コード例 #1
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        public InstanceModel(Model model)
        {
            Model = model;
            PlaySpeed = 1;
            CurrentFrame = model.FrameStart;

            // orientation
            Position = Vector3.Zero;
            Scale = Vector3.One;
            Rotation = Matrix3.Identity;

            // objects
            Objects = new InstanceObject[model.Objects.Length];
            for (int i = 0; i != Objects.Length; ++i)
            {
                var type = model.Objects[i].GetType();
                if (type == typeof(ObjectMesh)) Objects[i] = new InstanceObjectMesh((ObjectMesh)model.Objects[i]);
                else if (type == typeof(ObjectArmature)) Objects[i] = new InstanceObjectArmature((ObjectArmature)model.Objects[i]);
                else Debug.ThrowError("InstanceModel", "Unsuported Object type: " + type);
            }

            for (int i = 0; i != Objects.Length; ++i)
            {
                Objects[i].bindObjects(model.Objects[i]);
            }
        }
コード例 #2
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 public InstanceBone(Bone bone)
 {
     Bone = bone;
     Position = bone.Position;
     RotationMatrix = bone.RotationMatrix;
     Childeren = new List<InstanceBone>();
 }
コード例 #3
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ファイル: Armature.cs プロジェクト: reignstudios/ReignSDK
        public Bone(BinaryReader reader)
        {
            Name = reader.ReadString();
            parentName = reader.ReadString();

            InheritScale = reader.ReadBoolean();
            InheritRotation = reader.ReadBoolean();
            Position = reader.ReadVector3();
            RotationMatrix = reader.ReadMatrix3();
            Rotation = Quaternion.FromMatrix3(RotationMatrix);
        }
コード例 #4
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 public SoftwareBone(RMX_ArmatureBone bone)
 {
     Name = bone.Name;
     InheritScale = bone.InheritScale;
     InheritRotation = bone.InheritRotation;
     Position = new Vector3(bone.Position.Values[0], bone.Position.Values[1], bone.Position.Values[2]);
     Rotation = new Matrix3
     (
         new Vector3(bone.Rotation.Values[0], bone.Rotation.Values[1], bone.Rotation.Values[2]),
         new Vector3(bone.Rotation.Values[3], bone.Rotation.Values[4], bone.Rotation.Values[5]),
         new Vector3(bone.Rotation.Values[6], bone.Rotation.Values[7], bone.Rotation.Values[8])
     );
 }
コード例 #5
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ファイル: Matrix4.cs プロジェクト: reignstudios/ReignSDK
 public static Matrix4 FromMatrix3(Matrix3 matrix)
 {
     return new Matrix4
     (
         new Vector4(matrix.X.X, matrix.X.Y, matrix.X.Z, 0),
         new Vector4(matrix.Y.X, matrix.Y.Y, matrix.Y.Z, 0),
         new Vector4(matrix.Z.X, matrix.Z.Y, matrix.Z.Z, 0),
         new Vector4(0, 0, 0, 1)
     );
 }
コード例 #6
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ファイル: Matrix4.cs プロジェクト: reignstudios/ReignSDK
        public static void FromMatrix3(ref Matrix3 matrix, out Matrix4 result)
        {
            result.X.X = matrix.X.X;
            result.X.Y = matrix.X.Y;
            result.X.Z = matrix.X.Z;
            result.X.W = 0;

            result.Y.X = matrix.Y.X;
            result.Y.Y = matrix.Y.Y;
            result.Y.Z = matrix.Y.Z;
            result.Y.W = 0;

            result.Z.X = matrix.Z.X;
            result.Z.Y = matrix.Z.Y;
            result.Z.Z = matrix.Z.Z;
            result.Z.W = 0;

            result.W.X = 0;
            result.W.Y = 0;
            result.W.Z = 0;
            result.W.W = 1;
        }
コード例 #7
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ファイル: Vector3.cs プロジェクト: reignstudios/ReignSDK
 public Vector3 TransformTranspose(Matrix3 matrix)
 {
     return new Vector3
     (
         (X * matrix.X.X) + (Y * matrix.X.Y) + (Z * matrix.X.Z),
         (X * matrix.Y.X) + (Y * matrix.Y.Y) + (Z * matrix.Y.Z),
         (X * matrix.Z.X) + (Y * matrix.Z.Y) + (Z * matrix.Z.Z)
     );
 }
コード例 #8
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ファイル: Matrix3.cs プロジェクト: reignstudios/ReignSDK
        public static void RotateAroundWorldAxisZ(ref Matrix3 matrix, float angle, out Matrix3 result)
        {
            angle = -angle;
            float tCos = (float)Math.Cos(angle), tSin = (float)Math.Sin(angle);
            result.X.X = (matrix.X.X*tCos) - (matrix.X.Y*tSin);
            result.X.Y = (matrix.X.X*tSin) + (matrix.X.Y*tCos);
            result.X.Z = matrix.X.Z;

