コード例 #1
0
        /// <summary>
        /// Loads data from SKN and SKL files into OpenGL.
        /// </summary>
        /// <param name="skn">The .skn data.</param>
        /// <param name="skl">The .skl data.</param>
        /// <returns></returns>
        public bool Create(SKNFile skn, SKLFile skl, Dictionary <String, ANMFile> anms, Logger logger)
        {
            bool result = true;

            // This function converts the handedness of the DirectX style input data
            // into the handedness OpenGL expects.
            // So, vector inputs have their Z value negated and quaternion inputs have their
            // Z and W values negated.

            // Vertex Data
            List <float> vertexPositions          = new List <float>();
            List <float> vertexNormals            = new List <float>();
            List <float> vertexTextureCoordinates = new List <float>();
            List <float> vertexBoneIndices        = new List <float>();
            List <float> vertexBoneWeights        = new List <float>();
            List <uint>  indices = new List <uint>();

            // Animation data.
            List <OpenTK.Quaternion> boneOrientations = new List <OpenTK.Quaternion>();
            List <OpenTK.Vector3>    bonePositions    = new List <OpenTK.Vector3>();
            List <float>             boneScales       = new List <float>();
            List <int>    boneParents = new List <int>();
            List <String> boneNames   = new List <String>();

            // Bones are not always in order between the ANM and SKL files.
            Dictionary <String, int> boneNameToID = new Dictionary <String, int>();
            Dictionary <int, String> boneIDToName = new Dictionary <int, String>();

            for (int i = 0; i < skn.numVertices; ++i)
            {
                // Position Information
                vertexPositions.Add(skn.vertices[i].position[0]);
                vertexPositions.Add(skn.vertices[i].position[1]);
                vertexPositions.Add(-skn.vertices[i].position[2]);

                // Normal Information
                vertexNormals.Add(skn.vertices[i].normal[0]);
                vertexNormals.Add(skn.vertices[i].normal[1]);
                vertexNormals.Add(-skn.vertices[i].normal[2]);

                // Tex Coords Information
                vertexTextureCoordinates.Add(skn.vertices[i].texCoords[0]);
                vertexTextureCoordinates.Add(skn.vertices[i].texCoords[1]);

                // Bone Index Information
                for (int j = 0; j < SKNVertex.BONE_INDEX_SIZE; ++j)
                {
                    vertexBoneIndices.Add(skn.vertices[i].boneIndex[j]);
                }

                // Bone Weight Information
                vertexBoneWeights.Add(skn.vertices[i].weights[0]);
                vertexBoneWeights.Add(skn.vertices[i].weights[1]);
                vertexBoneWeights.Add(skn.vertices[i].weights[2]);
                vertexBoneWeights.Add(skn.vertices[i].weights[3]);
            }

            // Animation data
            for (int i = 0; i < skl.numBones; ++i)
            {
                Quaternion orientation = Quaternion.Identity;
                if (skl.version == 0)
                {
                    // Version 0 SKLs contain a quaternion.
                    orientation.X = skl.bones[i].orientation[0];
                    orientation.Y = skl.bones[i].orientation[1];
                    orientation.Z = -skl.bones[i].orientation[2];
                    orientation.W = -skl.bones[i].orientation[3];
                }
                else
                {
                    // Other SKLs contain a rotation matrix.

                    // Create a matrix from the orientation values.
                    Matrix4 transform = Matrix4.Identity;

                    transform.M11 = skl.bones[i].orientation[0];
                    transform.M21 = skl.bones[i].orientation[1];
                    transform.M31 = skl.bones[i].orientation[2];

                    transform.M12 = skl.bones[i].orientation[4];
                    transform.M22 = skl.bones[i].orientation[5];
                    transform.M32 = skl.bones[i].orientation[6];

                    transform.M13 = skl.bones[i].orientation[8];
                    transform.M23 = skl.bones[i].orientation[9];
                    transform.M33 = skl.bones[i].orientation[10];

                    // Convert the matrix to a quaternion.
                    orientation   = OpenTKExtras.Matrix4.CreateQuatFromMatrix(transform);
                    orientation.Z = -orientation.Z;
                    orientation.W = -orientation.W;
                }

                boneOrientations.Add(orientation);

                // Create a vector from the position values.
                Vector3 position = Vector3.Zero;
                position.X = skl.bones[i].position[0];
                position.Y = skl.bones[i].position[1];
                position.Z = -skl.bones[i].position[2];
                bonePositions.Add(position);

                boneNames.Add(skl.bones[i].name);
                boneNameToID[skl.bones[i].name] = i;
                boneIDToName[i] = skl.bones[i].name;

                boneScales.Add(skl.bones[i].scale);
                boneParents.Add(skl.bones[i].parentID);
            }

