예제 #1
0
        public static void ApplyRotation(TransformMatrix transformMat, rotate rotation)
        {
            var transform = transformMat.transform;
            transform.Flags |= (int)Transform.TransformFlags.HasRotation;
            var axis = new Vector3((float)rotation.Values[0], (float)rotation.Values[1], (float)rotation.Values[2]);
            // TODO: rad -> deg?
            var quat = Quaternion.FromAxisAngle(axis, (float)rotation.Values[3]);
            transform.Rotation *= quat;

            transformMat.matrix *= Matrix4.CreateFromAxisAngle(axis, (float)rotation.Values[3]);
        }
예제 #2
0
파일: Skeleton.cs 프로젝트: Norbyte/lslib
        public node MakeCollada(string parentName)
        {
            var node = new node();
            node.id = "Bone_" + Name.Replace(' ', '_');
            node.name = Name; // .Replace(' ', '_');
            node.sid = Name.Replace(' ', '_');
            node.type = NodeType.JOINT;

            var transforms = new List<object>();
            var transformTypes = new List<ItemsChoiceType2>();

            if (false) // Separate transforms
            {
                var rotationX = new rotate();
                rotationX.sid = "RotateX";
                transforms.Add(rotationX);
                transformTypes.Add(ItemsChoiceType2.rotate);

                var rotationY = new rotate();
                rotationY.sid = "RotateY";
                transforms.Add(rotationY);
                transformTypes.Add(ItemsChoiceType2.rotate);

                var rotationZ = new rotate();
                rotationZ.sid = "RotateZ";
                transforms.Add(rotationZ);
                transformTypes.Add(ItemsChoiceType2.rotate);

                if ((Transform.Flags & (uint)Transform.TransformFlags.HasRotation) != 0)
                {
                    var rot = Transform.Rotation.Normalized();
                    //var x = Math.Atan2(2 * (rot.W * rot.X + rot.Y * rot.Z), 1 - 2 * (rot.X * rot.X + rot.Y * rot.Y));
                    //var y = Math.Asin(2 * (rot.W * rot.Y - rot.X * rot.Z));
                    //var z = Math.Atan2(2 * (rot.W * rot.Z + rot.X * rot.Y), 1 - 2 * (rot.Y * rot.Y + rot.Z * rot.Z));

                    //var x = Math.Atan2(2 * rot.Y * rot.W - 2 * rot.X * rot.Z, 1 - 2 * (rot.Y * rot.Y + rot.Z * rot.Z));
                    //var y = Math.Asin(2 * (rot.X * rot.Y + rot.Z * rot.W));
                    //var z = Math.Atan2(2 * rot.X * rot.W - 2 * rot.Y * rot.Z, 1 - 2 * (rot.X * rot.X + rot.Z * rot.Z));
                    var q = new float[] { rot.X, rot.Y, rot.Z, rot.W };

                    // sedris z-y-x
                    /*var x = Math.Atan2(q[2] * q[3] + q[0] * q[1], 0.5f - (q[1] * q[1] + q[2] * q[2]));
                    var y = Math.Asin(-2 * (q[1] * q[3] - q[0] * q[2]));
                    var z = Math.Atan2(q[1] * q[2] + q[0] * q[3], 0.5f - (q[2] * q[2] + q[3] * q[3]));*/

                    var sqw = rot.W * rot.W;
                    var sqx = rot.X * rot.X;
                    var sqy = rot.Y * rot.Y;
                    var sqz = rot.Z * rot.Z;
                    var x = Math.Atan2(2.0 * (rot.X * rot.Y + rot.Z * rot.W), (sqx - sqy - sqz + sqw));
                    var z = Math.Atan2(2.0 * (rot.Y * rot.Z + rot.X * rot.W), (-sqx - sqy + sqz + sqw));
                    var y = Math.Asin(-2.0 * (rot.X * rot.Z - rot.Y * rot.W) / (sqx + sqy + sqz + sqw));

                    rotationX.Values = new double[] { 1.0, 0.0, 0.0, x * 180 / Math.PI };
                    rotationY.Values = new double[] { 0.0, 1.0, 0.0, y * 180 / Math.PI };
                    rotationZ.Values = new double[] { 0.0, 0.0, 1.0, z * 180 / Math.PI };