            result.Y.X = (matrix.Y.X*tCos) - (matrix.Y.Y*tSin);
            result.Y.Y = (matrix.Y.X*tSin) + (matrix.Y.Y*tCos);
            result.Y.Z = matrix.Y.Z;

            result.Z.X = (matrix.Z.X*tCos) - (matrix.Z.Y*tSin);
            result.Z.Y = (matrix.Z.X*tSin) + (matrix.Z.Y*tCos);
            result.Z.Z = matrix.Z.Z;
        }
コード例 #9
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ファイル: Matrix2x3.cs プロジェクト: reignstudios/ReignSDK
        public static void Multiply(ref Matrix2x3 matrix1, ref Matrix3 matrix2, out Matrix2x3 result)
        {
            result.X.X = (matrix1.X.X * matrix2.X.X) + (matrix1.X.Y * matrix2.Y.X) + (matrix1.X.Z * matrix2.Z.X);
            result.X.Y = (matrix1.X.X * matrix2.X.Y) + (matrix1.X.Y * matrix2.Y.Y) + (matrix1.X.Z * matrix2.Z.Y);
            result.X.Z = (matrix1.X.X * matrix2.X.Z) + (matrix1.X.Y * matrix2.Y.Z) + (matrix1.X.Z * matrix2.Z.Z);