            //
            // Version 0 SKL files are similar to the animation files.
            // The bone positions and orientations are relative to their parent.
            // So, we need to compute their absolute location by hand.
            //
            if (skl.version == 0)
            {
                //
                // This algorithm is a little confusing since it's indexing identical data from
                // the SKL file and the local variable List<>s. The indexing scheme works because
                // the List<>s are created in the same order as the data in the SKL files.
                //
                for (int i = 0; i < skl.numBones; ++i)
                {
                    // Only update non root bones.
                    if (skl.bones[i].parentID != -1)
                    {
                        // Determine the parent bone.
                        int parentBoneID = skl.bones[i].parentID;

                        // Update orientation.
                        // Append quaternions for rotation transform B * A.
                        boneOrientations[i] = boneOrientations[parentBoneID] * boneOrientations[i];

                        Vector3 localPosition = Vector3.Zero;
                        localPosition.X = skl.bones[i].position[0];
                        localPosition.Y = skl.bones[i].position[1];
                        localPosition.Z = skl.bones[i].position[2];

                        // Update position.
                        bonePositions[i] = bonePositions[parentBoneID] + Vector3.Transform(localPosition, boneOrientations[parentBoneID]);
                    }
                }
            }

            // Depending on the version of the model, the look ups change.
            if (skl.version == 2 || skl.version == 0)
            {
                for (int i = 0; i < vertexBoneIndices.Count; ++i)
                {
                    // I don't know why things need remapped, but they do.

                    // Sanity
                    if (vertexBoneIndices[i] < skl.boneIDs.Count)
                    {
                        vertexBoneIndices[i] = skl.boneIDs[(int)vertexBoneIndices[i]];
                    }
                }
            }

            // Add the animations.
            foreach (var animation in anms)
            {
                if (animations.ContainsKey(animation.Key) == false)
                {
                    // Create the OpenGL animation wrapper.
                    GLAnimation glAnimation = new GLAnimation();

                    glAnimation.playbackFPS    = animation.Value.playbackFPS;
                    glAnimation.numberOfBones  = animation.Value.numberOfBones;
                    glAnimation.numberOfFrames = animation.Value.numberOfFrames;

                    // Convert ANMBone to GLBone.
                    foreach (ANMBone bone in animation.Value.bones)
                    {
                        GLBone glBone = new GLBone();

                        if (animation.Value.version == 4 && skl.boneIDMap.Count > 0)
                        {
                            // Version 4 ANM files contain a hash value to represent the bone ID/name.
                            // We need to use the map from the SKL file to match the ANM bone with the correct
                            // SKL bone.

                            if (skl.boneIDMap.ContainsKey(bone.id))
                            {
                                int sklID = (int)skl.boneIDMap[bone.id];
                                glBone.name = boneIDToName[sklID];
                            }
                        }
                        else
                        {
                            glBone.name = bone.name;
                        }

                        // Convert ANMFrame to Matrix4.
                        foreach (ANMFrame frame in bone.frames)
                        {
                            Matrix4 transform = Matrix4.Identity;

                            Quaternion quat = new Quaternion(frame.orientation[0], frame.orientation[1], -frame.orientation[2], -frame.orientation[3]);
                            transform = Matrix4.Rotate(quat);

                            transform.M41 = frame.position[0];
                            transform.M42 = frame.position[1];
                            transform.M43 = -frame.position[2];

                            glBone.frames.Add(transform);
                        }

                        glAnimation.bones.Add(glBone);
                    }

                    glAnimation.timePerFrame = 1.0f / (float)animation.Value.playbackFPS;

                    // Store the animation.
                    animations.Add(animation.Key, glAnimation);
                }
            }

            // Index Information
            for (int i = 0; i < skn.numIndices; ++i)
            {
                indices.Add((uint)skn.indices[i]);
            }
            this.numIndices = indices.Count;

            //
            // Compute the final animation transforms.
            //

            foreach (var animation in animations)
            {
                // This is sort of a mess.
                // We need to make sure "parent" bones are always updated before their "children".  The SKL file contains
                // bones ordered in this manner.  However, ANM files do not always do this.  So, we sort the bones in the ANM to match the ordering in
                // the SKL file.
                animation.Value.bones.Sort((a, b) =>
                {
                    if (boneNameToID.ContainsKey(a.name) && boneNameToID.ContainsKey(b.name))
                    {
                        return(boneNameToID[a.name].CompareTo(boneNameToID[b.name]));
                    }
                    else if (boneNameToID.ContainsKey(a.name) == false)
                    {
                        return(1);
                    }
                    else
                    {
                        return(-1);
                    }
                });
            }

