizards.Tests.Features.Simulation.Animation.Files.TestAnimation02.amc")) { parser.ImportAMC(strm); } // Import skeleton var asfParser = new ASFParser(); using (var strm = EmbeddedFile.GetStream("MHGameWork.TheWizards.Tests.Features.Simulation.Animation.Files.TestSkeleton02.asf")) { asfParser.ImportASF(strm); } var skeleton = asfParser.ImportSkeleton(); var game = new DX11Game(); var vis = new SkeletonVisualizer(); for (int i = 0; i < skeleton.Joints.Count; i++) { skeleton.Joints[i].RelativeMatrix = Matrix.Identity; } float time = 0; float speed = 1; game.GameLoopEvent += delegate { game.LineManager3D.DrawGroundShadows = true; time += game.Elapsed; var sampleNum = (int)(time * 120 * speed) % parser.Samples.Count; for (int i = 0; i < parser.Samples[sampleNum].Segments.Count; i++) { var seg = parser.Samples[sampleNum].Segments[i]; var asfJoint = asfParser.Joints.Find(j => j.name == seg.JointName); var joint = skeleton.Joints.Find(j => j.Name == seg.JointName); Matrix relativeMat = parser.CalculateRelativeMatrix(seg, asfJoint); joint.RelativeMatrix = relativeMat; } skeleton.UpdateAbsoluteMatrices(); vis.VisualizeSkeleton(game, skeleton, new Vector3(4, 0, 4)); }; game.Run(); }
public void TestSkeletonVisualizer() { var game = new DX11Game(); var skeleton = new Skeleton(); Joint joint; joint = new Joint(); joint.Name = "Root"; joint.Length = 2; joint.AbsoluteMatrix = Matrix.RotationZ(MathHelper.PiOver2) * // This makes X the forward direction Matrix.Translation(5, 0, 5); skeleton.Joints.Add(joint); var parent = joint; joint = new Joint(); joint.Name = "Arm1"; joint.Length = 2; joint.Parent = parent; joint.AbsoluteMatrix = Matrix.RotationZ(MathHelper.PiOver4) * Matrix.Translation(4, 0, 0) * joint.Parent.AbsoluteMatrix; skeleton.Joints.Add(joint); joint = new Joint(); joint.Name = "Arm2Upper"; joint.Length = 2; joint.Parent = parent; joint.AbsoluteMatrix = Matrix.RotationZ(-MathHelper.PiOver4) * Matrix.Translation(4, 0, 0) * joint.Parent.AbsoluteMatrix; skeleton.Joints.Add(joint); parent = joint; joint = new Joint(); joint.Name = "Arm2Lower"; joint.Length = 2; joint.Parent = parent; joint.AbsoluteMatrix = Matrix.RotationZ(MathHelper.PiOver4) * Matrix.Translation(2, 0, 0) * joint.Parent.AbsoluteMatrix; skeleton.Joints.Add(joint); var vis = new SkeletonVisualizer(); game.GameLoopEvent += delegate { vis.VisualizeSkeleton(game, skeleton); }; game.Run(); }
public void TestSkeletonUpdateAbsoluteMatrices() { var game = new DX11Game(); var skeleton = new Skeleton(); Joint joint; joint = new Joint(); joint.Name = "Root"; joint.Length = 4; joint.CalculateInitialRelativeMatrix(Matrix.Translation(5, 0, 5)); skeleton.Joints.Add(joint); var parent = joint; joint = new Joint(); joint.Name = "Arm1"; joint.Length = 2; joint.Parent = parent; joint.CalculateInitialRelativeMatrix(Matrix.RotationZ(MathHelper.PiOver4)); skeleton.Joints.Add(joint); joint = new Joint(); joint.Name = "Arm2Upper"; joint.Length = 2; joint.Parent = parent; joint.CalculateInitialRelativeMatrix(Matrix.RotationZ(-MathHelper.PiOver4)); skeleton.Joints.Add(joint); parent = joint; joint = new Joint(); joint.Name = "Arm2Lower"; joint.Length = 2; joint.Parent = parent; joint.CalculateInitialRelativeMatrix(Matrix.RotationY(MathHelper.PiOver4)); skeleton.Joints.Add(joint); var vis = new SkeletonVisualizer(); skeleton.UpdateAbsoluteMatrices(); game.GameLoopEvent += delegate { vis.VisualizeSkeleton(game, skeleton); }; game.Run(); }