Esempio n. 1
0
        private MvdCameraFrame[] CreateFrames([NotNull] CharacterImasMotionAsset mainCamera, [NotNull] ScenarioObject baseScenario, [CanBeNull] CharacterImasMotionAsset cameraAppeal, AppealType appealType)
        {
            var mainAnimation   = CameraAnimation.CreateFrom(mainCamera);
            var appealAnimation = cameraAppeal != null?CameraAnimation.CreateFrom(cameraAppeal) : null;

            var animationFrameCount = mainAnimation.CameraFrames.Length;

            var cameraFrameList = new List <MvdCameraFrame>();

            var appealTimes = appealType != AppealType.None ? AppealHelper.CollectAppealTimeInfo(baseScenario) : default;

            var transform60FpsTo30Fps = _conversionConfig.Transform60FpsTo30Fps;
            var scaleToVmdSize        = _conversionConfig.ScaleToVmdSize;
            var unityToVmdScale       = _scalingConfig.ScaleUnityToVmd;

            for (var mltdFrameIndex = 0; mltdFrameIndex < animationFrameCount; ++mltdFrameIndex)
            {
                if (transform60FpsTo30Fps)
                {
                    if (mltdFrameIndex % 2 == 1)
                    {
                        continue;
                    }
                }

                // When entering and leaving the appeal, there is also a camera control event (type 58) with `layer` > 0 (see CollectFormationChanges() for the meaning of `layer`).
                var shouldUseAppeal = appealType != AppealType.None && (appealTimes.StartFrame <= mltdFrameIndex && mltdFrameIndex < appealTimes.EndFrame) && appealAnimation != null;
                var animation       = shouldUseAppeal ? appealAnimation : mainAnimation;

                int projectedFrameIndex;

                if (shouldUseAppeal)
                {
                    var indexInAppeal = mltdFrameIndex - appealTimes.StartFrame;

                    if (indexInAppeal >= appealAnimation.FrameCount)
                    {
                        indexInAppeal = appealAnimation.FrameCount - 1;
                    }

                    // `indexInAppeal`, unlike `mltdFrameIndex`, has not been scaled yet
                    if (transform60FpsTo30Fps)
                    {
                        projectedFrameIndex = indexInAppeal / 2;
                    }
                    else
                    {
                        projectedFrameIndex = indexInAppeal;
                    }
                }
                else
                {
                    projectedFrameIndex = mltdFrameIndex;
                }

                var motionFrame = animation.CameraFrames[projectedFrameIndex];

                int mvdFrameIndex;

                if (transform60FpsTo30Fps)
                {
                    mvdFrameIndex = mltdFrameIndex / 2;
                }
                else
                {
                    mvdFrameIndex = mltdFrameIndex;
                }

                var mvdFrame = new MvdCameraFrame(mvdFrameIndex);

                var position = new Vector3(motionFrame.PositionX, motionFrame.PositionY, motionFrame.PositionZ);

                position = position.FixUnityToMmd();

                if (scaleToVmdSize)
                {
                    position = position * unityToVmdScale;
                }

                mvdFrame.Position = position;

                var target = new Vector3(motionFrame.TargetX, motionFrame.TargetY, motionFrame.TargetZ);

                target = target.FixUnityToMmd();

                if (scaleToVmdSize)
                {
                    target = target * unityToVmdScale;
                }

                var delta = target - position;

                mvdFrame.Distance = delta.Length;

                var q = CameraOrientation.QuaternionLookAt(in position, in target, in Vector3.UnitY);

                var rotation = CameraOrientation.ComputeMmdOrientation(in q, motionFrame.AngleZ);

                mvdFrame.Rotation = rotation;

