Esempio n. 1
0
        public SBAnimation ImportSBAnimation(string FileName, SBSkeleton skeleton)
        {
            IO_MayaANIM anim = new IO_MayaANIM();

            anim.Open(FileName);

            var animation = new SBAnimation();

            animation.Name       = Path.GetFileNameWithoutExtension(FileName);
            animation.FrameCount = anim.header.endTime - 1;

            foreach (var node in anim.Bones)
            {
                SBTransformAnimation a = new SBTransformAnimation();
                a.Name = node.name;
                animation.TransformNodes.Add(a);

                foreach (var att in node.atts)
                {
                    if (!trackTypeConversion.ContainsKey(att.type))
                    {
                        continue;
                    }

                    SBTransformTrack track = new SBTransformTrack(trackTypeConversion[att.type]);
                    a.Tracks.Add(track);

                    foreach (var key in att.keys)
                    {
                        InterpolationType itype  = InterpolationType.Linear;
                        float             intan  = 0;
                        float             outtan = 0;
                        if (key.intan == "fixed")
                        {
                            itype = InterpolationType.Hermite;
                            intan = key.t1;
                        }
                        if (key.outtan == "fixed")
                        {
                            itype  = InterpolationType.Hermite;
                            outtan = key.t2;
                        }
                        track.AddKey(key.input - header.startTime,
                                     GetOutputValue(anim, att, key.output),
                                     itype,
                                     intan
                                     , outtan);
                    }
                }
            }

            return(animation);
        }
Esempio n. 2
0
        private void ReadTransformAnimations(Anim animFile, AnimGroup animGroup, SBAnimation animation)
        {
            var decoder = new SsbhAnimTrackDecoder(animFile);

            foreach (AnimNode animNode in animGroup.Nodes)
            {
                SBTransformAnimation tfrmAnim = new SBTransformAnimation()
                {
                    Name = animNode.Name
                };
                SBTransformTrack X  = new SBTransformTrack(SBTrackType.TranslateX);
                SBTransformTrack Y  = new SBTransformTrack(SBTrackType.TranslateY);
                SBTransformTrack Z  = new SBTransformTrack(SBTrackType.TranslateZ);
                SBTransformTrack RX = new SBTransformTrack(SBTrackType.RotateX);
                SBTransformTrack RY = new SBTransformTrack(SBTrackType.RotateY);
                SBTransformTrack RZ = new SBTransformTrack(SBTrackType.RotateZ);
                SBTransformTrack SX = new SBTransformTrack(SBTrackType.ScaleX);
                SBTransformTrack SY = new SBTransformTrack(SBTrackType.ScaleY);
                SBTransformTrack SZ = new SBTransformTrack(SBTrackType.ScaleZ);
                SBTransformTrack CompensateScale = new SBTransformTrack(SBTrackType.CompensateScale);
                tfrmAnim.Tracks.AddRange(new SBTransformTrack[] { X, Y, Z, RX, RY, RZ, SX, SY, SZ, CompensateScale });

                foreach (AnimTrack track in animNode.Tracks)
                {
                    object[] Transform = decoder.ReadTrack(track);

                    if (track.Name.Equals("Transform"))
                    {
                        for (int i = 0; i < Transform.Length; i++)
                        {
                            AnimTrackTransform t = (AnimTrackTransform)Transform[i];

                            SBBone transform = new SBBone();
                            transform.Transform = GetMatrix((AnimTrackTransform)Transform[i]);
                            X.AddKey(i, transform.X);
                            Y.AddKey(i, transform.Y);
                            Z.AddKey(i, transform.Z);
                            RX.AddKey(i, transform.RX);
                            RY.AddKey(i, transform.RY);
                            RZ.AddKey(i, transform.RZ);
                            SX.AddKey(i, transform.SX);
                            SY.AddKey(i, transform.SY);
                            SZ.AddKey(i, transform.SZ);
                            CompensateScale.AddKey(i, t.CompensateScale);
                        }
                    }
                }
                animation.TransformNodes.Add(tfrmAnim);
            }
        }
Esempio n. 3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="fobj"></param>
        /// <returns></returns>
        private static SBTransformTrack DecodeFOBJ(HSD_FOBJ fobj)
        {
            SBTrackType trackType = SBTrackType.TranslateX;

            switch (fobj.JointTrackType)
            {
            case JointTrackType.HSD_A_J_ROTX: trackType = SBTrackType.RotateX; break;

            case JointTrackType.HSD_A_J_ROTY: trackType = SBTrackType.RotateY; break;

            case JointTrackType.HSD_A_J_ROTZ: trackType = SBTrackType.RotateZ; break;

            case JointTrackType.HSD_A_J_TRAX: trackType = SBTrackType.TranslateX; break;

            case JointTrackType.HSD_A_J_TRAY: trackType = SBTrackType.TranslateY; break;

            case JointTrackType.HSD_A_J_TRAZ: trackType = SBTrackType.TranslateZ; break;

            case JointTrackType.HSD_A_J_SCAX: trackType = SBTrackType.ScaleX; break;

            case JointTrackType.HSD_A_J_SCAY: trackType = SBTrackType.ScaleY; break;

            case JointTrackType.HSD_A_J_SCAZ: trackType = SBTrackType.ScaleZ; break;
            }

            SBTransformTrack track = new SBTransformTrack(trackType);

            var Keys = fobj.GetDecodedKeys();

            // get current frame state
            AnimState prevState = null;

            for (int i = 0; i < Keys.Count; i++)
            {
                var state = GetState(Keys[i].Frame, Keys);

                bool nextSlope = i + 1 < Keys.Count && Keys[i + 1].InterpolationType == GXInterpolationType.HSD_A_OP_SLP;

                if (Keys[i].Frame == state.t1)
                {
                    state.t0 = state.t1;
                    state.p0 = state.p1;
                    state.d0 = state.d1;
                }

                if (Keys[i].InterpolationType == GXInterpolationType.HSD_A_OP_SLP)
                {
                    continue;
                }

                if (state.op_intrp == GXInterpolationType.HSD_A_OP_CON || state.op_intrp == GXInterpolationType.HSD_A_OP_KEY)
                {
                    track.AddKey(state.t0, state.p0, InterpolationType.Step);
                }

                if (state.op_intrp == GXInterpolationType.HSD_A_OP_LIN)
                {
                    track.AddKey(state.t0, state.p0, InterpolationType.Linear);
                }

                if (state.op_intrp == GXInterpolationType.HSD_A_OP_SPL ||
                    state.op_intrp == GXInterpolationType.HSD_A_OP_SPL0 ||
                    state.op_intrp == GXInterpolationType.HSD_A_OP_SLP)
                {
                    track.AddKey(state.t0, state.p0, InterpolationType.Hermite,
                                 (nextSlope && prevState != null) ? prevState.d1 : state.d0, state.d0);
                }

                prevState = state;
            }

            return(track);
        }