            // Create the binding transform.  (The SKL initial transform.)
            GLAnimation bindingBones = new GLAnimation();

            for (int i = 0; i < boneOrientations.Count; ++i)
            {
                GLBone bone = new GLBone();

                bone.name   = boneNames[i];
                bone.parent = boneParents[i];

                bone.transform     = Matrix4.Rotate(boneOrientations[i]);
                bone.transform.M41 = bonePositions[i].X;
                bone.transform.M42 = bonePositions[i].Y;
                bone.transform.M43 = bonePositions[i].Z;

                bone.transform = Matrix4.Invert(bone.transform);

                bindingBones.bones.Add(bone);
            }

            // Convert animations into absolute space.
            foreach (var animation in animations)
            {
                foreach (var bone in animation.Value.bones)
                {
                    // Sanity.
                    if (boneNameToID.ContainsKey(bone.name))
                    {
                        int id = boneNameToID[bone.name];
                        bone.parent = bindingBones.bones[id].parent;

                        // For each frame...
                        for (int i = 0; i < bone.frames.Count; ++i)
                        {
                            Matrix4 parentTransform = Matrix4.Identity;
                            if (bone.parent >= 0)
                            {
                                if (bone.parent < animation.Value.bones.Count)
                                {
                                    GLBone parent = animation.Value.bones[bone.parent];
                                    parentTransform = parent.frames[i];
                                }
                            }
                            bone.frames[i] = bone.frames[i] * parentTransform;
                        }
                    }
                }
            }

            // Multiply the animation transforms by the binding transform.
            foreach (var animation in animations)
            {
                foreach (var bone in animation.Value.bones)
                {
                    // Sanity.
                    if (boneNameToID.ContainsKey(bone.name))
                    {
                        int    id          = boneNameToID[bone.name];
                        GLBone bindingBone = bindingBones.bones[id];

                        for (int i = 0; i < bone.frames.Count; ++i)
                        {
                            bone.frames[i] = bindingBone.transform * bone.frames[i];
                        }
                    }
                }
            }

            // Create the OpenGL objects.
            result = Create(vertexPositions, vertexNormals, vertexTextureCoordinates,
                            vertexBoneIndices, vertexBoneWeights, indices, logger);

            return(result);
        }
コード例 #2
0
        /// <summary>
        /// Loads data from SKN and SKL files into OpenGL.
        /// </summary>
        /// <param name="skn">The .skn data.</param>
        /// <param name="skl">The .skl data.</param>
        /// <returns></returns>
        public bool Create(SKNFile skn, SKLFile skl, Dictionary<String, ANMFile> anms, Logger logger)
        {
            bool result = true;

            // This function converts the handedness of the DirectX style input data
            // into the handedness OpenGL expects.
            // So, vector inputs have their Z value negated and quaternion inputs have their
            // Z and W values negated.

            // Vertex Data
            List<float> vertexPositions = new List<float>();
            List<float> vertexNormals = new List<float>();
            List<float> vertexTextureCoordinates = new List<float>();
            List<float> vertexBoneIndices = new List<float>();
            List<float> vertexBoneWeights = new List<float>();
            List<uint> indices = new List<uint>();

            // Animation data.
            List<OpenTK.Quaternion> boneOrientations = new List<OpenTK.Quaternion>();
            List<OpenTK.Vector3> bonePositions = new List<OpenTK.Vector3>();
            List<float> boneScales = new List<float>();
            List<int> boneParents = new List<int>();
            List<String> boneNames = new List<String>();

            // Bones are not always in order between the ANM and SKL files.
            Dictionary<String, int> boneNameToID = new Dictionary<String, int>();
            Dictionary<int, String> boneIDToName = new Dictionary<int, String>();

            for (int i = 0; i < skn.numVertices; ++i)
            {
                // Position Information
                vertexPositions.Add(skn.vertices[i].position[0]);
                vertexPositions.Add(skn.vertices[i].position[1]);
                vertexPositions.Add(-skn.vertices[i].position[2]);

                // Normal Information
                vertexNormals.Add(skn.vertices[i].normal[0]);
                vertexNormals.Add(skn.vertices[i].normal[1]);
                vertexNormals.Add(-skn.vertices[i].normal[2]);

                // Tex Coords Information
                vertexTextureCoordinates.Add(skn.vertices[i].texCoords[0]);
                vertexTextureCoordinates.Add(skn.vertices[i].texCoords[1]);

                // Bone Index Information
                for (int j = 0; j < SKNVertex.BONE_INDEX_SIZE; ++j)
                {
                    vertexBoneIndices.Add(skn.vertices[i].boneIndex[j]);
                }

