コード例 #1
0
        private void AttachJoint(PartsModel partInfo, IRenderableFile actorRender)
        {
            var modelPart = actorRender.Renderer.Models[0];

            foreach (ModelAsset model in ModelFile.Renderer.Models)
            {
                var bone = model.ModelData.Skeleton.SearchBone(partInfo.JointName);

                if (bone != null)
                {
                    //Setup local transform
                    var localPosition = new OpenTK.Vector3(
                        partInfo.LocalTranslate.X,
                        partInfo.LocalTranslate.Y,
                        partInfo.LocalTranslate.Z);
                    var localRotation = STMath.FromEulerAngles(new OpenTK.Vector3(
                                                                   partInfo.LocalRotate.X,
                                                                   partInfo.LocalRotate.Y,
                                                                   partInfo.LocalRotate.Z) * STMath.Deg2Rad);
                    var localScale = new OpenTK.Vector3(
                        partInfo.LocalScale.X,
                        partInfo.LocalScale.Y,
                        partInfo.LocalScale.Z);

                    modelPart.ModelData.Skeleton.LocalTransform =
                        OpenTK.Matrix4.CreateScale(localScale) *
                        OpenTK.Matrix4.CreateFromQuaternion(localRotation) *
                        OpenTK.Matrix4.CreateTranslation(localPosition);

                    //Attach bone children
                    bone.AttachSkeleton(modelPart.ModelData.Skeleton);
                    model.ModelData.Skeleton.Update();
                    break;
                }
            }
        }
コード例 #2
0
ファイル: HSF.cs プロジェクト: KillzXGaming/MPLibrary
        private void PlaySkeletalAnim(HSFMotionAnimation anim)
        {
            STSkeleton skeleton = Renderer.Scene.Models[0].Skeleton;

            foreach (var container in Runtime.ModelContainers)
            {
                var skel = container.SearchActiveSkeleton();
                if (skel != null)
                {
                    skeleton = skel;
                }
            }

            Console.WriteLine($"skeleton {skeleton != null}");

            if (skeleton == null)
            {
                return;
            }

            if (anim.Frame == 0)
            {
                skeleton.Reset();
            }

            bool Updated = false; // no need to update skeleton of animations that didn't change

            foreach (AnimationNode node in anim.AnimGroups)
            {
                var b = skeleton.SearchBone(node.Name);
                if (b == null)
                {
                    continue;
                }

                Updated = true;

                Vector3    position = b.Position;
                Vector3    scale    = b.Scale;
                Quaternion rotation = b.Rotation;

                if (node.TranslateX.HasKeys)
                {
                    position.X = node.TranslateX.GetFrameValue(anim.Frame) * HSF_Renderer.PreviewScale;
                }
                if (node.TranslateY.HasKeys)
                {
                    position.Y = node.TranslateY.GetFrameValue(anim.Frame) * HSF_Renderer.PreviewScale;
                }
                if (node.TranslateZ.HasKeys)
                {
                    position.Z = node.TranslateZ.GetFrameValue(anim.Frame) * HSF_Renderer.PreviewScale;
                }

                if (node.ScaleX.HasKeys)
                {
                    scale.X = node.ScaleX.GetFrameValue(anim.Frame);
                }
                if (node.ScaleY.HasKeys)
                {
                    scale.Y = node.ScaleY.GetFrameValue(anim.Frame);
                }
                if (node.ScaleZ.HasKeys)
                {
                    scale.Z = node.ScaleZ.GetFrameValue(anim.Frame);
                }

                if (node.RotationX.HasKeys || node.RotationY.HasKeys || node.RotationZ.HasKeys)
                {
                    float x = node.RotationX.HasKeys ? MathHelper.DegreesToRadians(node.RotationX.GetFrameValue(anim.Frame)) : b.EulerRotation.X;
                    float y = node.RotationY.HasKeys ? MathHelper.DegreesToRadians(node.RotationY.GetFrameValue(anim.Frame)) : b.EulerRotation.Y;
                    float z = node.RotationZ.HasKeys ? MathHelper.DegreesToRadians(node.RotationZ.GetFrameValue(anim.Frame)) : b.EulerRotation.Z;
                    rotation = STMath.FromEulerAngles(new Vector3(x, y, z));
                }

                b.AnimationController.Position = position;
                b.AnimationController.Scale    = scale;
                b.AnimationController.Rotation = rotation;
            }

            if (Updated)
            {
                skeleton.Update();
            }
        }
コード例 #3
0
        static void ParseRotationTrack(FileReader reader, Header header, Track track, AnimationGroup group)
        {
            switch (track.OpCode)
            {
            case 0x0F:      //4 Singles Frame Count
            {
                for (int f = 0; f < header.FrameCount; f++)
                {
                    float   frame = f;
                    float[] quat  = reader.ReadSingles(4);

