private void ExportTransform(BabylonNode babylonNode, MFnTransform mFnTransform) { // Position / rotation / scaling RaiseVerbose("BabylonExporter.Node | ExportTransform", 2); float[] position = null; float[] rotationQuaternion = null; float[] rotation = null; float[] scaling = null; BabylonVector3.EulerRotationOrder rotationOrder = BabylonVector3.EulerRotationOrder.XYZ; GetTransform(mFnTransform, ref position, ref rotationQuaternion, ref rotation, ref rotationOrder, ref scaling); babylonNode.position = position; if (_exportQuaternionsInsteadOfEulers) { babylonNode.rotationQuaternion = rotationQuaternion; } else { babylonNode.rotation = rotation; } babylonNode.scaling = scaling; }
public static BabylonVector3.EulerRotationOrder InvertRotationOrder(BabylonVector3.EulerRotationOrder rotationOrder) { switch (rotationOrder) { case BabylonVector3.EulerRotationOrder.XYZ: default: return(BabylonVector3.EulerRotationOrder.ZYX); case BabylonVector3.EulerRotationOrder.YZX: return(BabylonVector3.EulerRotationOrder.XZY); case BabylonVector3.EulerRotationOrder.ZXY: return(BabylonVector3.EulerRotationOrder.YXZ); case BabylonVector3.EulerRotationOrder.XZY: return(BabylonVector3.EulerRotationOrder.YZX); case BabylonVector3.EulerRotationOrder.YXZ: return(BabylonVector3.EulerRotationOrder.ZXY); case BabylonVector3.EulerRotationOrder.ZYX: return(BabylonVector3.EulerRotationOrder.XYZ); } }
/// <summary> /// Get TRS and visiblity animations of the transform /// </summary> /// <param name="transform">Transform above mesh/camera/light</param> /// <returns></returns> private List <BabylonAnimation> GetAnimation(MFnTransform transform) { // Animations MPlugArray connections = new MPlugArray(); MStringArray animCurvList = new MStringArray(); MIntArray keysTime = new MIntArray(); MDoubleArray keysValue = new MDoubleArray(); MFloatArray translateValues = new MFloatArray(); MFloatArray rotateValues = new MFloatArray(); MFloatArray scaleValues = new MFloatArray(); MFloatArray visibilityValues = new MFloatArray(); MFloatArray keyTimes = new MFloatArray(); List <BabylonAnimation> animationsObject = new List <BabylonAnimation>(); //Get the animCurve MGlobal.executeCommand("listConnections -type \"animCurve\" " + transform.fullPathName + ";", animCurvList); List <AnimCurvData> animCurvesData = new List <AnimCurvData>(); foreach (String animCurv in animCurvList) { AnimCurvData animCurvData = new AnimCurvData(); animCurvesData.Add(animCurvData); animCurvData.animCurv = animCurv; //Get the key time for each curves MGlobal.executeCommand("keyframe -q " + animCurv + ";", keysTime); //Get the value for each curves MGlobal.executeCommand("keyframe - q -vc -absolute " + animCurv + ";", keysValue); if (animCurv.EndsWith("translateZ") || animCurv.EndsWith("rotateX") || animCurv.EndsWith("rotateY")) { for (int index = 0; index < keysTime.Count; index++) { // Switch coordinate system at object level int key = keysTime[index]; if (animCurvData.valuePerFrame.ContainsKey(key) == false) { animCurvData.valuePerFrame.Add(key, (float)keysValue[index] * -1.0f); } } } else { for (int index = 0; index < keysTime.Count; index++) { int key = keysTime[index]; if (animCurvData.valuePerFrame.ContainsKey(key) == false) { animCurvData.valuePerFrame.Add(key, (float)keysValue[index]); } } } } string[] mayaAnimationProperties = new string[] { "translate", "rotate", "scale" }; string[] babylonAnimationProperties = new string[] { "position", "rotationQuaternion", "scaling" }; string[] axis = new string[] { "X", "Y", "Z" }; // Init TRS default values Dictionary <string, float> defaultValues = new Dictionary <string, float>(); float[] position = null; float[] rotationQuaternion = null; BabylonVector3.EulerRotationOrder rotationOrder = BabylonVector3.EulerRotationOrder.XYZ; float[] rotation = null; float[] scaling = null; GetTransform(transform, ref position, ref rotationQuaternion, ref rotation, ref rotationOrder, ref scaling); // coordinate system already switched defaultValues.Add("translateX", position[0]); defaultValues.Add("translateY", position[1]); defaultValues.Add("translateZ", position[2]); defaultValues.Add("rotateX", rotation[0]); defaultValues.Add("rotateY", rotation[1]); defaultValues.Add("rotateZ", rotation[2]); defaultValues.Add("scaleX", scaling[0]); defaultValues.Add("scaleY", scaling[1]); defaultValues.Add("scaleZ", scaling[2]); for (int indexAnimationProperty = 0; indexAnimationProperty < mayaAnimationProperties.Length; indexAnimationProperty++) { string mayaAnimationProperty = mayaAnimationProperties[indexAnimationProperty]; // Retreive animation curves data for current animation property // Ex: all "translate" data are "translateX", "translateY", "translateZ" List <AnimCurvData> animDataProperty = animCurvesData.Where(data => data.animCurv.Contains(mayaAnimationProperty)).ToList(); if (animDataProperty.Count == 0) { // Property is not animated continue; } // Get all frames for this property List <int> framesProperty = new List <int>(); foreach (var animData in animDataProperty) { framesProperty.AddRange(animData.valuePerFrame.Keys); } framesProperty = framesProperty.Distinct().ToList(); framesProperty.Sort(); // Get default values for this property BabylonAnimationKey lastBabylonAnimationKey = new BabylonAnimationKey(); lastBabylonAnimationKey.frame = 0; lastBabylonAnimationKey.values = new float[] { defaultValues[mayaAnimationProperty + "X"], defaultValues[mayaAnimationProperty + "Y"], defaultValues[mayaAnimationProperty + "Z"] }; // Compute all values for this property List <BabylonAnimationKey> babylonAnimationKeys = new List <BabylonAnimationKey>(); foreach (var frameProperty in framesProperty) { BabylonAnimationKey babylonAnimationKey = new BabylonAnimationKey(); babylonAnimationKeys.Add(babylonAnimationKey); // Frame babylonAnimationKey.frame = frameProperty; // Values float[] valuesProperty = new float[3]; for (int indexAxis = 0; indexAxis < axis.Length; indexAxis++) { AnimCurvData animCurvDataAxis = animDataProperty.Find(data => data.animCurv.EndsWith(axis[indexAxis])); float value; if (animCurvDataAxis != null && animCurvDataAxis.valuePerFrame.ContainsKey(frameProperty)) { value = animCurvDataAxis.valuePerFrame[frameProperty]; } else { value = lastBabylonAnimationKey.values[indexAxis]; } valuesProperty[indexAxis] = value; } babylonAnimationKey.values = valuesProperty.ToArray(); // Update last known values lastBabylonAnimationKey = babylonAnimationKey; } // Convert euler to quaternion angles if (indexAnimationProperty == 1) // Rotation { foreach (var babylonAnimationKey in babylonAnimationKeys) { BabylonVector3 eulerAngles = BabylonVector3.FromArray(babylonAnimationKey.values); BabylonVector3 eulerAnglesRadians = eulerAngles * (float)(Math.PI / 180); BabylonQuaternion quaternionAngles = eulerAnglesRadians.toQuaternion(rotationOrder); babylonAnimationKey.values = quaternionAngles.ToArray(); } } var keysFull = new List <BabylonAnimationKey>(babylonAnimationKeys); // Optimization OptimizeAnimations(babylonAnimationKeys, true); // Ensure animation has at least 2 frames string babylonAnimationProperty = babylonAnimationProperties[indexAnimationProperty]; if (IsAnimationKeysRelevant(babylonAnimationKeys, babylonAnimationProperty)) { // Create BabylonAnimation animationsObject.Add(new BabylonAnimation() { dataType = indexAnimationProperty == 1 ? (int)BabylonAnimation.DataType.Quaternion : (int)BabylonAnimation.DataType.Vector3, name = babylonAnimationProperty + " animation", framePerSecond = Loader.GetFPS(), loopBehavior = (int)BabylonAnimation.LoopBehavior.Cycle, property = babylonAnimationProperty, keys = babylonAnimationKeys.ToArray(), keysFull = keysFull }); } } return(animationsObject); }
private void GetTransform(MFnTransform mFnTransform, ref float[] position, ref float[] rotationQuaternion, ref float[] rotation, ref BabylonVector3.EulerRotationOrder rotationOrder, ref float[] scaling) { var transformationMatrix = new MTransformationMatrix(mFnTransform.transformationMatrix); var mayaRotationOrder = 0; MGlobal.executeCommand($"getAttr {mFnTransform.fullPathName}.rotateOrder", out mayaRotationOrder); rotationOrder = Tools.ConvertMayaRotationOrder((MEulerRotation.RotationOrder)mayaRotationOrder); position = transformationMatrix.getTranslation(); rotationQuaternion = transformationMatrix.getRotationQuaternion(); rotation = transformationMatrix.getRotation(); scaling = transformationMatrix.getScale(); // Switch coordinate system at object level position[2] *= -1; rotationQuaternion[0] *= -1; rotationQuaternion[1] *= -1; rotation[0] *= -1; rotation[1] *= -1; rotationOrder = Tools.InvertRotationOrder(rotationOrder); // Apply unit conversion factor to meter position[0] *= scaleFactorToMeters; position[1] *= scaleFactorToMeters; position[2] *= scaleFactorToMeters; }