Esempio n. 1
0
        private void ImpactFinding()
        {
            NewClipInfoToPlay output = new NewClipInfoToPlay(-1, 0, -1, float.MaxValue);

            int poseStep   = currentPose.Length;
            int frameCount = framesInfo.Length;

            float currentCost;

            for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
            {
                float contactCost = contactPoints[frameIndex].CalculateCost(currentContactPoints[0], contactCostType);

                int   boneIndex = frameIndex * poseStep;
                float poseCost  = 0f;
                for (int i = 0; i < poseStep; i++)
                {
                    poseCost += currentPose[i].CalculateCost(bonesData[boneIndex], poseCostType);
                    boneIndex++;
                }

                currentCost = poseCost * poseWeight + contactCost * contactWeight;
                if (currentCost < output.bestCost)
                {
                    output.Set(
                        framesInfo[frameIndex].clipIndex,
                        framesInfo[frameIndex].localTime,
                        currentCost
                        );
                }
            }

            infos[0] = output;
        }
Esempio n. 2
0
        public void Execute()
        {
            NewClipInfoToPlay output = new NewClipInfoToPlay(-1, 0, -1, float.MaxValue);

            int trajectoryStep = currentTrajectory.Length;
            int poseStep       = currentPose.Length;
            int frameCount     = framesInfo.Length;
            int currentClipIndex;

            float currentCost;

            for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
            {
                currentClipIndex = framesInfo[frameIndex].clipIndex;
                if (
                    framesInfo[frameIndex].localTime <whereWeCanFindingPos[currentClipIndex].x ||
                                                      framesInfo[frameIndex].localTime> whereWeCanFindingPos[currentClipIndex].y
                    )
                {
                    continue;
                }

                currentCost = 0;

                float trajectoryCost = 0f;
                int   tpIndex        = frameIndex * trajectoryStep;
                for (int i = 0; i < trajectoryStep; i++)
                {
                    trajectoryCost += currentTrajectory[i].CalculateCost(trajectoryPoints[tpIndex], trajectoryCostType);
                    tpIndex++;
                }

                trajectoryCost *= trajectoryWeight;

                float poseCost  = 0;
                int   boneIndex = frameIndex * poseStep;
                for (int i = 0; i < poseStep; i++)
                {
                    poseCost += currentPose[i].CalculateCost(bonesData[boneIndex], poseCostType);
                    boneIndex++;
                }
                poseCost *= poseWeight;

                currentCost = trajectoryCost + poseCost;

                if (currentCost < output.bestCost)
                {
                    output.Set(
                        framesInfo[frameIndex].clipIndex,
                        framesInfo[frameIndex].localTime,
                        currentCost
                        );
                }
            }

            infos[0] = output;
        }
Esempio n. 3
0
        public void Execute()
        {
            NewClipInfoToPlay output = new NewClipInfoToPlay(-1, currentGroupIndex, -1, float.MaxValue);

            int   trajectoryStep = currentTrajectory.Length;
            int   poseStep       = currentPose.Length;
            int   frameCount     = framesInfo.Length;
            float currentCost;
            float trajectoryCost;
            float poseCost;
            float costWeight;

            for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
            {
                bool notSkipCheckingFrame = true;
                for (int i = 0; i < currentPlayingClips.Length; i++)
                {
                    if (currentPlayingClips[i].groupIndex == currentGroupIndex && currentPlayingClips[i].clipIndex == framesInfo[frameIndex].clipIndex &&
                        currentPlayingClips[i].notFindInYourself)
                    {
                        notSkipCheckingFrame = false;
                        break;
                    }
                }


                if (notSkipCheckingFrame &&
                    framesInfo[frameIndex].sections.GetSection(sectionsIndexes[framesInfo[frameIndex].clipIndex]))
                {
                    trajectoryCost = 0;
                    poseCost       = 0;
                    costWeight     = 1f;

                    for (int i = 0; i < sectionDependecies.Length; i++)
                    {
                        if (framesInfo[frameIndex].sections.GetSection(sectionDependecies[i].sectionIndex))
                        {
                            costWeight *= sectionDependecies[i].sectionWeight;
                        }
                    }

                    int tpIndex = frameIndex * trajectoryStep;
                    for (int i = 0; i < trajectoryStep; i++)
                    {
                        trajectoryCost += currentTrajectory[i].CalculateCost(trajectoryPoints[tpIndex], trajectoryCostType);
                        tpIndex++;
                    }
                    int boneIndex = frameIndex * poseStep;
                    for (int i = 0; i < poseStep; i++)
                    {
                        poseCost += currentPose[i].CalculateCost(bonesData[boneIndex], poseCostType);
                        boneIndex++;
                    }