            result.Y.X = (matrix1.Y.X * matrix2.X.X) + (matrix1.Y.Y * matrix2.Y.X) + (matrix1.Y.Z * matrix2.Z.X);
            result.Y.Y = (matrix1.Y.X * matrix2.X.Y) + (matrix1.Y.Y * matrix2.Y.Y) + (matrix1.Y.Z * matrix2.Z.Y);
            result.Y.Z = (matrix1.Y.X * matrix2.X.Z) + (matrix1.Y.Y * matrix2.Y.Z) + (matrix1.Y.Z * matrix2.Z.Z);
        }
コード例 #10
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ファイル: Vector3.cs プロジェクト: reignstudios/ReignSDK
 public static void TransformTranspose(ref Vector3 vector, ref Matrix3 matrix, out Vector3 result)
 {
     result.X = (vector.X * matrix.X.X) + (vector.Y * matrix.X.Y) + (vector.Z * matrix.X.Z);
     result.Y = (vector.X * matrix.Y.X) + (vector.Y * matrix.Y.Y) + (vector.Z * matrix.Y.Z);
     result.Z = (vector.X * matrix.Z.X) + (vector.Y * matrix.Z.Y) + (vector.Z * matrix.Z.Z);
 }
コード例 #11
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ファイル: Vector3.cs プロジェクト: damian-666/ReignSDK
 public static void TransformTranspose(ref Vector3 vector, ref Matrix3 matrix, out Vector3 result)
 {
     result.X = (vector.X * matrix.X.X) + (vector.Y * matrix.X.Y) + (vector.Z * matrix.X.Z);
     result.Y = (vector.X * matrix.Y.X) + (vector.Y * matrix.Y.Y) + (vector.Z * matrix.Y.Z);
     result.Z = (vector.X * matrix.Z.X) + (vector.Y * matrix.Z.Y) + (vector.Z * matrix.Z.Z);
 }
コード例 #12
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ファイル: Quaternion.cs プロジェクト: reignstudios/ReignSDK
 public static void FromMatrix3(ref Matrix3 matrix, out Quaternion result)
 {
     float w = (float)Math.Sqrt(1 + matrix.X.X + matrix.Y.Y + matrix.Z.Z) * .5f;
     float delta = 1 / (w * 4);
     result.X = (matrix.Z.Y - matrix.Y.Z) * delta;
     result.Y = (matrix.X.Z - matrix.Z.X) * delta;
     result.Z = (matrix.Y.X - matrix.X.Y) * delta;
     result.W = w;
 }
コード例 #13
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ファイル: Vector3.cs プロジェクト: damian-666/ReignSDK
 public Vector3 Transform(Matrix3 matrix)
 {
     return((matrix.X * X) + (matrix.Y * Y) + (matrix.Z * Z));
 }
コード例 #14
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ファイル: Vector3.cs プロジェクト: damian-666/ReignSDK
 public static void Transform(ref Vector3 vector, ref Matrix3 matrix, out Vector3 result)
 {
     result = (matrix.X * vector.X) + (matrix.Y * vector.Y) + (matrix.Z * vector.Z);
 }
コード例 #15
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ファイル: Matrix3.cs プロジェクト: reignstudios/ReignSDK
 public Matrix3 MultiplyTransposed(Matrix3 matrix)
 {
     return new Matrix3
     (
         new Vector3
         (
             X.X * matrix.X.X + Y.X * matrix.Y.X + Z.X * matrix.Z.X,
             X.X * matrix.X.Y + Y.X * matrix.Y.Y + Z.X * matrix.Z.Y,
             X.X * matrix.X.Z + Y.X * matrix.Y.Z + Z.X * matrix.Z.Z
         ),
         new Vector3
         (
             X.Y * matrix.X.X + Y.Y * matrix.Y.X + Z.Y * matrix.Z.X,
             X.Y * matrix.X.Y + Y.Y * matrix.Y.Y + Z.Y * matrix.Z.Y,
             X.Y * matrix.X.Z + Y.Y * matrix.Y.Z + Z.Y * matrix.Z.Z
         ),
         new Vector3
         (
             X.Z * matrix.X.X + Y.Z * matrix.Y.X + Z.Z * matrix.Z.X,
             X.Z * matrix.X.Y + Y.Z * matrix.Y.Y + Z.Z * matrix.Z.Y,
             X.Z * matrix.X.Z + Y.Z * matrix.Y.Z + Z.Z * matrix.Z.Z
         )
     );
 }
コード例 #16
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ファイル: Matrix3.cs プロジェクト: reignstudios/ReignSDK
 public Matrix3 Multiply(Matrix3 matrix)
 {
     return new Matrix3
     (
         new Vector3((matrix.X.X*X.X) + (matrix.X.Y*Y.X) + (matrix.X.Z*Z.X), (matrix.X.X*X.Y) + (matrix.X.Y*Y.Y) + (matrix.X.Z*Z.Y), (matrix.X.X*X.Z) + (matrix.X.Y*Y.Z) + (matrix.X.Z*Z.Z)),
         new Vector3((matrix.Y.X*X.X) + (matrix.Y.Y*Y.X) + (matrix.Y.Z*Z.X), (matrix.Y.X*X.Y) + (matrix.Y.Y*Y.Y) + (matrix.Y.Z*Z.Y), (matrix.Y.X*X.Z) + (matrix.Y.Y*Y.Z) + (matrix.Y.Z*Z.Z)),
         new Vector3((matrix.Z.X*X.X) + (matrix.Z.Y*Y.X) + (matrix.Z.Z*Z.X), (matrix.Z.X*X.Y) + (matrix.Z.Y*Y.Y) + (matrix.Z.Z*Z.Y), (matrix.Z.X*X.Z) + (matrix.Z.Y*Y.Z) + (matrix.Z.Z*Z.Z))
     );
 }
コード例 #17
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ファイル: Matrix3.cs プロジェクト: reignstudios/ReignSDK
        public static void Transpose(Matrix3 matrix, out Matrix3 result)
        {
            result.X.X = matrix.X.X;
            result.X.Y = matrix.Y.X;
            result.X.Z = matrix.Z.X;

            result.Y.X = matrix.X.Y;
            result.Y.Y = matrix.Y.Y;
            result.Y.Z = matrix.Z.Y;

