private string GenerateFrame(BVHAnimation animation, BVHAnimation.BVHFrame frame, int sequence, bool mirrored) { //Sequence number string line = sequence + Separator; //Frame index line += frame.Index + Separator; //Frame time line += frame.Timestamp + Separator; //Get current trajectory Trajectory currentTrajectory = animation.ExtractTrajectory(frame, mirrored); //Get root transformation Matrix4x4 root = currentTrajectory.Points[6].GetTransformation(); //Extract data Matrix4x4[] posture = animation.ExtractPosture(frame, mirrored); Vector3[] velocities = animation.ExtractBoneVelocities(frame, mirrored); //Bone data for (int k = 0; k < animation.Character.Hierarchy.Length; k++) { if (animation.Bones[k]) { //Position line += FormatVector3(posture[k].GetPosition().GetRelativePositionTo(root)); //Rotation line += FormatVector3(posture[k].GetForward().GetRelativeDirectionTo(root)); line += FormatVector3(posture[k].GetUp().GetRelativeDirectionTo(root)); //Bone Velocity line += FormatVector3(velocities[k].GetRelativeDirectionTo(root)); } } //Trajectory data for (int k = 0; k < 12; k++) { Vector3 position = currentTrajectory.Points[k].GetPosition().GetRelativePositionTo(root); Vector3 facing = currentTrajectory.Points[k].GetDirection().GetRelativeDirectionTo(root); Vector3 velocity = currentTrajectory.Points[k].GetVelocity().GetRelativeDirectionTo(root); line += FormatValue(position.x); line += FormatValue(position.z); line += FormatValue(facing.x); line += FormatValue(facing.z); line += FormatValue(velocity.x); line += FormatValue(velocity.z); line += FormatArray(currentTrajectory.Points[k].Styles); } //Translational and angular root offset BVHAnimation.BVHFrame prevFrame = animation.GetFrame(Mathf.Clamp(frame.Timestamp - 1f / (float)Framerate, 0f, animation.GetTotalTime())); Trajectory previousTrajectory = animation.ExtractTrajectory(prevFrame, mirrored); Matrix4x4 offset = currentTrajectory.Points[6].GetTransformation().GetRelativeTransformationTo(previousTrajectory.Points[6].GetTransformation()); line += FormatValue(offset.GetPosition().x); line += FormatValue(offset.GetPosition().z); line += FormatValue(Vector3.SignedAngle(Vector3.forward, offset.GetForward(), Vector3.up)); //Phase float prev = mirrored ? animation.MirroredPhaseFunction.GetPhase(prevFrame) : animation.PhaseFunction.GetPhase(prevFrame); float current = mirrored ? animation.MirroredPhaseFunction.GetPhase(frame) : animation.PhaseFunction.GetPhase(frame); line += FormatValue(current); line += FormatValue(GetPhaseUpdate(prev, current)); //Previous postures for (int t = 0; t < 6; t++) { float timestamp = Mathf.Clamp(frame.Timestamp - 1f + (float)t / 6f, 0f, animation.GetTotalTime()); Matrix4x4[] previousPosture = animation.ExtractPosture(animation.GetFrame(timestamp), mirrored); Vector3[] previousVelocities = animation.ExtractBoneVelocities(animation.GetFrame(timestamp), mirrored); //Previous bone data for (int k = 0; k < animation.Character.Hierarchy.Length; k++) { if (animation.Bones[k]) { //Position line += FormatVector3(previousPosture[k].GetPosition().GetRelativePositionTo(root)); //Rotation line += FormatVector3(previousPosture[k].GetForward().GetRelativeDirectionTo(root)); line += FormatVector3(previousPosture[k].GetUp().GetRelativeDirectionTo(root)); //Bone Velocity line += FormatVector3(previousVelocities[k].GetRelativeDirectionTo(root)); } } } //Future postures for (int t = 1; t < 6; t++) { float timestamp = Mathf.Clamp(frame.Timestamp + (float)t / 5f, 0f, animation.GetTotalTime()); Matrix4x4[] futurePosture = animation.ExtractPosture(animation.GetFrame(timestamp), mirrored); Vector3[] futureVelocities = animation.ExtractBoneVelocities(animation.GetFrame(timestamp), mirrored); //Previous bone data for (int k = 0; k < animation.Character.Hierarchy.Length; k++) { if (animation.Bones[k]) { //Position line += FormatVector3(futurePosture[k].GetPosition().GetRelativePositionTo(root)); //Rotation line += FormatVector3(futurePosture[k].GetForward().GetRelativeDirectionTo(root)); line += FormatVector3(futurePosture[k].GetUp().GetRelativeDirectionTo(root)); //Bone Velocity line += FormatVector3(futureVelocities[k].GetRelativeDirectionTo(root)); } } } //Postprocess line = line.Remove(line.Length - 1); line = line.Replace(",", "."); return(line); }
