public static Mesh GetOutfitMesh(Skeleton Skel, ulong id)
        {
            if (OutfitMeshes.ContainsKey(id))
            {
                return OutfitMeshes[id];
            }

            var mesh = new Mesh();
            mesh.Read(ContentManager.GetResourceFromLongID(id));
            mesh.ProcessMesh(Skel);
            OutfitMeshes.Add(id, mesh);
            return mesh;
        }
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        public Skeleton Clone()
        {
            var result = new Skeleton();
            result.Name = this.Name;
            result.Bones = new Bone[Bones.Length];

            for (int i = 0; i < Bones.Length; i++)
            {
                result.Bones[i] = Bones[i].Clone();
            }

            /** Construct tree **/
            foreach (var bone in result.Bones)
            {
                bone.Children = result.Bones.Where(x => x.ParentName == bone.Name).ToArray();
            }
            result.RootBone = result.Bones.FirstOrDefault(x => x.ParentName == "NULL");
            result.ComputeBonePositions(result.RootBone, Matrix.Identity);
            return result;
        }
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        /// <summary>
        /// Advances the frame of an animation for a skeleton used on this mesh.
        /// </summary>
        /// <param name="Skel">A skeleton used to render this mesh.</param>
        /// <param name="Animation">The animation to advance.</param>
        /// <param name="AnimationTime">The playback time for an animation (how long has it been playing for?)</param>
        /// <param name="TimeDelta">The timedelta of the rendering loop.</param>
        public void AdvanceFrame(Skeleton Skel, Anim Animation, ref float AnimationTime, float TimeDelta)
        {
            float Duration = (float)Animation.Motions[0].NumFrames / 30;
            AnimationTime += TimeDelta;
            AnimationTime = AnimationTime % Duration; //Loop the animation

            for (int i = 0; i < Animation.Motions.Count; i++)
            {
                int BoneIndex = Skel.FindBone(Animation.Motions[i].BoneName);

                if (BoneIndex == -1)
                    continue;

                Bone Bne = Skel.Bones[BoneIndex];

                int Frame = (int)(AnimationTime * 30);
                float FractionShown = AnimationTime * 30 - Frame;
                int NextFrame = (Frame + 1 != Animation.Motions[0].NumFrames) ? Frame + 1 : 0;

                if (Animation.Motions[i].HasTranslation == 1)
                {
                    Vector3 Translation = new Vector3(Animation.Motions[i].Translations[Frame, 0],
                        Animation.Motions[i].Translations[Frame, 1], Animation.Motions[i].Translations[Frame, 2]);
                    Vector3 NextTranslation = new Vector3(Animation.Motions[i].Translations[NextFrame, 0],
                        Animation.Motions[i].Translations[NextFrame, 1], Animation.Motions[i].Translations[NextFrame, 2]);

                    Vector3 UpdatedTranslation = new Vector3();
                    UpdatedTranslation.X = (1 - FractionShown) * Translation.X + FractionShown * NextTranslation.X;
                    UpdatedTranslation.Y = (1 - FractionShown) * Translation.Y + FractionShown * NextTranslation.Y;
                    UpdatedTranslation.Z = (1 - FractionShown) * Translation.Z + FractionShown * NextTranslation.Z;

                    Bne.GlobalTranslation = UpdatedTranslation;
                }

                if (Animation.Motions[i].HasRotation == 1)
                {
                    Quaternion Rotation = new Quaternion(Animation.Motions[i].Rotations[Frame, 0],
                        Animation.Motions[i].Rotations[Frame, 1], Animation.Motions[i].Rotations[Frame, 2],
                        Animation.Motions[i].Rotations[Frame, 3]);
                    Quaternion NextRotation = new Quaternion(Animation.Motions[i].Rotations[NextFrame, 0],
                        Animation.Motions[i].Rotations[NextFrame, 1], Animation.Motions[i].Rotations[NextFrame, 2],
                        Animation.Motions[i].Rotations[NextFrame, 3]);

                    //Use Slerp to interpolate
                    float W1, W2 = 1.0f;
                    float CosTheta = DotProduct(Rotation, NextRotation);

                    if (CosTheta < 0)
                    {
                        CosTheta *= -1;
                        W2 *= -1;
                    }

                    float Theta = (float)Math.Acos(CosTheta);
                    float SinTheta = (float)Math.Sin(Theta);

                    if (SinTheta > 0.001f)
                    {
                        W1 = (float)Math.Sin((1.0f - FractionShown) * Theta) / SinTheta;
                        W2 *= (float)Math.Sin(FractionShown * Theta) / SinTheta;
                    }
                    else
                    {
                        W1 = 1.0f - FractionShown;
                        W2 = FractionShown;
                    }

                    Quaternion UpdatedRotation = new Quaternion();
                    UpdatedRotation.X = W1 * Rotation.X + W2 * NextRotation.X;
                    UpdatedRotation.Y = W1 * Rotation.Y + W2 * NextRotation.Y;
                    UpdatedRotation.Z = W1 * Rotation.Z + W2 * NextRotation.Z;
                    UpdatedRotation.W = W1 * Rotation.W + W2 * NextRotation.W;
                }
            }
        }
Esempio n. 4
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 /// <summary>
 /// Assigns children to all the bones in a skeleton.
 /// </summary>
 /// <param name="Skel">The skeleton to whose bones to assign children to.</param>
 public void AssignChildren(ref Skeleton Skel)
 {
     for(int i = 0; i < Skel.Bones.Length; i++)
     {
         for (int j = 0; j < m_Bones.Length; j++)
         {
             if (m_Bones[j].ParentName == Skel.Bones[i].BoneName)
             {
                 //Skel.Bones[i] is the parent of m_Bones[j]
                 Skel.Bones[i].Children[Skel.Bones[i].NumChildren] = m_Bones[j];
                 Skel.Bones[i].NumChildren++;
             }
         }
     }
 }
Esempio n. 5
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        /// <summary>
        /// Processes the loaded mesh's data and populates an array of
        /// VertexPositionNormalTexture elements that can be looped to
        /// render the mesh. Assumes that TransformVertices2() and 
        /// BlendVertices2() has been called for bodymeshes!
        /// </summary>
        public void ProcessMesh(Skeleton Skel)
        {
            VertexPositionNormalTexture[] NormVerticies = new VertexPositionNormalTexture[TotalVertexCount];

            for (int i = 0; i < TotalVertexCount; i++)
            {
                NormVerticies[i] = new VertexPositionNormalTexture();
                NormVerticies[i].Position.X = TransformedVertices[i].Vertex.Coord.X;
                NormVerticies[i].Position.Y = TransformedVertices[i].Vertex.Coord.Y;
                NormVerticies[i].Position.Z = TransformedVertices[i].Vertex.Coord.Z;
                NormVerticies[i].Normal.X = TransformedVertices[i].Vertex.NormalCoord.X;
                NormVerticies[i].Normal.Y = TransformedVertices[i].Vertex.NormalCoord.Y;
                NormVerticies[i].Normal.Z = TransformedVertices[i].Vertex.NormalCoord.Z;
            }

            for (int i = 0; i < RealVertexCount; i++)
            {
                NormVerticies[i].TextureCoordinate.X = TransformedVertices[i].Vertex.TextureCoord.X;
                NormVerticies[i].TextureCoordinate.Y = TransformedVertices[i].Vertex.TextureCoord.Y;
            }

            m_VertexNTexPositions = NormVerticies;
        }