private void ExportBoneAnimation(GLTFAnimation gltfAnimation, int startFrame, int endFrame, GLTF gltf, BabylonBone babylonBone, GLTFNode gltfNode) { var channelList = gltfAnimation.ChannelList; var samplerList = gltfAnimation.SamplerList; if (babylonBone.animation != null && babylonBone.animation.property == "_matrix") { logger.RaiseMessage("GLTFExporter.Animation | Export animation of bone named: " + babylonBone.name, 2); var babylonAnimation = babylonBone.animation; // --- Input --- var accessorInput = _createAndPopulateInput(gltf, babylonAnimation, startFrame, endFrame); if (accessorInput == null) { return; } // --- Output --- var paths = new string[] { "translation", "rotation", "scale" }; var accessorOutputByPath = new Dictionary <string, GLTFAccessor>(); foreach (string path in paths) { GLTFAccessor accessorOutput = _createAccessorOfPath(path, gltf); accessorOutputByPath.Add(path, accessorOutput); } // Populate accessors foreach (var babylonAnimationKey in babylonAnimation.keys) { if (babylonAnimationKey.frame < startFrame) { continue; } if (babylonAnimationKey.frame > endFrame) { continue; } var matrix = new BabylonMatrix(); matrix.m = babylonAnimationKey.values; var translationBabylon = new BabylonVector3(); var rotationQuatBabylon = new BabylonQuaternion(); var scaleBabylon = new BabylonVector3(); matrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon); // Switch coordinate system at object level translationBabylon.Z *= -1; translationBabylon *= exportParameters.scaleFactor; rotationQuatBabylon.X *= -1; rotationQuatBabylon.Y *= -1; var outputValuesByPath = new Dictionary <string, float[]>(); outputValuesByPath.Add("translation", translationBabylon.ToArray()); outputValuesByPath.Add("rotation", rotationQuatBabylon.ToArray()); outputValuesByPath.Add("scale", scaleBabylon.ToArray()); // Store values as bytes foreach (string path in paths) { var accessorOutput = accessorOutputByPath[path]; var outputValues = outputValuesByPath[path]; foreach (var outputValue in outputValues) { accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue)); } accessorOutput.count++; } } ; foreach (string path in paths) { var accessorOutput = accessorOutputByPath[path]; // Animation sampler var gltfAnimationSampler = new GLTFAnimationSampler { input = accessorInput.index, output = accessorOutput.index }; gltfAnimationSampler.index = samplerList.Count; samplerList.Add(gltfAnimationSampler); // Target var gltfTarget = new GLTFChannelTarget { node = gltfNode.index }; gltfTarget.path = path; // Channel var gltfChannel = new GLTFChannel { sampler = gltfAnimationSampler.index, target = gltfTarget }; channelList.Add(gltfChannel); } } }
private GLTFSkin ExportSkin(BabylonSkeleton babylonSkeleton, GLTF gltf, GLTFNode gltfNode) { // Skin GLTFSkin gltfSkin = new GLTFSkin { name = babylonSkeleton.name }; gltfSkin.index = gltf.SkinsList.Count; gltf.SkinsList.Add(gltfSkin); var bones = new List <BabylonBone>(babylonSkeleton.bones); // Compute and store world matrix of each bone var bonesWorldMatrices = new Dictionary <int, BabylonMatrix>(); foreach (var babylonBone in babylonSkeleton.bones) { if (!bonesWorldMatrices.ContainsKey(babylonBone.index)) { BabylonMatrix boneWorldMatrix = _getBoneWorldMatrix(babylonBone, bones); bonesWorldMatrices.Add(babylonBone.index, boneWorldMatrix); } } // Buffer var buffer = GLTFBufferService.Instance.GetBuffer(gltf); // Accessor - InverseBindMatrices var accessorInverseBindMatrices = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatMat4(gltf, buffer), "accessorInverseBindMatrices", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.MAT4 ); gltfSkin.inverseBindMatrices = accessorInverseBindMatrices.index; // World matrix of the node var invNodeWorldMatrix = BabylonMatrix.Invert(_getNodeWorldMatrix(gltfNode)); // inverted var gltfJoints = new List <int>(); alreadyExportedBones = new Dictionary <BabylonBone, GLTFNode>(); foreach (var babylonBone in babylonSkeleton.bones) { // Export bone as a new node var gltfBoneNode = _exportBone(babylonBone, gltf, babylonSkeleton, bones); gltfJoints.Add(gltfBoneNode.index); // Set this bone as skeleton if it is a root if (babylonBone.parentBoneIndex == -1) { gltfSkin.skeleton = gltfBoneNode.index; } // Compute inverseBindMatrice for this bone when attached to this node var boneLocalMatrix = new BabylonMatrix(); boneLocalMatrix.m = babylonBone.matrix; BabylonMatrix boneWorldMatrix = null; if (babylonBone.parentBoneIndex == -1) { boneWorldMatrix = boneLocalMatrix; } else { var parentWorldMatrix = bonesWorldMatrices[babylonBone.parentBoneIndex]; // Remove scale of parent // This actually enable to take into account the scale of the bones, except for the root one parentWorldMatrix = _removeScale(parentWorldMatrix); boneWorldMatrix = boneLocalMatrix * parentWorldMatrix; } var inverseBindMatrices = BabylonMatrix.Invert(boneWorldMatrix * invNodeWorldMatrix); // Populate accessor List <float> matrix = new List <float>(inverseBindMatrices.m); matrix.ForEach(n => accessorInverseBindMatrices.bytesList.AddRange(BitConverter.GetBytes(n))); accessorInverseBindMatrices.count++; } gltfSkin.joints = gltfJoints.ToArray(); return(gltfSkin); }