                    var axisAngle = Transform.Rotation.ToAxisAngle();
                    //rotation.Values = new double[] { axisAngle.X, axisAngle.Y, axisAngle.Z, axisAngle.W * 180 / Math.PI };
                    //rotationX.Values = new double[] { axisAngle.X, 0.0, 0.0, axisAngle.W * 180 / Math.PI };
                    //rotationY.Values = new double[] { 0.0, axisAngle.Y, 0.0, axisAngle.W * 180 / Math.PI };
                    //rotationZ.Values = new double[] { 0.0, 0.0, axisAngle.Z, axisAngle.W * 180 / Math.PI };
                    /*rotationX.Values = new double[] { 1.0, 0.0, 0.0, axisAngle.X * axisAngle.W * 180 / Math.PI };
                    rotationY.Values = new double[] { 0.0, 1.0, 0.0, axisAngle.Y * axisAngle.W * 180 / Math.PI };
                    rotationZ.Values = new double[] { 0.0, 0.0, 1.0, axisAngle.Z * axisAngle.W * 180 / Math.PI };*/
                }
                else
                {
                    rotationX.Values = new double[] { 1.0, 0.0, 0.0, 0.0 };
                    rotationY.Values = new double[] { 0.0, 0.0, 0.0, 0.0 };
                    rotationZ.Values = new double[] { 0.0, 0.0, 0.0, 0.0 };
                }

                var scale = new TargetableFloat3();
                scale.sid = "Scale";
                transforms.Add(scale);
                transformTypes.Add(ItemsChoiceType2.scale);

                if ((Transform.Flags & (uint)Transform.TransformFlags.HasScaleShear) != 0)
                {
                    var scaleShear = Transform.ScaleShear.Diagonal;
                    scale.Values = new double[] { scaleShear.X, scaleShear.Y, scaleShear.Z };
                }
                else
                {
                    scale.Values = new double[] { 1.0, 1.0, 1.0 };
                }

                var translate = new TargetableFloat3();
                translate.sid = "Translate";
                transforms.Add(translate);
                transformTypes.Add(ItemsChoiceType2.translate);

                if ((Transform.Flags & (uint)Transform.TransformFlags.HasTranslation) != 0)
                {
                    var transVec = Transform.Translation;
                    translate.Values = new double[] { transVec.X, transVec.Y, transVec.Z };
                }
                else
                {
                    translate.Values = new double[] { 0.0, 0.0, 0.0 };
                }
            }
            else
            {
                var transform = new matrix();
                transform.sid = "Transform";
                var mat = Transform.ToMatrix4();
                mat.Transpose();
                transform.Values = new double[] {
                    mat[0, 0], mat[0, 1], mat[0, 2], mat[0, 3],
                    mat[1, 0], mat[1, 1], mat[1, 2], mat[1, 3],
                    mat[2, 0], mat[2, 1], mat[2, 2], mat[2, 3],
                    mat[3, 0], mat[3, 1], mat[3, 2], mat[3, 3] 
                };
                transforms.Add(transform);
                transformTypes.Add(ItemsChoiceType2.matrix);
            }

            node.Items = transforms.ToArray();
            node.ItemsElementName = transformTypes.ToArray();
            return node;
        }
예제 #3
0
 private static TransformationType GetRotationType(rotate rotate)
 {
     int ind = -1;
     for (int j = 0; j < 3; j++)
     {
         if (rotate.Values[j] == 1.0)
         {
             ind = j;
             break;
         }
     }
     switch (ind)
     {
         case 0:
             return TransformationType.RotationX;
         case 1:
             return TransformationType.RotationY;
         case 2:
             return TransformationType.RotationZ;
     }
     return TransformationType.None;
 }
예제 #4
0
        public static rotate ConvertRotation(Quaternion input)
        {
            rotate output = new rotate();

            Vector3 axis;
            float angle;
            input.ToAngleAxis(out angle, out axis);

            output.Values = new double[] { axis.x, axis.y, axis.z, angle };
            output.sid = "rotate";
            return output;
        }