Example #1
0
        /// <summary>
        ///     Prepara una nueva animacion para ser ejecutada
        /// </summary>
        protected void initAnimationSettings(string animationName, bool playLoop, float userFrameRate)
        {
            isAnimating      = true;
            currentAnimation = animations[animationName];
            this.playLoop    = playLoop;
            currentTime      = 0;
            currentFrame     = 0;

            //Cambiar BoundingBox
            boundingBox = currentAnimation.BoundingBox;
            updateBoundingBox();

            //Si el usuario no especifico un FrameRate, tomar el default de la animacion
            if (userFrameRate == -1f)
            {
                frameRate = currentAnimation.FrameRate;
            }
            else
            {
                frameRate = userFrameRate;
            }

            //La duracion de la animacion.
            animationTimeLenght = ((float)currentAnimation.FramesCount - 1) / frameRate;

            //Configurar postura inicial de los huesos
            for (var i = 0; i < bones.Length; i++)
            {
                var bone = bones[i];

                if (!currentAnimation.hasFrames(i))
                {
                    throw new Exception("El hueso " + bone.Name + " no posee KeyFrames");
                }

                //Determinar matriz local inicial
                var firstFrame = currentAnimation.BoneFrames[i][0];
                bone.MatLocal = TGCMatrix.RotationTGCQuaternion(firstFrame.Rotation) * TGCMatrix.Translation(firstFrame.Position);

                //Multiplicar por matriz del padre, si tiene
                if (bone.ParentBone != null)
                {
                    bone.MatFinal = bone.MatLocal * bone.ParentBone.MatFinal;
                }
                else
                {
                    bone.MatFinal = bone.MatLocal;
                }
            }

            //Ajustar vertices a posicion inicial del esqueleto
            updateMeshVertices();
        }
Example #2
0
        /// <summary>
        ///     Cargar estructura de animacion
        /// </summary>
        private TgcSkeletalAnimation loadAnimation(TgcSkeletalMesh mesh, TgcSkeletalAnimationData animationData)
        {
            //Crear array para todos los huesos, tengan o no keyFrames
            var boneFrames = new List <TgcSkeletalAnimationFrame> [mesh.Bones.Length];

            //Cargar los frames para los huesos que si tienen
            for (var i = 0; i < animationData.bonesFrames.Length; i++)
            {
                var boneData = animationData.bonesFrames[i];

                //Crear frames
                for (var j = 0; j < boneData.keyFrames.Length; j++)
                {
                    var frameData = boneData.keyFrames[j];

                    var frame = new TgcSkeletalAnimationFrame(
                        frameData.frame,
                        new TGCVector3(frameData.position[0], frameData.position[1], frameData.position[2]),
                        new TGCQuaternion(frameData.rotation[0], frameData.rotation[1], frameData.rotation[2],
                                          frameData.rotation[3])
                        );

                    //Agregar a lista de frames del hueso
                    if (boneFrames[boneData.id] == null)
                    {
                        boneFrames[boneData.id] = new List <TgcSkeletalAnimationFrame>();
                    }
                    boneFrames[boneData.id].Add(frame);
                }
            }

            //BoundingBox de la animación, aprovechar lo que viene en el XML o utilizar el de la malla estática
            TgcBoundingAxisAlignBox boundingBox = null;

            if (animationData.pMin != null && animationData.pMax != null)
            {
                boundingBox = new TgcBoundingAxisAlignBox(
                    TGCVector3.Float3ArrayToVector3(animationData.pMin),
                    TGCVector3.Float3ArrayToVector3(animationData.pMax));
            }
            else
            {
                boundingBox = mesh.BoundingBox;
            }

            //Crear animacion
            var animation = new TgcSkeletalAnimation(animationData.name, animationData.frameRate,
                                                     animationData.framesCount, boneFrames, boundingBox);

            return(animation);
        }
Example #3
0
        /// <summary>
        ///     Cargar datos iniciales
        /// </summary>
        protected void initData(Mesh mesh, string name, MeshRenderType renderType, TgcSkeletalBone[] bones)
        {
            d3dMesh               = mesh;
            this.name             = name;
            this.renderType       = renderType;
            enabled               = false;
            autoUpdateBoundingBox = true;
            this.bones            = bones;
            attachments           = new List <TgcSkeletalBoneAttach>();
            meshInstances         = new List <TgcSkeletalMesh>();
            renderSkeleton        = false;
            AlphaBlendEnable      = false;

            //variables de movimiento
            AutoTransformEnable = false;
            translation         = TGCVector3.Empty;
            rotation            = TGCVector3.Empty;
            scale     = TGCVector3.One;
            transform = TGCMatrix.Identity;

            //variables de animacion
            isAnimating         = false;
            currentAnimation    = null;
            playLoop            = false;
            frameRate           = 0f;
            currentTime         = 0f;
            animationTimeLenght = 0f;
            currentFrame        = 0;
            animations          = new Dictionary <string, TgcSkeletalAnimation>();

            //Matrices de huesos
            boneSpaceFinalTransforms = new TGCMatrix[MAX_BONE_COUNT];

            //Shader
            vertexDeclaration = new VertexDeclaration(mesh.Device, mesh.Declaration);
            effect            = TGCShaders.Instance.TgcSkeletalMeshShader;
            technique         = TGCShaders.Instance.GetTGCSkeletalMeshTechnique(this.renderType);

            //acomodar huesos
            setupSkeleton();
        }