private List <BabylonAnimation> GetAnimationsFrameByFrame(MFnTransform mFnTransform) { int start = Loader.GetMinTime(); int end = Loader.GetMaxTime(); // Animations List <BabylonAnimation> animations = new List <BabylonAnimation>(); string[] babylonAnimationProperties = new string[] { "scaling", "rotationQuaternion", "position", "visibility" }; Dictionary <string, List <BabylonAnimationKey> > keysPerProperty = new Dictionary <string, List <BabylonAnimationKey> >(); keysPerProperty.Add("scaling", new List <BabylonAnimationKey>()); keysPerProperty.Add("rotationQuaternion", new List <BabylonAnimationKey>()); keysPerProperty.Add("position", new List <BabylonAnimationKey>()); keysPerProperty.Add("visibility", new List <BabylonAnimationKey>()); // get keys for (int currentFrame = start; currentFrame <= end; currentFrame++) { // get transformation matrix at this frame MDoubleArray mDoubleMatrix = new MDoubleArray(); MGlobal.executeCommand($"getAttr -t {currentFrame} {mFnTransform.fullPathName}.matrix", mDoubleMatrix); mDoubleMatrix.get(out float[] localMatrix); MMatrix matrix = new MMatrix(localMatrix); var transformationMatrix = new MTransformationMatrix(matrix); // Retreive TRS vectors from matrix var position = transformationMatrix.getTranslation(); var rotationQuaternion = transformationMatrix.getRotationQuaternion(); var scaling = transformationMatrix.getScale(); // Switch coordinate system at object level position[2] *= -1; rotationQuaternion[0] *= -1; rotationQuaternion[1] *= -1; // create animation key for each property for (int indexAnimation = 0; indexAnimation < babylonAnimationProperties.Length; indexAnimation++) { string babylonAnimationProperty = babylonAnimationProperties[indexAnimation]; BabylonAnimationKey key = new BabylonAnimationKey(); key.frame = currentFrame; switch (indexAnimation) { case 0: // scaling key.values = scaling.ToArray(); break; case 1: // rotationQuaternion key.values = rotationQuaternion.ToArray(); break; case 2: // position key.values = position.ToArray(); break; case 3: // visibility key.values = new float[] { Loader.GetVisibility(mFnTransform.fullPathName, currentFrame) }; break; } keysPerProperty[babylonAnimationProperty].Add(key); } } // create animation for each property for (int indexAnimation = 0; indexAnimation < babylonAnimationProperties.Length; indexAnimation++) { string babylonAnimationProperty = babylonAnimationProperties[indexAnimation]; List <BabylonAnimationKey> keys = keysPerProperty[babylonAnimationProperty]; var keysFull = new List <BabylonAnimationKey>(keys); // Optimization OptimizeAnimations(keys, true); // Ensure animation has at least 2 frames if (IsAnimationKeysRelevant(keys, babylonAnimationProperty)) { int dataType = 0; // "scaling", "rotationQuaternion", "position", "visibility" if (indexAnimation == 0 || indexAnimation == 2) // scaling and position { dataType = (int)BabylonAnimation.DataType.Vector3; } else if (indexAnimation == 1) // rotationQuaternion { dataType = (int)BabylonAnimation.DataType.Quaternion; } else // visibility { dataType = (int)BabylonAnimation.DataType.Float; } // Create BabylonAnimation animations.Add(new BabylonAnimation() { dataType = dataType, name = babylonAnimationProperty + " animation", framePerSecond = Loader.GetFPS(), loopBehavior = (int)BabylonAnimation.LoopBehavior.Cycle, property = babylonAnimationProperty, keys = keys.ToArray(), keysFull = keysFull }); } } return(animations); }
private IList <BabylonAnimationGroup> ExportAnimationGroups(BabylonScene babylonScene) { IList <BabylonAnimationGroup> animationGroups = new List <BabylonAnimationGroup>(); // Retrieve and parse animation group data AnimationGroupList animationList = InitAnimationGroups(); bool exportNonAnimated = Loader.GetBoolProperty("babylonjs_animgroup_exportnonanimated"); foreach (AnimationGroup animGroup in animationList) { RaiseMessage("Exporter.animationGroups | " + animGroup.Name, 1); BabylonAnimationGroup animationGroup = new BabylonAnimationGroup { name = animGroup.Name, from = animGroup.FrameStart, to = animGroup.FrameEnd, targetedAnimations = new List <BabylonTargetedAnimation>() }; // add animations of each nodes in the animGroup List <BabylonNode> nodes = new List <BabylonNode>(); nodes.AddRange(babylonScene.MeshesList); nodes.AddRange(babylonScene.CamerasList); nodes.AddRange(babylonScene.LightsList); foreach (BabylonNode node in nodes) { if (node.animations != null && node.animations.Length != 0) { IList <BabylonAnimation> animations = GetSubAnimations(node, animationGroup.from, animationGroup.to); foreach (BabylonAnimation animation in animations) { BabylonTargetedAnimation targetedAnimation = new BabylonTargetedAnimation { animation = animation, targetId = node.id }; animationGroup.targetedAnimations.Add(targetedAnimation); } } else if (exportNonAnimated) { BabylonTargetedAnimation targetedAnimation = new BabylonTargetedAnimation { animation = CreatePositionAnimation(animationGroup.from, animationGroup.to, node.position), targetId = node.id }; animationGroup.targetedAnimations.Add(targetedAnimation); } } foreach (BabylonSkeleton skel in babylonScene.SkeletonsList) { foreach (BabylonBone bone in skel.bones) { if (bone.animation != null) { IList <BabylonAnimation> animations = GetSubAnimations(bone, animationGroup.from, animationGroup.to); foreach (BabylonAnimation animation in animations) { BabylonTargetedAnimation targetedAnimation = new BabylonTargetedAnimation { animation = animation, targetId = bone.id }; animationGroup.targetedAnimations.Add(targetedAnimation); } } else if (exportNonAnimated) { BabylonTargetedAnimation targetedAnimation = new BabylonTargetedAnimation { animation = CreateMatrixAnimation(animationGroup.from, animationGroup.to, bone.matrix), targetId = bone.id }; animationGroup.targetedAnimations.Add(targetedAnimation); } } } if (animationGroup.targetedAnimations.Count > 0) { animationGroups.Add(animationGroup); } } return(animationGroups); }