/// <summary> /// /// </summary> /// <param name="source"></param> /// <param name="target"></param> /// <param name="animation"></param> /// <param name="sourceMap"></param> /// <param name="targetMap"></param> /// <returns></returns> public static JointAnimManager Port(JointAnimManager animation, JointMap sourceMap, JointMap targetMap) { JointAnimManager newAnim = new JointAnimManager(); newAnim.FrameCount = animation.FrameCount; for (int i = 0; i < targetMap.Count; i++) { var bone = targetMap[i]; var index = sourceMap.IndexOf(bone); if (index != -1 && index < animation.Nodes.Count) { newAnim.Nodes.Add(animation.Nodes[index]); } else { newAnim.Nodes.Add(new AnimNode()); } } return(newAnim); }
/// <summary> /// /// </summary> /// <param name="source"></param> /// <param name="target"></param> /// <param name="animation"></param> /// <param name="sourceMap"></param> /// <param name="targetMap"></param> /// <returns></returns> public static JointAnimManager SmartPort(HSD_JOBJ source, HSD_JOBJ target, JointAnimManager animation, JointMap sourceMap = null, JointMap targetMap = null) { var sourceManager = new JOBJManager(); sourceManager.SetJOBJ(source); var sourceInverseWorldTransforms = new List <Matrix4>(); for (int i = 0; i < sourceManager.JointCount; i++) { sourceInverseWorldTransforms.Add(sourceManager.GetWorldTransform(i).Inverted()); } sourceManager.Animation = animation; var targetManager = new JOBJManager(); targetManager.SetJOBJ(target); JointAnimManager newAnim = new JointAnimManager(); newAnim.FrameCount = sourceManager.Animation.FrameCount; newAnim.Nodes.Clear(); for (int i = 0; i < targetManager.JointCount; i++) { newAnim.Nodes.Add(new AnimNode()); } for (int i = 0; i < sourceManager.JointCount; i++) { int targetIndex = i; int sourceIndex = i; Console.WriteLine(sourceMap[i]); // remap bone if joint maps are present if (sourceMap != null && targetMap != null && !string.IsNullOrEmpty(sourceMap[i])) { targetIndex = targetMap.IndexOf(sourceMap[i]); } if (targetIndex == -1) { continue; } var sourceJoint = sourceManager.GetJOBJ(sourceIndex); var targetJoint = targetManager.GetJOBJ(targetIndex); Console.WriteLine($"\t {sourceJoint.RX} {sourceJoint.RY} {sourceJoint.RZ}"); Console.WriteLine($"\t {targetJoint.RX} {targetJoint.RY} {targetJoint.RZ}"); /*if(sourceMap[i] == "RLegJ") * { * var track = animation.Nodes[sourceIndex].Tracks.Find(e => e.JointTrackType == JointTrackType.HSD_A_J_ROTX); * * if (track != null) * foreach (var k in track.Keys) * k.Value += (float)Math.PI / 2; * * track = animation.Nodes[sourceIndex].Tracks.Find(e => e.JointTrackType == JointTrackType.HSD_A_J_ROTZ); * * if (track != null) * foreach (var k in track.Keys) * k.Value += (float)Math.PI / 2; * }*/ newAnim.Nodes[targetIndex].Tracks = animation.Nodes[sourceIndex].Tracks;; } return(newAnim); }
/// <summary> /// /// </summary> /// <param name="source"></param> /// <param name="target"></param> /// <param name="animation"></param> /// <returns></returns> public static JointAnimManager Retarget(HSD_JOBJ source, HSD_JOBJ target, JointAnimManager animation, JointMap sourceMap = null, JointMap targetMap = null) { var sourceManager = new JOBJManager(); sourceManager.SetJOBJ(source); var sourceInverseWorldTransforms = new List <Matrix4>(); for (int i = 0; i < sourceManager.JointCount; i++) { sourceInverseWorldTransforms.Add(sourceManager.GetWorldTransform(i).Inverted()); } sourceManager.Animation = animation; var targetManager = new JOBJManager(); targetManager.SetJOBJ(target); JointAnimManager newAnim = new JointAnimManager(); newAnim.FrameCount = sourceManager.Animation.FrameCount; var targetWorldTransforms = new List <Matrix4>(); for (int i = 0; i < targetManager.JointCount; i++) { targetWorldTransforms.Add(targetManager.GetWorldTransform(i)); newAnim.Nodes.Add(new AnimNode()); } targetManager.Animation = newAnim; for (int f = 0; f <= sourceManager.Animation.FrameCount; f++) { sourceManager.Frame = f - 1; sourceManager.UpdateNoRender(); targetManager.Frame = f; targetManager.UpdateNoRender(); // bake animation on target skeleton for (int i = 0; i < sourceManager.JointCount; i++) { int targetIndex = i; int sourceIndex = i; // remap bone if joint maps are present if (sourceMap != null && targetMap != null && !string.IsNullOrEmpty(sourceMap[i])) { targetIndex = targetMap.IndexOf(sourceMap[i]); } if (targetIndex == -1) { continue; } int targetParentIndex = targetManager.ParentIndex(targetManager.GetJOBJ(targetIndex)); var inverseSourceWorldRotation = sourceInverseWorldTransforms[sourceIndex]; var sourceAnimatedWorldRotation = sourceManager.GetWorldTransform(sourceIndex); var targetWorldRotation = targetWorldTransforms[targetIndex]; var rel = targetWorldRotation * inverseSourceWorldRotation * sourceAnimatedWorldRotation; if (targetParentIndex != -1) { rel *= targetManager.GetWorldTransform(targetParentIndex).Inverted(); } var rot = Math3D.ToEulerAngles(rel.ExtractRotation().Inverted()); var targetJOBJ = targetManager.GetJOBJ(targetIndex); var sourceJOBJ = sourceManager.GetJOBJ(sourceIndex); sourceManager.Animation.GetAnimatedState(f - 1, sourceIndex, sourceJOBJ, out float TX, out float TY, out float TZ, out float RX, out float RY, out float RZ, out float SX, out float SY, out float SZ); var relTranslate = new Vector3(sourceJOBJ.TX - TX, sourceJOBJ.TY - TY, sourceJOBJ.TZ - TZ); //relTranslate = Vector3.TransformNormal(relTranslate, Matrix4.CreateFromQuaternion(Math3D.FromEulerAngles(sourceJOBJ.RZ, sourceJOBJ.RY, sourceJOBJ.RX).Inverted())); //relTranslate = Vector3.TransformNormal(relTranslate, Matrix4.CreateFromQuaternion(Math3D.FromEulerAngles(targetJOBJ.RZ, targetJOBJ.RY, targetJOBJ.RX))); var relScale = new Vector3(sourceJOBJ.SX - SX, sourceJOBJ.SY - SY, sourceJOBJ.SZ - SZ); //relScale = Vector3.TransformNormal(relScale, inverseSourceWorldRotation); //relScale = Vector3.TransformNormal(relScale, targetWorldRotation); AddKey(targetIndex, f, targetJOBJ.TX - relTranslate.X, JointTrackType.HSD_A_J_TRAX, newAnim); AddKey(targetIndex, f, targetJOBJ.TY - relTranslate.Y, JointTrackType.HSD_A_J_TRAY, newAnim); AddKey(targetIndex, f, targetJOBJ.TZ - relTranslate.Z, JointTrackType.HSD_A_J_TRAZ, newAnim); AddKey(targetIndex, f, rot.X, JointTrackType.HSD_A_J_ROTX, newAnim); AddKey(targetIndex, f, rot.Y, JointTrackType.HSD_A_J_ROTY, newAnim); AddKey(targetIndex, f, rot.Z, JointTrackType.HSD_A_J_ROTZ, newAnim); AddKey(targetIndex, f, targetJOBJ.SX - relScale.X, JointTrackType.HSD_A_J_SCAX, newAnim); AddKey(targetIndex, f, targetJOBJ.SY - relScale.Y, JointTrackType.HSD_A_J_SCAY, newAnim); AddKey(targetIndex, f, targetJOBJ.SZ - relScale.Z, JointTrackType.HSD_A_J_SCAZ, newAnim); targetManager.UpdateNoRender(); } } EulerFilter(newAnim); var targetAnim = newAnim.ToAnimJoint(target, AOBJ_Flags.ANIM_LOOP); AnimationCompressor.AdaptiveCompressAnimation(targetAnim, targetMap); RemoveUnusedTracks(target, targetAnim); newAnim.FromAnimJoint(targetAnim); // apply additional single frame filter check for (int i = 0; i < sourceManager.JointCount; i++) { int targetIndex = i; int sourceIndex = i; // remap bone if joint maps are present if (sourceMap != null && targetMap != null && !string.IsNullOrEmpty(sourceMap[i])) { targetIndex = targetMap.IndexOf(sourceMap[i]); } if (targetIndex == -1) { continue; } var sourceNode = animation.Nodes[sourceIndex]; var targetNode = newAnim.Nodes[targetIndex]; FOBJ_Player sourceXRot = null; FOBJ_Player sourceYRot = null; FOBJ_Player sourceZRot = null; foreach (var t in sourceNode.Tracks) { if (t.JointTrackType == JointTrackType.HSD_A_J_ROTX) { sourceXRot = t; } if (t.JointTrackType == JointTrackType.HSD_A_J_ROTY) { sourceYRot = t; } if (t.JointTrackType == JointTrackType.HSD_A_J_ROTZ) { sourceZRot = t; } } if (sourceXRot != null && sourceYRot != null && sourceZRot != null && sourceXRot.Keys.Count == 1 && sourceYRot.Keys.Count == 1 && sourceZRot.Keys.Count == 1) { foreach (var t in targetNode.Tracks) { if (t.JointTrackType == JointTrackType.HSD_A_J_ROTX || t.JointTrackType == JointTrackType.HSD_A_J_ROTY || t.JointTrackType == JointTrackType.HSD_A_J_ROTZ) { t.Keys.RemoveAll(e => e.Frame > 0); t.Keys[0].InterpolationType = GXInterpolationType.HSD_A_OP_KEY; } } } } return(newAnim); }