Example #1
0
        private void ProcessAnimations()
        {
            if (!scene.HasAnimations)
            {
                return;
            }

            foreach (var animation in scene.Animations)
            {
                if (!animation.HasNodeAnimations)
                {
                    continue;
                }

                var ticksPerSecond = animation.TicksPerSecond > 0 ? animation.TicksPerSecond : 25.0; // Is this format dependent? At least some .x files behave strangely.

                var animationData = new ModelData.Animation
                {
                    Name     = animation.Name,
                    Duration = (float)(animation.DurationInTicks / ticksPerSecond)
                };
                model.Animations.Add(animationData);

                foreach (var channel in animation.NodeAnimationChannels)
                {
                    var keyFrames = new LinkedList <ModelData.KeyFrame>();

                    if (channel.HasScalingKeys)
                    {
                        foreach (var key in channel.ScalingKeys)
                        {
                            var keyFrame = GetKeyFrame((float)(key.Time / ticksPerSecond), keyFrames);
                            keyFrame.Value = new CompositeTransform(ConvertVector(key.Value), Quaternion.Identity, Vector3.Zero);
                        }
                    }

                    if (channel.HasRotationKeys)
                    {
                        foreach (var key in channel.RotationKeys)
                        {
                            var keyFrame = GetKeyFrame((float)(key.Time / ticksPerSecond), keyFrames);
                            keyFrame.Value = new CompositeTransform(keyFrame.Value.Scale, ConvertQuaternion(key.Value), Vector3.Zero);
                        }
                    }

                    if (channel.HasPositionKeys)
                    {
                        foreach (var key in channel.PositionKeys)
                        {
                            var keyFrame = GetKeyFrame((float)(key.Time / ticksPerSecond), keyFrames);
                            keyFrame.Value = new CompositeTransform(keyFrame.Value.Scale, keyFrame.Value.Rotation, ConvertVector(key.Value));
                        }
                    }

                    LinearKeyFrameReduction(keyFrames);

                    var channelData = new ModelData.AnimationChannel {
                        BoneName = channel.NodeName
                    };
                    channelData.KeyFrames.AddRange(keyFrames);
                    animationData.Channels.Add(channelData);
                }
            }
        }
        private void ProcessAnimations()
        {
            if (!scene.HasAnimations)
                return;

            foreach (var animation in scene.Animations)
            {
                if (!animation.HasNodeAnimations)
                    continue;

                var ticksPerSecond = animation.TicksPerSecond > 0 ? animation.TicksPerSecond : 25.0; // Is this format dependent? At least some .x files behave strangely.

                var animationData = new ModelData.Animation
                {
                    Name = animation.Name,
                    Duration = (float)(animation.DurationInTicks / ticksPerSecond)
                };
                model.Animations.Add(animationData);

                foreach (var channel in animation.NodeAnimationChannels)
                {
                    var keyFrames = new LinkedList<ModelData.KeyFrame>();

                    if (channel.HasScalingKeys)
                    {
                        foreach (var key in channel.ScalingKeys)
                        {
                            var keyFrame = GetKeyFrame((float)(key.Time / ticksPerSecond), keyFrames);
                            keyFrame.Value = new CompositeTransform(ConvertVector(key.Value), Quaternion.Identity, Vector3.Zero);
                        }
                    }

                    if (channel.HasRotationKeys)
                    {
                        foreach (var key in channel.RotationKeys)
                        {
                            var keyFrame = GetKeyFrame((float)(key.Time / ticksPerSecond), keyFrames);
                            keyFrame.Value = new CompositeTransform(keyFrame.Value.Scale, ConvertQuaternion(key.Value), Vector3.Zero);
                        }
                    }

                    if (channel.HasPositionKeys)
                    {
                        foreach (var key in channel.PositionKeys)
                        {
                            var keyFrame = GetKeyFrame((float)(key.Time / ticksPerSecond), keyFrames);
                            keyFrame.Value = new CompositeTransform(keyFrame.Value.Scale, keyFrame.Value.Rotation, ConvertVector(key.Value));
                        }
                    }

                    LinearKeyFrameReduction(keyFrames);

                    var channelData = new ModelData.AnimationChannel { BoneName = channel.NodeName };
                    channelData.KeyFrames.AddRange(keyFrames);
                    animationData.Channels.Add(channelData);
                }
            }
        }