public static MMDBoneManager BuildBoneManager(MikuMikuDance.Model.Ver1.MMDModel1 model) { List<MMDBone> bones; List<MMDIK> iks; bones = new List<MMDBone>(); iks = new List<MMDIK>(); Matrix[] absPoses = new Matrix[model.Bones.LongLength]; //各ボーンの絶対座標を計算 for (long i = 0; i < model.Bones.LongLength; ++i) { Matrix.CreateTranslation((decimal)model.Bones[i].BoneHeadPos[0], (decimal)model.Bones[i].BoneHeadPos[1], (decimal)model.Bones[i].BoneHeadPos[2], out absPoses[i]); } for (long i = 0; i < model.Bones.LongLength; ++i) { Matrix localMatrix; if (model.Bones[i].ParentBoneIndex != 0xffff) { Matrix parentInv; Matrix.Invert(ref absPoses[model.Bones[i].ParentBoneIndex], out parentInv); Matrix.Multiply(ref parentInv, ref absPoses[i], out localMatrix); } else { localMatrix = absPoses[i]; } SQTTransform bindPose = SQTTransform.FromMatrix(localMatrix); Matrix inverseBindPose; Matrix.Invert(ref absPoses[i], out inverseBindPose); bones.Add(new MMDBone(model.Bones[i].BoneName, bindPose, inverseBindPose, model.Bones[i].ParentBoneIndex)); } for (long i = 0; i < model.IKs.LongLength; ++i) { List<int> ikChildBones = new List<int>(); foreach (var ikc in model.IKs[i].IKChildBoneIndex) ikChildBones.Add(ikc); iks.Add(new MMDIK(model.IKs[i].IKBoneIndex, model.IKs[i].IKTargetBoneIndex, model.IKs[i].Iterations, model.IKs[i].AngleLimit, ikChildBones)); } //ボーンインデックス→ボーンオブジェクト化 IKSetup(iks, bones); return new MMDBoneManager(bones, iks); }
internal static MMDMotion Convert(MikuMikuDance.Motion.Motion2.MMDMotion2 input) { MMDMotion result = new MMDMotion(); //ボーンモーションデータの変換 MMDBoneKeyFrame[] BoneFrames = new MMDBoneKeyFrame[input.Motions.LongLength]; for (long i = 0; i < input.Motions.LongLength; i++) { BoneFrames[i] = new MMDBoneKeyFrame(); BoneFrames[i].BoneName = input.Motions[i].BoneName; BoneFrames[i].FrameNo = input.Motions[i].FrameNo; BoneFrames[i].Curve = new BezierCurve[4]; for (int j = 0; j < BoneFrames[i].Curve.Length; j++) { BezierCurve curve = new BezierCurve(); curve.v1 = new Vector2((float)input.Motions[i].Interpolation[0][0][j] / 128f, (float)input.Motions[i].Interpolation[0][1][j] / 128f); curve.v2 = new Vector2((float)input.Motions[i].Interpolation[0][2][j] / 128f, (float)input.Motions[i].Interpolation[0][3][j] / 128f); BoneFrames[i].Curve[j] = curve; } BoneFrames[i].Scales = new Vector3(1, 1, 1); BoneFrames[i].Location = new Vector3((decimal)input.Motions[i].Location[0], (decimal)input.Motions[i].Location[1], (decimal)input.Motions[i].Location[2]); BoneFrames[i].Quatanion = new Quaternion((decimal)input.Motions[i].Quatanion[0], (decimal)input.Motions[i].Quatanion[1], (decimal)input.Motions[i].Quatanion[2], (decimal)input.Motions[i].Quatanion[3]); BoneFrames[i].Quatanion.Normalize(); } result.BoneFrames = MotionHelper.SplitBoneMotion(BoneFrames); //表情モーションの変換 MMDFaceKeyFrame[] FaceFrames = new MMDFaceKeyFrame[input.FaceMotions.LongLength]; for (long i = 0; i < input.FaceMotions.Length; i++) { FaceFrames[i] = new MMDFaceKeyFrame(); FaceFrames[i].Rate = input.FaceMotions[i].Rate; FaceFrames[i].FaceName = input.FaceMotions[i].FaceName; FaceFrames[i].FrameNo = input.FaceMotions[i].FrameNo; float temp = input.FaceMotions[i].FrameNo; } result.FaceFrames = MotionHelper.SplitFaceMotion(FaceFrames); //カメラモーションは無視(使わんので) //ライトモーションは無視(使わんので) //変換したデータを返却 return result; }