Exemple #1
0
        public static void SetFromBoneWeight(this EditableBoneWeight editableBoneWeight, BoneWeight boneWeight)
        {
            editableBoneWeight.Clear();

            editableBoneWeight.AddChannel(new BoneWeightData(boneWeight.boneIndex0, boneWeight.weight0), boneWeight.weight0 > 0f);
            editableBoneWeight.AddChannel(new BoneWeightData(boneWeight.boneIndex1, boneWeight.weight1), boneWeight.weight1 > 0f);
            editableBoneWeight.AddChannel(new BoneWeightData(boneWeight.boneIndex2, boneWeight.weight2), boneWeight.weight2 > 0f);
            editableBoneWeight.AddChannel(new BoneWeightData(boneWeight.boneIndex3, boneWeight.weight3), boneWeight.weight3 > 0f);
        }
        private static void Lerp(EditableBoneWeight first, EditableBoneWeight second, ref EditableBoneWeight result, float t)
        {
            result.Clear();

            foreach (BoneWeightChannel channel in first)
            {
                if (!channel.enabled)
                {
                    continue;
                }

                var weight = channel.weight * (1f - t);

                if (weight > 0f)
                {
                    result.AddChannel(channel.boneIndex, weight, true);
                }
            }

            foreach (BoneWeightChannel channel in second)
            {
                if (!channel.enabled)
                {
                    continue;
                }

                var weight = channel.weight * t;

                if (weight > 0f)
                {
                    result.AddChannel(channel.boneIndex, weight, true);
                }
            }

            result.UnifyChannelsWithSameBoneIndex();
            result.Clamp(4);

            if (result.Sum() > 1f)
            {
                result.Normalize();
            }

            result.FilterChannels(0f);
        }
Exemple #3
0
        public static void SmoothWeights(BoneWeight[] boneWeightIn, IList <int> indices, int boneCount, BoneWeight[] boneWeightOut)
        {
            Debug.Assert(boneWeightIn != null);
            Debug.Assert(boneWeightOut != null);
            Debug.Assert(boneWeightIn != boneWeightOut);
            Debug.Assert(boneWeightIn.Length == boneWeightOut.Length);

            PrepareTempBuffers(boneWeightIn.Length, boneCount);

            EditableBoneWeight editableBoneWeight = new EditableBoneWeight();

            for (int i = 0; i < boneWeightIn.Length; ++i)
            {
                editableBoneWeight.SetFromBoneWeight(boneWeightIn[i]);
                for (int channelIndex = 0; channelIndex < editableBoneWeight.GetChannelCount(); ++channelIndex)
                {
                    if (editableBoneWeight.IsChannelEnabled(channelIndex))
                    {
                        BoneWeightData boneWeightData = editableBoneWeight.GetBoneWeightData(channelIndex);
                        m_DataInTemp[i, boneWeightData.boneIndex] = boneWeightData.weight;
                    }
                }
            }

            SmoothPerVertexData(indices, m_DataInTemp, m_DataOutTemp);

            for (int i = 0; i < boneWeightIn.Length; ++i)
            {
                editableBoneWeight.Clear();

                for (int boneIndex = 0; boneIndex < boneCount; ++boneIndex)
                {
                    float weight     = m_DataOutTemp[i, boneIndex];
                    int   boneIndex2 = weight > 0f ? boneIndex : 0;
                    editableBoneWeight.AddChannel(new BoneWeightData(boneIndex2, weight), weight > 0);
                }

                editableBoneWeight.ClampChannels(4);
                editableBoneWeight.NormalizeChannels();

                boneWeightOut[i] = editableBoneWeight.ToBoneWeight(false);
            }
        }
Exemple #4
0
        public static void SmoothWeights(BoneWeight[] boneWeightIn, IList <int> indices, int boneCount, int iterations, out BoneWeight[] boneWeightOut)
        {
            Debug.Assert(boneWeightIn != null);

            boneWeightOut = new BoneWeight[boneWeightIn.Length];

            PrepareTempBuffers(boneWeightIn.Length, boneCount);

            for (int i = 0; i < boneWeightIn.Length; ++i)
            {
                s_BoneWeight.SetFromBoneWeight(boneWeightIn[i]);
                for (var j = 0; j < s_BoneWeight.Count; ++j)
                {
                    if (s_BoneWeight[j].enabled)
                    {
                        m_DataInTemp[i, s_BoneWeight[j].boneIndex] = s_BoneWeight[j].weight;
                    }
                }
            }

            for (var i = 0; i < iterations; ++i)
            {
                SmoothPerVertexData(indices, m_DataInTemp, m_DataOutTemp);
            }

            for (var i = 0; i < boneWeightIn.Length; ++i)
            {
                s_BoneWeight.Clear();

                for (var j = 0; j < boneCount; ++j)
                {
                    var weight    = m_DataOutTemp[i, j];
                    var boneIndex = weight > 0f ? j : 0;
                    s_BoneWeight.AddChannel(boneIndex, weight, weight > 0);
                }

                s_BoneWeight.Clamp(4);
                s_BoneWeight.Normalize();

                boneWeightOut[i] = s_BoneWeight.ToBoneWeight(false);
            }
        }