            result.Z.X = matrix.X.Z;
            result.Z.Y = matrix.Y.Z;
            result.Z.Z = matrix.Z.Z;
        }
コード例 #18
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ファイル: Matrix4.cs プロジェクト: reignstudios/ReignSDK
 public Matrix4 Multiply(Matrix3 matrix)
 {
     return new Matrix4
     (
         new Vector4((matrix.X.X*X.X) + (matrix.X.Y*Y.X) + (matrix.X.Z*Z.X), (matrix.X.X*X.Y) + (matrix.X.Y*Y.Y) + (matrix.X.Z*Z.Y), (matrix.X.X*X.Z) + (matrix.X.Y*Y.Z) + (matrix.X.Z*Z.Z), X.W),
         new Vector4((matrix.Y.X*X.X) + (matrix.Y.Y*Y.X) + (matrix.Y.Z*Z.X), (matrix.Y.X*X.Y) + (matrix.Y.Y*Y.Y) + (matrix.Y.Z*Z.Y), (matrix.Y.X*X.Z) + (matrix.Y.Y*Y.Z) + (matrix.Y.Z*Z.Z), Y.W),
         new Vector4((matrix.Z.X*X.X) + (matrix.Z.Y*Y.X) + (matrix.Z.Z*Z.X), (matrix.Z.X*X.Y) + (matrix.Z.Y*Y.Y) + (matrix.Z.Z*Z.Y), (matrix.Z.X*X.Z) + (matrix.Z.Y*Y.Z) + (matrix.Z.Z*Z.Z), Z.W),
         W
     );
 }
コード例 #19
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ファイル: Streams.cs プロジェクト: reignstudios/ReignSDK
		public static void WriteMatrix(this BinaryWriter writer, Matrix3 value)
		{
			writer.WriteVector(value.X);
			writer.WriteVector(value.Y);
			writer.WriteVector(value.Z);
		}
コード例 #20
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ファイル: Quaternion.cs プロジェクト: reignstudios/ReignSDK
 public static Quaternion FromMatrix3(Matrix3 matrix)
 {
     float w = (float)Math.Sqrt(1 + matrix.X.X + matrix.Y.Y + matrix.Z.Z) * .5f;
     float delta = 1 / (w * 4);
     return new Quaternion
     (
         (matrix.Z.Y - matrix.Y.Z) * delta,
         (matrix.X.Z - matrix.Z.X) * delta,
         (matrix.Y.X - matrix.X.Y) * delta,
         w
     );
 }
コード例 #21
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ファイル: Camera.cs プロジェクト: reignstudios/ReignSDK
 public void ApplyBillBoard()
 {
     BillBoardMatrix = Matrix3.LookAt((Position - LookAtPosition), (UpPosition - Position));
     BillBoardMatrixTranspose = BillBoardMatrix.Transpose();
 }
コード例 #22
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ファイル: Matrix3.cs プロジェクト: reignstudios/ReignSDK
        public static void MultiplyTransposed(ref Matrix3 transpose, ref Matrix3 matrix, out Matrix3 result)
        {
            result.X.X = transpose.X.X * matrix.X.X + transpose.Y.X * matrix.Y.X + transpose.Z.X * matrix.Z.X;
            result.X.Y = transpose.X.X * matrix.X.Y + transpose.Y.X * matrix.Y.Y + transpose.Z.X * matrix.Z.Y;
            result.X.Z = transpose.X.X * matrix.X.Z + transpose.Y.X * matrix.Y.Z + transpose.Z.X * matrix.Z.Z;

            result.Y.X = transpose.X.Y * matrix.X.X + transpose.Y.Y * matrix.Y.X + transpose.Z.Y * matrix.Z.X;
            result.Y.Y = transpose.X.Y * matrix.X.Y + transpose.Y.Y * matrix.Y.Y + transpose.Z.Y * matrix.Z.Y;
            result.Y.Z = transpose.X.Y * matrix.X.Z + transpose.Y.Y * matrix.Y.Z + transpose.Z.Y * matrix.Z.Z;

