/// <summary> /// Runs an animation. /// </summary> /// <param name="avatar">The avatar to run animation for.</param> /// <param name="animation">The animation to run.</param> /// <returns>Handle to the animation run.</returns> public AnimationHandle RunAnimation(Avatar avatar, Animation animation) { var instance = new AnimationHandle(this); instance.Animation = animation; instance.Avatar = avatar; Animations.Add(instance); return instance; }
/// <summary> /// Renders an animation's frame. /// </summary> /// <param name="avatar">The avatar which the animation is run for.</param> /// <param name="animation">The animation.</param> /// <param name="frame">Frame number in animation.</param> /// <param name="fraction"></param> /// <returns>Status of animation.</returns> public static AnimationStatus RenderFrame(Avatar avatar, Animation animation, int frame, float fraction) { if (frame < 0 || frame > animation.NumFrames) return AnimationStatus.COMPLETED; var numDone = 0; foreach (var motion in animation.Motions) { var bone = avatar.Skeleton.GetBone(motion.BoneName); if (bone == null) continue; //fixes bugs with missing bones.. need to find out what R_FINGERPOLY0 is though. var motionFrame = frame; if (frame >= motion.FrameCount) { numDone++; motionFrame = (int)motion.FrameCount - 1; } if (motion.HasTranslation) { if (fraction >= 0) { var trans1 = animation.Translations[motion.FirstTranslationIndex + motionFrame]; var trans2 = (frame + 1 >= motion.FrameCount) ? trans1 : animation.Translations[motion.FirstTranslationIndex + motionFrame+1]; bone.Translation = Vector3.Lerp(trans1, trans2, fraction); } else { bone.Translation = animation.Translations[motion.FirstTranslationIndex + motionFrame]; } } if (motion.HasRotation) { if (fraction >= 0) { var quat1 = animation.Rotations[motion.FirstRotationIndex + motionFrame]; var quat2 = (frame + 1 >= motion.FrameCount) ? quat1 : animation.Rotations[motion.FirstRotationIndex + motionFrame + 1]; bone.Rotation = Quaternion.Slerp(quat1, quat2, fraction); } else { bone.Rotation = animation.Rotations[motion.FirstRotationIndex + motionFrame]; } } } avatar.ReloadSkeleton(); return AnimationStatus.IN_PROGRESS; }