Example #1
0
        public List <Joint> RasterizeAnimation()
        {
            List <Joint> theSkeleton = new List <Joint>();

            for (int i = 0; i < Skeleton.Count; i++)
            {
                theSkeleton.Add(new Joint());
                theSkeleton[i].Sid = Skeleton[i].Sid;
            }

            float maximumTimestamp = (float)(Math.Ceiling(Timestamps.Max() * Constants.INSTANCES_PER_SECOND) / Constants.INSTANCES_PER_SECOND);


            for (float rasterizedCurrentFrame = 0f; rasterizedCurrentFrame <= maximumTimestamp; rasterizedCurrentFrame += 1f / Constants.INSTANCES_PER_SECOND)
            {
                float smallerTimestamp = (from timestamp in Timestamps
                                          where timestamp <= rasterizedCurrentFrame
                                          select timestamp).Max();

                float biggerTimestamp = smallerTimestamp;

                List <float> biggerTimestamps = (from timestamp in Timestamps
                                                 where timestamp >= rasterizedCurrentFrame
                                                 select timestamp).ToList();
                if (biggerTimestamps.Count > 0)
                {
                    biggerTimestamp = biggerTimestamps.Min();
                }


                float blend = 0f;
                if (smallerTimestamp != biggerTimestamp)
                {
                    blend = (rasterizedCurrentFrame - smallerTimestamp) / (biggerTimestamp - smallerTimestamp);
                }

                InterpolateSkeleton(smallerTimestamp, biggerTimestamp, blend);
                InterpolateSkeletonQuaternions(smallerTimestamp, biggerTimestamp, blend);


                for (int i = 0; i < Skeleton.Count; i++)
                {
                    theSkeleton[i].PoseOrigins[rasterizedCurrentFrame]     = Skeleton[i].InterpolatedPoseOrigin;
                    theSkeleton[i].PoseQuaternions[rasterizedCurrentFrame] = Skeleton[i].InterpolatedQuaternion;
                }
            }
            latestFrameIndex = Timestamps.Count() - 1;

            return(theSkeleton);
        }