            result.Z.X = transpose.X.Z * matrix.X.X + transpose.Y.Z * matrix.Y.X + transpose.Z.Z * matrix.Z.X;
            result.Z.Y = transpose.X.Z * matrix.X.Y + transpose.Y.Z * matrix.Y.Y + transpose.Z.Z * matrix.Z.Y;
            result.Z.Z = transpose.X.Z * matrix.X.Z + transpose.Y.Z * matrix.Y.Z + transpose.Z.Z * matrix.Z.Z;
        }
コード例 #23
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 public void Set(Matrix3[] values)
 {
     throw new NotImplementedException();
 }
コード例 #24
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ファイル: Vector3.cs プロジェクト: reignstudios/ReignSDK
 public static void Transform(ref Vector3 vector, ref Matrix3 matrix, out Vector3 result)
 {
     result = (matrix.X*vector.X) + (matrix.Y*vector.Y) + (matrix.Z*vector.Z);
 }
コード例 #25
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ファイル: Line3.cs プロジェクト: reignstudios/ReignSDK
 public static void Transform(ref Line3 line, ref Matrix3 matrix, out Line3 result)
 {
     Vector3.Transform(ref line.Point1, ref matrix, out result.Point1);
     Vector3.Transform(ref line.Point2, ref matrix, out result.Point2);
 }
コード例 #26
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ファイル: Vector3.cs プロジェクト: reignstudios/ReignSDK
 public Vector3 Transform(Matrix3 matrix)
 {
     return (matrix.X*X) + (matrix.Y*Y) + (matrix.Z*Z);
 }
コード例 #27
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ファイル: Matrix3.cs プロジェクト: reignstudios/ReignSDK
        public static void RotateAround(ref Matrix3 matrix, ref Vector3 axis, float angle, out Matrix3 result)
        {
            // rotate into world space
            var quaternion = Reign.Core.Quaternion.FromRotationAxis(axis, 0);
            Reign.Core.Quaternion.Conjugate(ref quaternion, out quaternion);
            Matrix3.FromQuaternion(ref quaternion, out result);
            Matrix3.Multiply(ref matrix, ref result, out result);

            // rotate back to matrix space
            Reign.Core.Quaternion.FromRotationAxis(ref axis, angle, out quaternion);
            var qMat = Matrix3.FromQuaternion(quaternion);
            Matrix3.Multiply(ref result, ref qMat, out result);
        }
コード例 #28
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 public void Set(Matrix3 value)
 {
     valueObject.Matrix3 = value;
     Apply = setMatrix3;
 }
コード例 #29
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ファイル: Matrix3.cs プロジェクト: reignstudios/ReignSDK
        public static void RotateAroundAxisY(ref Matrix3 matrix, float angle, out Matrix3 result)
        {
            float tCos = (float)Math.Cos(angle), tSin = (float)Math.Sin(angle);
            result.X.X = (matrix.Z.X*tSin) + (matrix.X.X*tCos);
            result.X.Y = (matrix.Z.Y*tSin) + (matrix.X.Y*tCos);
            result.X.Z = (matrix.Z.Z*tSin) + (matrix.X.Z*tCos);

            result.Y = matrix.Y;

            result.Z.X = (matrix.Z.X*tCos) - (matrix.X.X*tSin);
            result.Z.Y = (matrix.Z.Y*tCos) - (matrix.X.Y*tSin);
            result.Z.Z = (matrix.Z.Z*tCos) - (matrix.X.Z*tSin);
        }
コード例 #30
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 public void Set(Matrix3[] values, int offset, int count)
 {
     throw new NotImplementedException();
 }
コード例 #31
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ファイル: Matrix4.cs プロジェクト: reignstudios/ReignSDK
 public static Matrix4 FromAffineTransform(Matrix3 transform, Vector3 scale, Vector3 position)
 {
     return new Matrix4
     (
         new Vector4(transform.X * scale.X, position.X),
         new Vector4(transform.Y * scale.Y, position.Y),
         new Vector4(transform.Z * scale.Z, position.Z),
         new Vector4(0, 0, 0, 1)
     );
 }
コード例 #32
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ファイル: Line3.cs プロジェクト: reignstudios/ReignSDK
 public Line3 Transform(Matrix3 matrix)
 {
     return new Line3(Point1.Transform(matrix), Point2.Transform(matrix));
 }
コード例 #33
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ファイル: Matrix4.cs プロジェクト: reignstudios/ReignSDK
        public static void FromAffineTransform(ref Matrix3 transform, ref Vector3 scale, ref Vector3 position, out Matrix4 result)
        {
            result.X.X = transform.X.X * scale.X;
            result.X.Y = transform.X.Y * scale.X;
            result.X.Z = transform.X.Z * scale.X;
            result.X.W = position.X;

            result.Y.X = transform.Y.X * scale.Y;
            result.Y.Y = transform.Y.Y * scale.Y;
            result.Y.Z = transform.Y.Z * scale.Y;
            result.Y.W = position.Y;

            result.Z.X = transform.Z.X * scale.Z;
            result.Z.Y = transform.Z.Y * scale.Z;
            result.Z.Z = transform.Z.Z * scale.Z;
            result.Z.W = position.Z;

            result.W.X = 0;
            result.W.Y = 0;
            result.W.Z = 0;
            result.W.W = 1;
        }