                    Quaternion quaternion = new Quaternion(quat[0], quat[1], quat[2], quat[3]);
                    group.RotateX.AddKey(frame, quaternion.X);
                    group.RotateY.AddKey(frame, quaternion.Y);
                    group.RotateZ.AddKey(frame, quaternion.Z);
                    group.RotateW.AddKey(frame, quaternion.W);
                }
            }
            break;

            case 0x13:     //4 Singles Custom Count
            {
                uint count = reader.ReadUInt32();
                for (int f = 0; f < count; f++)
                {
                    float   frame = f;
                    float[] quat  = reader.ReadSingles(4);
                    group.RotateX.AddKey(frame, quat[0]);
                    group.RotateY.AddKey(frame, quat[1]);
                    group.RotateZ.AddKey(frame, quat[2]);
                    group.RotateW.AddKey(frame, quat[3]);
                }
            }
            break;

            case 0x15:     //4 Singles Constant
            {
                float[] quat = reader.ReadSingles(4);
                group.RotateX.AddKey(0, quat[0]);
                group.RotateY.AddKey(0, quat[1]);
                group.RotateZ.AddKey(0, quat[2]);
                group.RotateW.AddKey(0, quat[3]);
            }
            break;

            case 0x16:     //Short Quat Constant
            {
                //Todo this gives weird results.
                short[] quat = reader.ReadInt16s(4);

                /*  group.RotateX.AddKey(0, quat[0] / 0x7FFF);
                 * group.RotateY.AddKey(0, quat[1] / 0x7FFF);
                 * group.RotateZ.AddKey(0, quat[2] / 0x7FFF);
                 * group.RotateW.AddKey(0, quat[3] / 0x7FFF);*/

                Console.WriteLine($"track {track.OpCode} Unknown {track.Unknown} {string.Join(",", quat)}");
            }
            break;

            case 0x17:     //Short X Axis Angle
            {
                var euler = new Vector3(reader.ReadInt16() / 180.0f, 0, 0) * STMath.Deg2Rad;
                var quat  = STMath.FromEulerAngles(euler);
                group.RotateX.AddKey(0, quat.X);
                group.RotateY.AddKey(0, quat.Y);
                group.RotateZ.AddKey(0, quat.Z);
                group.RotateW.AddKey(0, quat.W);
            }
            break;

            case 0x18:     //Short Y Axis Angle (Degrees) Frame Count
            {
                for (int f = 0; f < header.FrameCount; f++)
                {
                    float frame = f;

                    var euler = new Vector3(0, reader.ReadInt16() / 180.0f, 0) * STMath.Deg2Rad;
                    var quat  = STMath.FromEulerAngles(euler);
                    group.RotateX.AddKey(frame, quat.X);
                    group.RotateY.AddKey(frame, quat.Y);
                    group.RotateZ.AddKey(frame, quat.Z);
                    group.RotateW.AddKey(frame, quat.W);
                }
            }
            break;

            case 0x19:     //Short Z Axis Angle (Degrees) Frame Count
            {
                for (int f = 0; f < header.FrameCount; f++)
                {
                    float frame = f;

                    var euler = new Vector3(0, 0, reader.ReadInt16() / 180.0f) * STMath.Deg2Rad;
                    var quat  = STMath.FromEulerAngles(euler);
                    group.RotateX.AddKey(frame, quat.X);
                    group.RotateY.AddKey(frame, quat.Y);
                    group.RotateZ.AddKey(frame, quat.Z);
                    group.RotateW.AddKey(frame, quat.W);
                }
            }
            break;

            //Todo these give weird results.

            /*       case 0x1A: //Consta
             *         {
             *             ushort flag = reader.ReadUInt16();
             *             short[] angles = reader.ReadInt16s(2);
             *             ushort[] param = reader.ReadUInt16s(2);
             *
             *             var euler = new Vector3(reader.ReadInt16() / 180.0f, 0, 0) * STMath.Deg2Rad;
             *             var quat = STMath.FromEulerAngles(euler);
             *             group.RotateX.AddKey(0, quat.X);
             *             group.RotateY.AddKey(0, quat.Y);
             *             group.RotateZ.AddKey(0, quat.Z);
             *             group.RotateW.AddKey(0, quat.W);
             *         }
             *         break;
             *     case 0x1B:
             *         {
             *             ushort flag = reader.ReadUInt16();
             *             //  short[] quat = reader.ReadInt16s(4);
             *
             *             var euler = new Vector3(0, reader.ReadInt16() / 180.0f, 0) * STMath.Deg2Rad;
             *             var quat = STMath.FromEulerAngles(euler);
             *             group.RotateX.AddKey(0, quat.X);
             *             group.RotateY.AddKey(0, quat.Y);
             *             group.RotateZ.AddKey(0, quat.Z);
             *             group.RotateW.AddKey(0, quat.W);
             *         }
             *         break;
             *     case 0x1C:
             *         {
             *             ushort flag = reader.ReadUInt16();
             *           //  short[] quat = reader.ReadInt16s(4);
             *
             *             var euler = new Vector3(0, 0, reader.ReadInt16() / 180.0f) * STMath.Deg2Rad;
             *             var quat = STMath.FromEulerAngles(euler);
             *             group.RotateX.AddKey(0, quat.X);
             *             group.RotateY.AddKey(0, quat.Y);
             *             group.RotateZ.AddKey(0, quat.Z);
             *             group.RotateW.AddKey(0, quat.W);
             *         }
             *         break;*/
            default:
                Console.WriteLine($"Unknown Op Code! Track {track.Index} Type {track.Type} OpCode {track.OpCode}");
                break;
            }
        }