コード例 #1
0
        /// <summary>
        /// Performs a blending based on the from posture and the to posture. In particular a blending weight and an additional blending mask is utilized. If the blending mask is set to null, all bones with position + rotation will be used for blending.
        /// </summary>
        /// <param name="from"></param>
        /// <param name="to"></param>
        /// <param name="weight"></param>
        /// <param name="blendingMask"></param>
        /// <returns></returns>
        public static MAvatarPostureValues PerformBlend(IntermediateSkeleton skeleton, MAvatarPostureValues from, MAvatarPostureValues to, float weight, Dictionary <MJointType, BlendProperty> blendingMask = null)
        {
            //MAvatarPosture result = from.Clone();
            MAvatarPosture zero = skeleton.GetAvatarDescription(from.AvatarID).ZeroPosture;

            skeleton.SetChannelData(from);
            List <MQuaternion> fromRot = skeleton.GetLocalJointRotations(from.AvatarID);

            skeleton.SetChannelData(to);
            List <MQuaternion> toRot = skeleton.GetLocalJointRotations(to.AvatarID);


            for (int i = 0; i < zero.Joints.Count; i++)
            {
                //By default belnd both position and rotation
                BlendProperty blendProperty = new BlendProperty(1.0f, 1.0f);
                MJointType    joint         = zero.Joints[i].Type;

                if (blendingMask != null && blendingMask.ContainsKey(joint))
                {
                    //Get the bone weight
                    blendingMask.TryGetValue(joint, out blendProperty);
                }

                //Perform a linear interpolation of the position
                // Does not correspond to intermediate skeleton representation.
                // result.Joints[i].Position = result.Joints[i].Position.Lerp(to.Joints[i].Position, weight * blendProperty.PositionWeight);

                //Perform a slerp of the rotation
                skeleton.SetLocalJointRotation(to.AvatarID, joint, fromRot[i].Slerp(toRot[i], weight * blendProperty.RotationWeight));
            }

            return(skeleton.RecomputeCurrentPostureValues(to.AvatarID));
        }
コード例 #2
0
        /// <summary>
        /// Performs a blending based on the from posture and the to posture.
        /// </summary>
        /// <param name="from"></param>
        /// <param name="to"></param>
        /// <param name="weight"></param>
        /// <param name="rootTransform">Specifies whether the root transform is blended as well</param>
        /// <returns></returns>
        public static MAvatarPostureValues PerformBlend(IntermediateSkeleton skeleton, MAvatarPostureValues from, MAvatarPostureValues to, float weight, bool rootTransform = true)
        {
            MAvatarPosture zero = skeleton.GetAvatarDescription(from.AvatarID).ZeroPosture;

            skeleton.SetChannelData(from);
            List <MQuaternion> fromRot = skeleton.GetLocalJointRotations(from.AvatarID);

            skeleton.SetChannelData(to);
            List <MQuaternion> toRot = skeleton.GetLocalJointRotations(to.AvatarID);


            for (int i = 0; i < zero.Joints.Count; i++)
            {
                //By default belnd both position and rotation
                MJointType joint = zero.Joints[i].Type;

                //Perform a linear interpolation of the position
                // Does not correspond to intermediate skeleton representation.
                // result.Joints[i].Position = result.Joints[i].Position.Lerp(to.Joints[i].Position, weight * blendProperty.PositionWeight);

                //Perform a slerp of the rotation
                skeleton.SetLocalJointRotation(to.AvatarID, joint, fromRot[i].Slerp(toRot[i], weight));
            }

            return(skeleton.RecomputeCurrentPostureValues(to.AvatarID));

            /*
             * MAvatarPosture result = from.Clone();
             *
             * for (int i = 0; i < result.Joints.Count; i++)
             * {
             *  //Skip if root transform should be ignored
             *  if (i == 0 && rootTransform)
             *      result.Joints[i].Position = result.Joints[i].Position.Lerp(to.Joints[i].Position, weight);
             *
             *  //Perform a slerp of the rotation
             *  result.Joints[i].Rotation = result.Joints[i].Rotation.Slerp(to.Joints[i].Rotation, weight);
             * }
             *
             * return result;
             */
        }