コード例 #1
0
        private Matrix4 CalcInterpolatedRotation(float animationTime, NodeAnimation channel)
        {
            Matrix4x4 matrix;

            if (channel.ScalingKeysCount == 1)
            {
                matrix = channel.RotationKeys[0].Value.GetMatrix();
            }

            var rotateIndex     = FindRotation(animationTime, channel);
            var nextRotateIndex = rotateIndex + 1;

            if (nextRotateIndex < channel.RotationKeysCount)
            {
                var rotateKey     = channel.RotationKeys[rotateIndex];
                var nextRotateKey = channel.RotationKeys[nextRotateIndex];
                var deltaTime     = nextRotateKey.Time - rotateKey.Time;
                var factor        = (animationTime - rotateKey.Time) / deltaTime;
                matrix = Quaternion.Slerp(rotateKey.Value, nextRotateKey.Value, factor).GetMatrix();
            }
            else
            {
                matrix = channel.RotationKeys[0].Value.GetMatrix();
            }
            return(FromMatrix(matrix));
        }
コード例 #2
0
ファイル: AnimEvaluator.cs プロジェクト: unitycoder/Drawing3D
        /// <summary>
        /// Evaluate animation channels at a given time
        /// </summary>
        /// <param name="pTime">Time, in seconds. If the time exceeds the animation's
        /// duration value, it will be looped.</param>
        /// <param name="isInEndPosition">A problem with automatic looping (and the
        /// way how assimp handles animation duration) is that evaluating the
        /// animation at a time that is exactly the animation duration might wrap
        /// over to the first key frame (i.e. due to numerical inaccuracies). Setting
        /// this parameter to true causes the pTime value to be ignored and the
        /// last set of key frames to be taken.</param>
        public void Evaluate(double pTime, bool isInEndPosition)
        {
            // extract ticks per second. Assume default value if not given
            // every following time calculation happens in ticks
            pTime *= _ticksPerSecond;

            // map into anim's duration
            double time = 0.0f;

            if (_animation.DurationInTicks > 0.0)
            {
                time = pTime % _animation.DurationInTicks;
            }

            // calculate the transformations for each animation channel
            for (int a = 0; a < _animation.NodeAnimationChannelCount; a++)
            {
                var channel = _animation.NodeAnimationChannels[a];

                var presentPosition = new Vector3D(0, 0, 0);
                var presentRotation = new Quaternion(1, 0, 0, 0);
                var presentScaling  = new Vector3D(1, 1, 1);

                if (isInEndPosition)
                {
                    if (channel.PositionKeyCount > 0)
                    {
                        presentPosition         = channel.PositionKeys.Last().Value;
                        _lastPositions[a].Item1 = channel.PositionKeyCount - 1;
                    }
                    if (channel.RotationKeyCount > 0)
                    {
                        presentRotation         = channel.RotationKeys.Last().Value;
                        _lastPositions[a].Item2 = channel.RotationKeyCount - 1;
                    }
                    if (channel.ScalingKeyCount > 0)
                    {
                        presentScaling          = channel.ScalingKeys.Last().Value;
                        _lastPositions[a].Item3 = channel.ScalingKeyCount - 1;
                    }
                    BuildTransform(ref presentRotation, ref presentScaling, ref presentPosition, out _currentTransforms[a]);
                    continue;
                }

                // ******** Position *****
                if (channel.PositionKeyCount > 0)
                {
                    // Look for present frame number. Search from last position if time is after the last time, else from beginning
                    // Should be much quicker than always looking from start for the average use case.
                    var frame = (time >= _lastTime) ? _lastPositions[a].Item1 : 0;
                    while (frame < channel.PositionKeyCount - 1)
                    {
                        if (time < channel.PositionKeys[frame + 1].Time)
                        {
                            break;
                        }
                        frame++;
                    }

                    // interpolate between this frame's value and next frame's value
                    var nextFrame = (frame + 1) % channel.PositionKeyCount;
                    var key       = channel.PositionKeys[frame];
                    var nextKey   = channel.PositionKeys[nextFrame];
                    var diffTime  = nextKey.Time - key.Time;
                    if (diffTime < 0.0)
                    {
                        diffTime += _animation.DurationInTicks;
                    }

                    if (diffTime > 0)
                    {
                        var factor = (float)((time - key.Time) / diffTime);
                        presentPosition = key.Value + (nextKey.Value - key.Value) * factor;
                    }
                    else
                    {
                        presentPosition = key.Value;
                    }

                    _lastPositions[a].Item1 = frame;
                }

                // ******** Rotation *********
                if (channel.RotationKeyCount > 0)
                {
                    var frame = (time >= _lastTime) ? _lastPositions[a].Item2 : 0;
                    while (frame < channel.RotationKeyCount - 1)
                    {
                        if (time < channel.RotationKeys[frame + 1].Time)
                        {
                            break;
                        }
                        frame++;
                    }

                    // interpolate between this frame's value and next frame's value
                    var    nextFrame = (frame + 1) % channel.RotationKeyCount;
                    var    key       = channel.RotationKeys[frame];
                    var    nextKey   = channel.RotationKeys[nextFrame];
                    double diffTime  = nextKey.Time - key.Time;
                    if (diffTime < 0.0)
                    {
                        diffTime += _animation.DurationInTicks;
                    }
                    if (diffTime > 0)
                    {
                        var factor = (float)((time - key.Time) / diffTime);
                        presentRotation = Quaternion.Slerp(key.Value, nextKey.Value, factor);
                    }
                    else
                    {
                        presentRotation = key.Value;
                    }

                    _lastPositions[a].Item2 = frame;
                }

                // ******** Scaling **********
                if (channel.ScalingKeyCount > 0)
                {
                    var frame = (time >= _lastTime) ? _lastPositions[a].Item3 : 0;
                    while (frame < channel.ScalingKeyCount - 1)
                    {
                        if (time < channel.ScalingKeys[frame + 1].Time)
                        {
                            break;
                        }
                        frame++;
                    }

                    // TODO: (thom) interpolation maybe? This time maybe even logarithmic, not linear
                    presentScaling          = channel.ScalingKeys[frame].Value;
                    _lastPositions[a].Item3 = frame;
                }

                BuildTransform(ref presentRotation, ref presentScaling, ref presentPosition, out _currentTransforms[a]);
            }

            _lastTime = time;
        }