Example #1
0
        public void CreateExampleJoint(Anatomy.Skeleton skeleton)
        {
            // Generate a simple cubic spline that will act as the radius of a long bone:
            SortedList <float, float> splinePoints = new SortedList <float, float>();
            float radiusModifier = 0.6f;

            splinePoints.Add(-0.1f, radiusModifier * 1.1f);
            splinePoints.Add(0.0f, radiusModifier * 1.1f);
            splinePoints.Add(0.15f, radiusModifier * 0.95f);
            splinePoints.Add(0.3f, radiusModifier * 0.9f);
            splinePoints.Add(0.5f, radiusModifier * 1.15f);
            splinePoints.Add(0.7f, radiusModifier * 0.95f);
            splinePoints.Add(0.8f, radiusModifier * 0.95f);
            splinePoints.Add(1.0f, radiusModifier * 1.1f);

            QuadraticSpline1D jointSpline = new QuadraticSpline1D(splinePoints);

            // Define the center curve of the long bone:
            LineSegment centerLine = new LineSegment(new Numerics.Vector3(0.0f, -0.5f, 0.0f),
                                                     new Numerics.Vector3(0.0f, 1.5f, 0.5f));

            // Add a long bone to the character:
            skeleton.joints.Add(new Anatomy.Joints.HingeJoint(centerLine, jointSpline, 0.0f, 1.0f * (float)Math.PI));

            // Generate the geometry vertices of the first bone with resolution U=32 and resolution V=32:
            UVMesh mesh = skeleton.joints[0].GetArticularSurface().GenerateMesh(64, 64);

            // Finally upload the mesh to Godot:
            MeshInstance newMesh = new MeshInstance();

            newMesh.Mesh = new GodotMeshConverter(mesh);
            newMesh.SetSurfaceMaterial(0, (Material)GD.Load("res://JointMaterial.tres"));

            AddChild(newMesh);
        }
Example #2
0
        // Called when the node enters the scene tree for the first time.
        public override void _Ready()
        {
            // Example method that creates a character and adds a single joint and bone:
            Anatomy.Skeleton skeleton = new Anatomy.Skeleton();

            CreateExampleJoint(skeleton);
            CreateExampleBones(skeleton);
        }
Example #3
0
        public void CreateExampleBones(Anatomy.Skeleton skeleton)
        {
            // Generate a simple cubic spline that will act as the radius of a long bone:
            SortedList <double, double> radiusPoints = new SortedList <double, double>();

            radiusPoints.Add(-3.5f, 0.7f * 1.2f);
            radiusPoints.Add(-1.0f, 0.7f * 1.2f);
            radiusPoints.Add(0.02f, 0.7f * 1.2f);
            radiusPoints.Add(0.15f, 0.7f * 1.0f);
            radiusPoints.Add(0.5f, 0.7f * 0.7f);
            radiusPoints.Add(0.8f, 0.7f * 0.76f);
            radiusPoints.Add(0.98f, 0.7f * 0.8f);
            radiusPoints.Add(4.5f, 0.7f * 0.8f);

            LinearSpline1D boneRadius = new LinearSpline1D(radiusPoints);

            // Define the center curve of the long bone:
            SortedList <double, dvec3> centerPoints = new SortedList <double, dvec3>();

            centerPoints.Add(0.0f, new dvec3(0.0f, 0.0f, 2.7f));
            centerPoints.Add(0.25f, new dvec3(-0.3f, -0.5f, 1.0f));
            centerPoints.Add(0.5f, new dvec3(0.3f, 1.0f, 0.0f));
            centerPoints.Add(0.75f, new dvec3(0.8f, 1.0f, -1.0f));
            centerPoints.Add(1.0f, new dvec3(0.6f, -0.5f, -0.9f));

            SpatialCubicSpline boneCenter = new SpatialCubicSpline(centerPoints);

            // Add first bone:
            LineSegment centerLine = new LineSegment(new dvec3(0.0f, 0.0f, 0.5f),
                                                     new dvec3(0.001f, 10.0f, 0.51f));

            var bone1 = new Anatomy.Bones.LongBone(centerLine, boneRadius);

            var jointInteraction = new Anatomy.Bone.JointDeformation(skeleton.joints[0], RayCastDirection.Outwards, 3.0f);

            bone1.InteractingJoints.Add(jointInteraction);
            skeleton.bones.Add(bone1);

            // Add second bone:
            //LineSegment centerLine2 = new LineSegment(new dvec3(0.0f, -10.0f, 0.5f),
            //						   new dvec3(0.001f, -1.0f, 0.51f));

            //var bone2 = new Anatomy.Bones.LongBone(centerLine2, 1.1f);
            //bone2.InteractingJoints.Add((skeleton.joints[0], RayCastDirection.Outwards, 3.0f));
            //skeleton.bones.Add(bone2);

            // Generate the geometry vertices of the first bone with resolution U=128 and resolution V=128:
            foreach (var bone in skeleton.bones)
            {
#if GODOT_HTML5
                UVMesh mesh = bone.GetGeometry().GenerateMesh(32, 32);
#else
                UVMesh mesh = bone.GetGeometry().GenerateMesh(256, 256);
#endif

                // Finally upload the mesh to Godot:
                MeshInstance newMesh = new MeshInstance();
                newMesh.Mesh = new GodotMeshConverter(mesh);

                // Give each mesh a random color:
                var boneMaterial = (SpatialMaterial)GD.Load("res://BoneMaterial.tres").Duplicate();
                boneMaterial.AlbedoColor = new Color(GD.Randf(), GD.Randf(), GD.Randf(), GD.Randf());
                newMesh.SetSurfaceMaterial(0, boneMaterial);

                AddChild(newMesh);
            }
        }