コード例 #1
0
ファイル: IO_SMD.cs プロジェクト: trainboy2019/SSBHLib
        public static void ExportIOAnimationAsSMD(string FileName, IOAnimation Animation, RSkeleton Skeleton)
        {
            if (Skeleton == null)
            {
                return;
            }

            StringBuilder o = new StringBuilder();

            o.AppendLine("version 1");

            //skeleton
            {
                o.AppendLine("nodes");
                foreach (RBone bone in Skeleton.Bones)
                {
                    o.AppendLine($"{bone.Id} \"{bone.Name}\" {bone.ParentId}");
                }
                o.AppendLine("end");
            }

            //animation
            o.AppendLine("skeleton");
            {
                for (int i = 0; i < Animation.FrameCount; i++)
                {
                    o.AppendLine($"time {i}");
                    foreach (RBone bone in Skeleton.Bones)
                    {
                        Vector3 Position = bone.Position;
                        Vector3 Rotation = bone.EulerRotation;
                        if (Animation.TryGetNodeByName(bone.Name, out IOAnimNode Node))
                        {
                            Position = Node.GetPosition(i, Position);
                            Rotation = Tools.CrossMath.ToEulerAngles(Node.GetQuaternionRotation(i, bone.Rotation).Inverted());
                        }
                        o.AppendLine($"{bone.Id} {Position.X} {Position.Y} {Position.Z} {Rotation.X} {Rotation.Y} {Rotation.Z}");
                    }
                }
            }
            o.AppendLine("end");

            File.WriteAllText(FileName, o.ToString());
        }
コード例 #2
0
        public static void ExportIOAnimation(string FileName, IOAnimation animData)
        {
            SEAnim seOut = new SEAnim();                //init new SEAnim

            foreach (IOAnimNode node in animData.Nodes) //iterate through each node
            {
                for (int i = 0; i < animData.FrameCount; i++)
                {
                    OpenTK.Vector3    pos = node.GetPosition(i, OpenTK.Vector3.Zero);
                    OpenTK.Quaternion rot = node.GetQuaternionRotation(i, new OpenTK.Quaternion(0, 0, 0, 0));
                    OpenTK.Vector3    sca = node.GetScaling(i, OpenTK.Vector3.Zero);

                    seOut.AddTranslationKey(node.Name, i, pos.X, pos.Y, pos.Z);
                    seOut.AddRotationKey(node.Name, i, rot.X, rot.Y, rot.Z, rot.W);
                    seOut.AddScaleKey(node.Name, i, sca.X, sca.Y, sca.Z);
                }
            }

            seOut.Write(FileName); //write it!
        }
コード例 #3
0
ファイル: IO_MayaANIM.cs プロジェクト: itzinvy/SSBHLib
        public static void ExportIOAnimationAsANIM(string fname, IOAnimation animation, RSkeleton Skeleton, bool ordinal = false)
        {
            IO_MayaANIM anim = new IO_MayaANIM();

            anim.header.endTime = animation.FrameCount + 1;

            // get bone order
            List <RBone> BonesInOrder = getBoneTreeOrder(Skeleton);

            if (ordinal)
            {
                BonesInOrder = BonesInOrder.OrderBy(f => f.Name, StringComparer.Ordinal).ToList();
            }

            foreach (RBone b in BonesInOrder)
            {
                AnimBone animBone = new AnimBone()
                {
                    name = b.Name
                };
                anim.Bones.Add(animBone);

                // Add Tracks
                if (animation.TryGetNodeByName(b.Name, out IOAnimNode ioAnimNode))
                {
                    AddAnimData(animBone, ioAnimNode, IOTrackType.POSX, ControlType.translate, TrackType.translateX);
                    AddAnimData(animBone, ioAnimNode, IOTrackType.POSY, ControlType.translate, TrackType.translateY);
                    AddAnimData(animBone, ioAnimNode, IOTrackType.POSZ, ControlType.translate, TrackType.translateZ);

                    // rotation
                    if (animation.RotationType == IORotationType.Euler)
                    {
                        // directly
                        AddAnimData(animBone, ioAnimNode, IOTrackType.ROTX, ControlType.rotate, TrackType.rotateX);
                        AddAnimData(animBone, ioAnimNode, IOTrackType.ROTY, ControlType.rotate, TrackType.rotateY);
                        AddAnimData(animBone, ioAnimNode, IOTrackType.ROTZ, ControlType.rotate, TrackType.rotateZ);
                    }
                    else if (animation.RotationType == IORotationType.Quaternion)
                    {
                        // convert to euler

                        AnimData rx = new AnimData(); rx.controlType = ControlType.rotate; rx.type = TrackType.rotateX;
                        AnimData ry = new AnimData(); ry.controlType = ControlType.rotate; ry.type = TrackType.rotateY;
                        AnimData rz = new AnimData(); rz.controlType = ControlType.rotate; rz.type = TrackType.rotateZ;
                        rx.output = OutputType.angular;
                        ry.output = OutputType.angular;
                        rz.output = OutputType.angular;

                        List <float> KeyFrames = new List <float>();
                        foreach (IOAnimKey key in ioAnimNode.GetKeysForTrack(IOTrackType.ROTX))
                        {
                            KeyFrames.Add(key.Frame);
                        }

                        for (int i = 0; i < KeyFrames.Count; i++)
                        {
                            Vector3 EulerAngles = Tools.CrossMath.ToEulerAnglesXYZ(ioAnimNode.GetQuaternionRotation(KeyFrames[i], b.Rotation));
                            rx.keys.Add(new AnimKey()
                            {
                                input  = KeyFrames[i] + 1,
                                output = EulerAngles.X,
                            });
                            ry.keys.Add(new AnimKey()
                            {
                                input  = KeyFrames[i] + 1,
                                output = EulerAngles.Y,
                            });
                            rz.keys.Add(new AnimKey()
                            {
                                input  = KeyFrames[i] + 1,
                                output = EulerAngles.Z,
                            });
                        }

                        if (rx.keys.Count > 0)
                        {
                            animBone.atts.Add(rx);
                            animBone.atts.Add(ry);
                            animBone.atts.Add(rz);
                        }
                    }

                    // scale
                    AddAnimData(animBone, ioAnimNode, IOTrackType.SCAX, ControlType.scale, TrackType.scaleX);
                    AddAnimData(animBone, ioAnimNode, IOTrackType.SCAY, ControlType.scale, TrackType.scaleY);
                    AddAnimData(animBone, ioAnimNode, IOTrackType.SCAZ, ControlType.scale, TrackType.scaleZ);
                }
            }

            anim.Save(fname);
        }