                // Bone Weight Information
                vertexBoneWeights.Add(skn.vertices[i].weights[0]);
                vertexBoneWeights.Add(skn.vertices[i].weights[1]);
                vertexBoneWeights.Add(skn.vertices[i].weights[2]);
                vertexBoneWeights.Add(skn.vertices[i].weights[3]);
            }

            // Animation data
            for (int i = 0; i < skl.numBones; ++i)
            {
                Quaternion orientation = Quaternion.Identity;
                if (skl.version == 0)
                {
                    // Version 0 SKLs contain a quaternion.
                    orientation.X = skl.bones[i].orientation[0];
                    orientation.Y = skl.bones[i].orientation[1];
                    orientation.Z = -skl.bones[i].orientation[2];
                    orientation.W = -skl.bones[i].orientation[3];
                }
                else
                {
                    // Other SKLs contain a rotation matrix.

                    // Create a matrix from the orientation values.
                    Matrix4 transform = Matrix4.Identity;

                    transform.M11 = skl.bones[i].orientation[0];
                    transform.M21 = skl.bones[i].orientation[1];
                    transform.M31 = skl.bones[i].orientation[2];

                    transform.M12 = skl.bones[i].orientation[4];
                    transform.M22 = skl.bones[i].orientation[5];
                    transform.M32 = skl.bones[i].orientation[6];

                    transform.M13 = skl.bones[i].orientation[8];
                    transform.M23 = skl.bones[i].orientation[9];
                    transform.M33 = skl.bones[i].orientation[10];

                    // Convert the matrix to a quaternion.
                    orientation = OpenTKExtras.Matrix4.CreateQuatFromMatrix(transform);
                    orientation.Z = -orientation.Z;
                    orientation.W = -orientation.W;
                }

                boneOrientations.Add(orientation);

                // Create a vector from the position values.
                Vector3 position = Vector3.Zero;
                position.X = skl.bones[i].position[0];
                position.Y = skl.bones[i].position[1];
                position.Z = -skl.bones[i].position[2];
                bonePositions.Add(position);

                boneNames.Add(skl.bones[i].name);
                boneNameToID[skl.bones[i].name] = i;
                boneIDToName[i] = skl.bones[i].name;

                boneScales.Add(skl.bones[i].scale);
                boneParents.Add(skl.bones[i].parentID);
            }

            //
            // Version 0 SKL files are similar to the animation files.
            // The bone positions and orientations are relative to their parent.
            // So, we need to compute their absolute location by hand.
            //
            if (skl.version == 0)
            {
                //
                // This algorithm is a little confusing since it's indexing identical data from
                // the SKL file and the local variable List<>s. The indexing scheme works because
                // the List<>s are created in the same order as the data in the SKL files.
                //
                for (int i = 0; i < skl.numBones; ++i)
                {
                    // Only update non root bones.
                    if (skl.bones[i].parentID != -1)
                    {
                        // Determine the parent bone.
                        int parentBoneID = skl.bones[i].parentID;

                        // Update orientation.
                        // Append quaternions for rotation transform B * A.
                        boneOrientations[i] = boneOrientations[parentBoneID] * boneOrientations[i];

                        Vector3 localPosition = Vector3.Zero;
                        localPosition.X = skl.bones[i].position[0];
                        localPosition.Y = skl.bones[i].position[1];
                        localPosition.Z = skl.bones[i].position[2];

                        // Update position.
                        bonePositions[i] = bonePositions[parentBoneID] + Vector3.Transform(localPosition, boneOrientations[parentBoneID]);
                    }
                }
            }

            // Depending on the version of the model, the look ups change.
            if (skl.version == 2 || skl.version == 0)
            {
                for (int i = 0; i < vertexBoneIndices.Count; ++i)
                {
                    // I don't know why things need remapped, but they do.

                    // Sanity
                    if (vertexBoneIndices[i] < skl.boneIDs.Count)
                    {
                        vertexBoneIndices[i] = skl.boneIDs[(int)vertexBoneIndices[i]];
                    }
                }
            }

            // Add the animations.
            foreach (var animation in anms)
            {
                if (animations.ContainsKey(animation.Key) == false)
                {
                    // Create the OpenGL animation wrapper.
                    GLAnimation glAnimation = new GLAnimation();

                    glAnimation.playbackFPS = animation.Value.playbackFPS;
                    glAnimation.numberOfBones = animation.Value.numberOfBones;
                    glAnimation.numberOfFrames = animation.Value.numberOfFrames;

                    // Convert ANMBone to GLBone.
                    foreach (ANMBone bone in animation.Value.bones)
                    {
                        GLBone glBone = new GLBone();

                        if (animation.Value.version == 4 && skl.boneIDMap.Count > 0)
                        {
                            // Version 4 ANM files contain a hash value to represent the bone ID/name.
                            // We need to use the map from the SKL file to match the ANM bone with the correct
                            // SKL bone.