                // MVD has good support of dynamic FOV. So here we can animate its value.
                var fov = FocalLengthToFov(motionFrame.FocalLength);
                mvdFrame.FieldOfView = MathHelper.DegreesToRadians(fov);

                cameraFrameList.Add(mvdFrame);
            }

            return(cameraFrameList.ToArray());
        }
Esempio n. 2
0
        private IReadOnlyList <VmdCameraFrame> CreateCameraFrames([NotNull] CharacterImasMotionAsset cameraMotion, uint fixedFov)
        {
            var animation           = CameraAnimation.CreateFrom(cameraMotion);
            var animationFrameCount = animation.CameraFrames.Count;

            var cameraFrameList = new List <VmdCameraFrame>();

            for (var i = 0; i < animationFrameCount; ++i)
            {
                if (_conversionConfig.Transform60FpsTo30Fps)
                {
                    if (i % 2 == 1)
                    {
                        continue;
                    }
                }

                int frameIndex;

                if (_conversionConfig.Transform60FpsTo30Fps)
                {
                    frameIndex = i / 2;
                }
                else
                {
                    frameIndex = i;
                }

                var frame    = animation.CameraFrames[i];
                var vmdFrame = new VmdCameraFrame(frameIndex);

                var pos = new Vector3(frame.PositionX, frame.PositionY, frame.PositionZ);

                pos = pos.FixUnityToOpenTK();

                if (_conversionConfig.ScaleToVmdSize)
                {
                    pos = pos * _scalingConfig.ScaleUnityToVmd;
                }

                vmdFrame.Position = pos;

                var target = new Vector3(frame.TargetX, frame.TargetY, frame.TargetZ);

                target = target.FixUnityToOpenTK();

                if (_conversionConfig.ScaleToVmdSize)
                {
                    target = target * _scalingConfig.ScaleUnityToVmd;
                }

                var delta = target - pos;

                vmdFrame.Length = delta.Length;

                var lookAtMatrix = Matrix4.LookAt(pos, target, Vector3.UnitY);
                var q            = lookAtMatrix.ExtractRotation();

                var rot = q.DecomposeRad();

                rot.Z = MathHelper.DegreesToRadians(frame.AngleZ);

                rot.Y = MathHelper.Pi - rot.Y;

                if (rot.Y < 0)
                {
                    rot.Y += MathHelper.TwoPi;
                }

                if (delta.Z < 0)
                {
                    rot.Y = -(MathHelper.Pi + rot.Y);
                }

                if (rot.X < -MathHelper.PiOver2)
                {
                    rot.X = rot.X + MathHelper.Pi;
                }
                else if (rot.X > MathHelper.PiOver2)
                {
                    rot.X = -(MathHelper.Pi - rot.X);
                }

                rot.X  = -rot.X;
                rot.Y -= MathHelper.Pi;

                vmdFrame.Orientation = rot;

                // VMD does not have good support for animated FOV. So here just use a constant to avoid "jittering".
                // The drawback is, some effects (like the first zooming cut in Shooting Stars) will not be able to achieve.
                //var fov = FocalLengthToFov(frame.FocalLength);
                //vmdFrame.FieldOfView = (uint)fov;

                vmdFrame.FieldOfView = fixedFov;

                cameraFrameList.Add(vmdFrame);
            }

            return(cameraFrameList);
        }
Esempio n. 3
0
        private IReadOnlyList <MvdCameraMotion> CreateCameraMotions([NotNull] CharacterImasMotionAsset cameraMotion)
        {
            const string cameraName = "カメラ00"; // Localization error (Mr. mogg, please!), MUST NOT USE "Camera00"!

            MvdCameraObject CreateCamera()
            {
                var cam = new MvdCameraObject();

                cam.DisplayName = cameraName;
                cam.EnglishName = cameraName;

                cam.Id = 0;

                return(cam);
            }

            IReadOnlyList <MvdCameraFrame> CreateFrames()
            {
                var animation           = CameraAnimation.CreateFrom(cameraMotion);
                var animationFrameCount = animation.CameraFrames.Count;

                var cameraFrameList = new List <MvdCameraFrame>();

