コード例 #1
0
        public static List <Bone> GetBoneHierarchy(FBXTreeNode node, FBXFile fbx)
        {
            var bones      = new List <Bone>();
            var modelNodes = node.Children.Where(a => a.Node.Name == "Model");

            foreach (var child in modelNodes)
            {
                var model = new Model(child.Node, fbx);

                if (model.ModelType == Model.FBXModelType.LimbNode || (model.ModelType == Model.FBXModelType.None && !model.HasGeometry))
                {
                    var children = GetBoneHierarchy(child, fbx);

                    var t = model.LclTranslation;
                    var r = model.LclRotation.ToRadians().QuaternionFromEuler(EulerOrder.XYZ);
                    var s = model.LclScaling;

                    var deformerId = fbx.Connections.Where(a => a.Src == model.Id && fbx.FindChild(a.Dst).Name == "Deformer").FirstOrDefault();
                    var globalInverseMatrix = new float[] { }.IdentityMatrix();

                    if (deformerId != null)
                    {
                        var deformer = new Deformer(fbx.FindChild(deformerId.Dst));
                    }

                    var bone = new Bone()
                    {
                        Id          = model.Id.ToString(),
                        Parent      = (node.Node != null) ? node.Node.Id.ToString() : "",
                        Children    = children.Select(a => a.Id).ToList(),
                        JointMatrix = new float[] { }.MatrixCompose(t, r, s),
                        Name        = model.Name
                    };

                    bone.Keyframes = GetBoneKeyFrames(bone, fbx);

                    bones.Add(bone);

                    bones.AddRange(children);
                }
            }

            return(bones);
        }
コード例 #2
0
ファイル: Animation.cs プロジェクト: socdream/CoreRender
        public Animation(FBXFile file, List <string> bones)
        {
            var rawNodes  = file.GetAnimationCurveNodes();
            var rawCurves = file.GetAnimationCurves();

            // first: expand AnimationCurveNode into curve nodes
            var curveNodes = new List <FBXAnimCurveNode>();

            foreach (var tempNode in rawNodes)
            {
                var fileNode = file.FindChild(tempNode.Id);

                curveNodes.Add(new FBXAnimCurveNode(fileNode, file, bones));
            }

            // second: gen dict, mapped by internalId
            var tmp = new Dictionary <long, FBXAnimCurveNode>();

            for (var i = 0; i < curveNodes.Count; ++i)
            {
                tmp.Add(curveNodes[i].Id, curveNodes[i]);
            }

            // third: insert curves into the dict
            var ac  = new List <FBXAnimCurve>();
            var max = 0f;

            foreach (var curve in rawCurves)
            {
                ac.Add(curve);

                max = curve.Length > max ? curve.Length : max;

                var parentId = file.Connections.Where(a => a.Src == curve.Id).FirstOrDefault().Dst;
                var axis     = file.GetConnectionType(curve.Id, parentId);

                if (axis.Contains("X"))
                {
                    axis = "x";
                }
                if (axis.Contains("Y"))
                {
                    axis = "y";
                }
                if (axis.Contains("Z"))
                {
                    axis = "z";
                }

                tmp[parentId].Curves.Add(axis, curve);
            }

            // forth:
            foreach (var t in tmp)
            {
                var id = t.Value.ContainerBoneId;

                if (!Curves.ContainsKey(id))
                {
                    Curves.Add(id, new Dictionary <string, FBXAnimCurveNode>());
                }

                if (Curves[id].ContainsKey(t.Value.Attr))
                {
                    Curves[id][t.Value.Attr] = t.Value;
                }
                else
                {
                    Curves[id].Add(t.Value.Attr, t.Value);
                }
            }

            Length = max;
            Frames = Length * FPS;
        }