                    currentCost = costWeight * (poseWeight * poseCost + trajectoryWeight * trajectoryCost);

                    if (currentCost < output.bestCost)
                    {
                        output.Set(
                            framesInfo[frameIndex].clipIndex,
                            framesInfo[frameIndex].localTime,
                            currentCost
                            );
                    }
                }
            }


            infos[0] = output;
        }
Esempio n. 4
0
        public void Execute()
        {
            NewClipInfoToPlay output = new NewClipInfoToPlay(-1, 0, -1, float.MaxValue);

            int poseStep   = currentPose.Length;
            int frameCount = framesInfo.Length;
            int currentClipIndex;
            int contactPointIndex;
            int trajectoryStep = currentTrajectory.Length;

            float currentCost;

            for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
            {
                currentClipIndex = framesInfo[frameIndex].clipIndex;
                if (
                    framesInfo[frameIndex].localTime <whereWeCanFindingPos[currentClipIndex].x ||
                                                      framesInfo[frameIndex].localTime> whereWeCanFindingPos[currentClipIndex].y
                    )
                {
                    continue;
                }

                currentCost = 0;

                float contactCost = 0f;

                int lastContactsIndex;

                switch (cntactMovmentType)
                {
                case ContactStateMovemetType.StartContact:
                    contactPointIndex = frameIndex * (middleContactsCount + 1);
                    for (int i = 0; i <= middleContactsCount; i++)
                    {
                        contactCost += contactPoints[contactPointIndex].CalculateCost(currentContactPoints[i], contactCostType);
                        contactPointIndex++;
                    }
                    break;

                case ContactStateMovemetType.ContactLand:
                    contactPointIndex = frameIndex * (middleContactsCount + 1);
                    for (int i = 1; i < middleContactsCount; i++)
                    {
                        contactCost += contactPoints[contactPointIndex].CalculateCost(currentContactPoints[i], contactCostType);
                        contactPointIndex++;
                    }
                    lastContactsIndex = currentContactPoints.Length - 1;
                    contactCost      += contactPoints[contactPointIndex].CalculateCost(currentContactPoints[lastContactsIndex], contactCostType);
                    break;

                case ContactStateMovemetType.StartContactLand:
                    contactPointIndex = frameIndex * (middleContactsCount + 2);
                    for (int i = 0; i <= middleContactsCount; i++)
                    {
                        contactCost += contactPoints[contactPointIndex].CalculateCost(currentContactPoints[i], contactCostType);
                        contactPointIndex++;
                    }
                    lastContactsIndex = currentContactPoints.Length - 1;
                    contactCost      += contactPoints[contactPointIndex].CalculateCost(currentContactPoints[lastContactsIndex], contactCostType);
                    break;

                case ContactStateMovemetType.Contact:
                    contactPointIndex = frameIndex * middleContactsCount;
                    for (int i = 1; i < middleContactsCount; i++)
                    {
                        contactCost += contactPoints[contactPointIndex].CalculateCost(currentContactPoints[i], contactCostType);
                        contactPointIndex++;
                    }
                    break;

                case ContactStateMovemetType.StartLand:
                    contactPointIndex = frameIndex * 2;
                    contactCost      += contactPoints[contactPointIndex].CalculateCost(currentContactPoints[0], contactCostType);
                    contactPointIndex++;
                    lastContactsIndex = currentContactPoints.Length - 1;
                    contactCost      += contactPoints[contactPointIndex].CalculateCost(currentContactPoints[lastContactsIndex], contactCostType);
                    break;
                }

                int   tpIndex        = frameIndex * trajectoryStep;
                float trajectoryCost = 0f;
                for (int i = 0; i < trajectoryStep; i++)
                {
                    trajectoryCost += currentTrajectory[i].CalculateCost(trajectoryPoints[tpIndex], trajectoryCostType);
                    tpIndex++;
                }

                int   boneIndex = frameIndex * poseStep;
                float poseCost  = 0f;
                for (int i = 0; i < poseStep; i++)
                {
                    poseCost += currentPose[i].CalculateCost(bonesData[boneIndex], poseCostType);
                    boneIndex++;
                }

                currentCost = contactCost * contactWeight + trajectoryCost * trajectoryWeight + poseCost * poseWeight;

                if (currentCost < output.bestCost)
                {
                    output.Set(
                        framesInfo[frameIndex].clipIndex,
                        framesInfo[frameIndex].localTime,
                        currentCost
                        );
                }
            }

            infos[0] = output;
        }