                for (var i = 0; i < animationFrameCount; ++i)
                {
                    if (_conversionConfig.Transform60FpsTo30Fps)
                    {
                        if (i % 2 == 1)
                        {
                            continue;
                        }
                    }

                    int frameIndex;

                    if (_conversionConfig.Transform60FpsTo30Fps)
                    {
                        frameIndex = i / 2;
                    }
                    else
                    {
                        frameIndex = i;
                    }

                    var frame    = animation.CameraFrames[i];
                    var mvdFrame = new MvdCameraFrame(frameIndex);

                    var pos = new Vector3(frame.PositionX, frame.PositionY, frame.PositionZ);

                    pos = pos.FixUnityToOpenTK();

                    if (_conversionConfig.ScaleToVmdSize)
                    {
                        pos = pos * _scalingConfig.ScaleUnityToVmd;
                    }

                    mvdFrame.Position = pos;

                    var target = new Vector3(frame.TargetX, frame.TargetY, frame.TargetZ);

                    target = target.FixUnityToOpenTK();

                    if (_conversionConfig.ScaleToVmdSize)
                    {
                        target = target * _scalingConfig.ScaleUnityToVmd;
                    }

                    var delta = target - pos;

                    mvdFrame.Distance = delta.Length;

                    var lookAtMatrix = Matrix4.LookAt(pos, target, Vector3.UnitY);
                    var q            = lookAtMatrix.ExtractRotation();

                    var rot = q.DecomposeRad();

                    rot.Z = MathHelper.DegreesToRadians(frame.AngleZ);

                    rot.Y = MathHelper.Pi - rot.Y;

                    if (rot.Y < 0)
                    {
                        rot.Y += MathHelper.TwoPi;
                    }

                    if (delta.Z < 0)
                    {
                        rot.Y = -(MathHelper.Pi + rot.Y);
                    }

                    rot.Z = -rot.Z;

                    if (rot.X < -MathHelper.PiOver2)
                    {
                        rot.X = rot.X + MathHelper.Pi;
                    }
                    else if (rot.X > MathHelper.PiOver2)
                    {
                        rot.X = -(MathHelper.Pi - rot.X);
                    }

                    mvdFrame.Rotation = rot;

                    // MVD has good support of dynamic FOV. So here we can animate its value.
                    var fov = FocalLengthToFov(frame.FocalLength);
                    mvdFrame.FieldOfView = MathHelper.DegreesToRadians(fov);

                    cameraFrameList.Add(mvdFrame);
                }

                return(cameraFrameList);
            }

            IReadOnlyList <MvdCameraPropertyFrame> CreatePropertyFrames()
            {
                var list = new List <MvdCameraPropertyFrame>();

                var f = new MvdCameraPropertyFrame(0);

                f.Enabled               = true;
                f.IsPerspective         = true;
                f.Alpha                 = 1;
                f.EffectEnabled         = true;
                f.DynamicFovEnabled     = false;
                f.DynamicFovRate        = 0.1f;
                f.DynamicFovCoefficient = 1;
                f.RelatedBoneId         = -1;
                f.RelatedModelId        = -1;

                list.Add(f);

                return(list);
            }

            // https://photo.stackexchange.com/questions/41273/how-to-calculate-the-fov-in-degrees-from-focal-length-or-distance
            float FocalLengthToFov(float focalLength)
            {
                // By experiments, MLTD seems to use a 15mm or 16mm camera.
                const float sensorSize = 12; // unit: mm, as the unit of MLTD camera frame is also mm
                var         fovRad     = 2 * (float)Math.Atan((sensorSize / 2) / focalLength);
                var         fovDeg     = MathHelper.RadiansToDegrees(fovRad);

                return(fovDeg);
            }

            var camera               = CreateCamera();
            var cameraFrames         = CreateFrames();
            var cameraPropertyFrames = CreatePropertyFrames();

            var result = new MvdCameraMotion(camera, cameraFrames, cameraPropertyFrames);

            result.DisplayName = cameraName;
            result.EnglishName = cameraName;

            return(new[] { result });
        }