private IEnumerator Record() { Data = ScriptableObject.CreateInstance <BVHAnimation>(); Data.Character = Animation.Character; Data.FrameTime = FrameTime; Data.Trajectory = new Trajectory(0, Animation.Controller.Styles.Length); Data.PhaseFunction = new BVHAnimation.BVHPhaseFunction(Data); Data.MirroredPhaseFunction = new BVHAnimation.BVHPhaseFunction(Data); Data.StyleFunction = new BVHAnimation.BVHStyleFunction(Data); for (int i = 0; i < Animation.Controller.Styles.Length; i++) { Data.StyleFunction.AddStyle(Animation.Controller.Styles[i].Name); } //Data.StyleFunction.SetStyle(BVHAnimation.BVHStyleFunction.STYLE.Quadruped); int index = 0; while (Recording && Application.isPlaying) { yield return(new WaitForEndOfFrame()); //Frames BVHAnimation.BVHFrame frame = new BVHAnimation.BVHFrame(Data, Data.GetTotalFrames() + 1, Data.GetTotalFrames() * FrameTime); frame.Local = Data.Character.GetLocalTransformations(); frame.World = Data.Character.GetWorldTransformations(); Utility.Add(ref Data.Frames, frame); //Trajectory Trajectory.Point point = new Trajectory.Point(Data.Trajectory.Points.Length, Animation.Controller.Styles.Length); point.SetTransformation(Animation.GetTrajectory().Points[60].GetTransformation()); point.SetLeftsample(Animation.GetTrajectory().Points[60].GetLeftSample()); point.SetRightSample(Animation.GetTrajectory().Points[60].GetRightSample()); point.SetSlope(Animation.GetTrajectory().Points[60].GetSlope()); for (int i = 0; i < Animation.Controller.Styles.Length; i++) { point.Styles[i] = Animation.GetTrajectory().Points[60].Styles[i]; } Utility.Add(ref Data.Trajectory.Points, point); //Phase Function /* * Utility.Add(ref Data.PhaseFunction.Phase, Mathf.Repeat(Animation.GetPhase() / (2f*Mathf.PI), 1f)); * Utility.Add(ref Data.PhaseFunction.Keys, index == 0 ? true : Data.PhaseFunction.Phase[index-1] > Data.PhaseFunction.Phase[index]); * Utility.Add(ref Data.PhaseFunction.Cycle, 0f); * Utility.Add(ref Data.PhaseFunction.NormalisedCycle, 0f); * Utility.Add(ref Data.PhaseFunction.Velocities, 0f); * Utility.Add(ref Data.PhaseFunction.NormalisedVelocities, 0f); * Utility.Add(ref Data.PhaseFunction.Heights, 0f); */ Utility.Add(ref Data.PhaseFunction.Phase, 0f); Utility.Add(ref Data.PhaseFunction.Keys, false); Utility.Add(ref Data.PhaseFunction.Cycle, 0f); Utility.Add(ref Data.PhaseFunction.NormalisedCycle, 0f); Utility.Add(ref Data.PhaseFunction.Velocities, 0f); Utility.Add(ref Data.PhaseFunction.NormalisedVelocities, 0f); Utility.Add(ref Data.PhaseFunction.Heights, 0f); Utility.Add(ref Data.PhaseFunction.RootVelocities, 0f); Utility.Add(ref Data.PhaseFunction.NormalisedRootVelocities, 0f); //Mirrored Phase Function Utility.Add(ref Data.MirroredPhaseFunction.Phase, 0f); Utility.Add(ref Data.MirroredPhaseFunction.Keys, false); Utility.Add(ref Data.MirroredPhaseFunction.Cycle, 0f); Utility.Add(ref Data.MirroredPhaseFunction.NormalisedCycle, 0f); Utility.Add(ref Data.MirroredPhaseFunction.Velocities, 0f); Utility.Add(ref Data.MirroredPhaseFunction.NormalisedVelocities, 0f); Utility.Add(ref Data.MirroredPhaseFunction.Heights, 0f); Utility.Add(ref Data.MirroredPhaseFunction.RootVelocities, 0f); Utility.Add(ref Data.MirroredPhaseFunction.NormalisedRootVelocities, 0f); //Style Function bool styleUpdate = false; for (int i = 0; i < Animation.Controller.Styles.Length; i++) { Utility.Add(ref Data.StyleFunction.Styles[i].Flags, Animation.Controller.Styles[i].Query()); Utility.Add(ref Data.StyleFunction.Styles[i].Values, Animation.GetTrajectory().Points[60].Styles[i]); if (index == 0) { styleUpdate = true; } else { if (Data.StyleFunction.Styles[i].Flags[index - 1] != Data.StyleFunction.Styles[i].Flags[index]) { styleUpdate = true; } } } Utility.Add(ref Data.StyleFunction.Keys, styleUpdate); index += 1; } //Setup Data.TimeWindow = Data.GetTotalTime(); Data.Corrections = new Vector3[Animation.Character.Hierarchy.Length]; Data.DetectSymmetry(); //Postprocess Data.PhaseFunction.Keys[index - 1] = true; Data.StyleFunction.Keys[index - 1] = true; Data.PhaseFunction.Recompute(); Data.StyleFunction.Recompute(); //Finish Recording = false; }