                            if (skl.boneIDMap.ContainsKey(bone.id))
                            {
                                int sklID = (int)skl.boneIDMap[bone.id];
                                glBone.name = boneIDToName[sklID];
                            }
                        }
                        else
                        {
                            glBone.name = bone.name;
                        }

                        // Convert ANMFrame to Matrix4.
                        foreach (ANMFrame frame in bone.frames)
                        {
                            Matrix4 transform = Matrix4.Identity;

                            Quaternion quat = new Quaternion(frame.orientation[0], frame.orientation[1], -frame.orientation[2], -frame.orientation[3]);
                            transform = Matrix4.Rotate(quat);

                            transform.M41 = frame.position[0];
                            transform.M42 = frame.position[1];
                            transform.M43 = -frame.position[2];

                            glBone.frames.Add(transform);
                        }

                        glAnimation.bones.Add(glBone);
                    }

                    glAnimation.timePerFrame = 1.0f / (float)animation.Value.playbackFPS;

                    // Store the animation.
                    animations.Add(animation.Key, glAnimation);
                }
            }

            // Index Information
            for (int i = 0; i < skn.numIndices; ++i)
            {
                indices.Add((uint)skn.indices[i]);
            }
            this.numIndices = indices.Count;

            //
            // Compute the final animation transforms.
            //

            foreach (var animation in animations)
            {
                // This is sort of a mess.
                // We need to make sure "parent" bones are always updated before their "children".  The SKL file contains
                // bones ordered in this manner.  However, ANM files do not always do this.  So, we sort the bones in the ANM to match the ordering in
                // the SKL file.
                animation.Value.bones.Sort( (a, b) =>
                {
                    if (boneNameToID.ContainsKey(a.name) && boneNameToID.ContainsKey(b.name))
                    {
                        return boneNameToID[a.name].CompareTo(boneNameToID[b.name]);
                    }
                    else if (boneNameToID.ContainsKey(a.name) == false)
                    {
                        return 1;
                    }
                    else
                    {
                        return -1;
                    }
                });
            }

            // Create the binding transform.  (The SKL initial transform.)
            GLAnimation bindingBones = new GLAnimation();
            for (int i = 0; i < boneOrientations.Count; ++i)
            {
                GLBone bone = new GLBone();

                bone.name = boneNames[i];
                bone.parent = boneParents[i];

                bone.transform = Matrix4.Rotate(boneOrientations[i]);
                bone.transform.M41 = bonePositions[i].X;
                bone.transform.M42 = bonePositions[i].Y;
                bone.transform.M43 = bonePositions[i].Z;

                bone.transform = Matrix4.Invert(bone.transform);

                bindingBones.bones.Add(bone);
            }

            // Convert animations into absolute space.
            foreach (var animation in animations)
            {
                foreach (var bone in animation.Value.bones)
                {
                    // Sanity.
                    if (boneNameToID.ContainsKey(bone.name))
                    {
                        int id = boneNameToID[bone.name];
                        bone.parent = bindingBones.bones[id].parent;

                        // For each frame...
                        for (int i = 0; i < bone.frames.Count; ++i)
                        {
                            Matrix4 parentTransform = Matrix4.Identity;
                            if (bone.parent >= 0)
                            {
                                if (bone.parent < animation.Value.bones.Count)
                                {
                                    GLBone parent = animation.Value.bones[bone.parent];
                                    parentTransform = parent.frames[i];
                                }
                            }
                            bone.frames[i] = bone.frames[i] * parentTransform;
                        }
                    }
                }
            }

            // Multiply the animation transforms by the binding transform.
            foreach (var animation in animations)
            {
                foreach (var bone in animation.Value.bones)
                {
                    // Sanity.
                    if (boneNameToID.ContainsKey(bone.name))
                    {
                        int id = boneNameToID[bone.name];
                        GLBone bindingBone = bindingBones.bones[id];

                        for (int i = 0; i < bone.frames.Count; ++i)
                        {
                            bone.frames[i] = bindingBone.transform * bone.frames[i];
                        }
                    }
                }
            }

            // Create the OpenGL objects.
            result = Create(vertexPositions, vertexNormals, vertexTextureCoordinates,
                vertexBoneIndices, vertexBoneWeights, indices, logger);

            return result;
        }