private void InitMotioObject() { if (_motioObject == null) { PtrClass a = ((IVdsGroupInterface)_currentView.GameLayer).GetObjectByID(ActorBindingID.Value); if (a == null) { return; } _motioObject = a as VdsActor; _motionObjectOriginPos = _motioObject.ActorTranslation; VdsVec3d direction = new VdsVec3d(1, 0, 0); VdsMatrixd rMt = new VdsMatrixd(); VdsMatrixd.HprToMatrix(ref rMt, _motioObject.ActorRotation); direction = rMt.PreMult(direction); _motionObjectOriginDirection = direction; } if (_relevanceObject == null && ActorRelevanceID.Value != "" && (RelevanceRotation.Value || RelevancePosition.Value)) { PtrClass a = ((IVdsGroupInterface)_currentView.GameLayer).GetObjectByID(ActorRelevanceID.Value); if (a != null) { _relevanceObject = a as VdsActor; if (RelevancePosition.Value || RelevanceRotation.Value) { VdsMatrixd localToWorld = new VdsMatrixd(); StaticMethod.ComputeCoordinateFrame(_motioObject.ParentObject as VdsActor, ref localToWorld); StaticMethod.ComputeCoordinateFrame(_relevanceObject, ref _relevanceMatrixd); VdsMatrixd worldToRelevance = _relevanceMatrixd.Inverse(_relevanceMatrixd); _motionObjectOriginDirection = localToWorld.PreMult(_motionObjectOriginDirection); _motionObjectOriginDirection = worldToRelevance.PreMult(_motionObjectOriginDirection); VdsVec3d zPos = new VdsVec3d(); zPos = localToWorld.PreMult(zPos); zPos = worldToRelevance.PreMult(zPos); _motionObjectOriginDirection = _motionObjectOriginDirection - zPos; _motionObjectOriginDirection.Normalize(); _motionObjectOriginPos = localToWorld.PreMult(_motionObjectOriginPos); _motionObjectOriginPos = worldToRelevance.PreMult(_motionObjectOriginPos); List <VdsVec3d> newKeyPointsList = new List <VdsVec3d>(ActorMotionKeyPoints.ValueList.Count); foreach (VdsVec3d v in ActorMotionKeyPoints.ValueList) { VdsVec3d newV = localToWorld.PreMult(v); newV = worldToRelevance.PreMult(newV); newKeyPointsList.Add(newV); } ActorMotionKeyPoints.ValueList = newKeyPointsList; } } } }
private void InitMotioObject() { if (_motioObject == null) { PtrClass a = ((IVdsGroupInterface)_currentView.GameLayer).GetObjectByID(ActorBindingID.Value); if (a == null) { return; } _motioObject = a as VdsActor; VdsVec3d tRotate = TargetPose; VdsVec3d oRotate = _motioObject.ActorRotation; VdsMatrixd oMt = new VdsMatrixd(); VdsMatrixd.HprToMatrix(ref oMt, tRotate); _targetPose = oMt.GetRotate(); VdsMatrixd tMt = new VdsMatrixd(); VdsMatrixd.HprToMatrix(ref tMt, oRotate); _originPose = tMt.GetRotate(); _originPos = _motioObject.ActorTranslation; } if (_relevanceObject == null && ActorRelevanceID.Value != "" && (RelevanceRotation.Value || RelevancePosition.Value)) { PtrClass a = ((IVdsGroupInterface)_currentView.GameLayer).GetObjectByID(ActorRelevanceID.Value); if (a != null) { _relevanceObject = a as VdsActor; if (RelevancePosition.Value || RelevanceRotation.Value) { StaticMethod.ComputeCoordinateFrame(_relevanceObject, ref _relevanceMatrixd); StaticMethod.ComputeCoordinateFrame(_motioObject.ParentObject as VdsActor, ref _parentLocalToWorld); VdsMatrixd worldToRelevance = _relevanceMatrixd.Inverse(_relevanceMatrixd); VdsMatrixd originPoseMt = new VdsMatrixd(); originPoseMt.MakeRotate(_originPose); originPoseMt.PreMult(_parentLocalToWorld); originPoseMt.PreMult(worldToRelevance); _originPose = originPoseMt.GetRotate(); VdsMatrixd targetPoseMt = new VdsMatrixd(); targetPoseMt.MakeRotate(_targetPose); targetPoseMt.PreMult(_parentLocalToWorld); targetPoseMt.PreMult(worldToRelevance); _originPose = targetPoseMt.GetRotate(); _originPos = _parentLocalToWorld.PreMult(_originPos); _originPos = worldToRelevance.PreMult(_originPos); } } } }
public static void ComputeCoordinateFrame(VdsActor actor, ref VdsMatrixd localToWorld) { VdsActor curActor = actor; localToWorld.MakeIdentity(); while (curActor != null) { VdsMatrixd transMat = new VdsMatrixd(); transMat.MakeTranslate(curActor.ActorTranslation); VdsMatrixd rotateMat = new VdsMatrixd(); VdsMatrixd.HprToMatrix(ref rotateMat, curActor.ActorRotation); rotateMat.PostMult(transMat); localToWorld.PreMult(rotateMat); if (curActor.ParentObject != null && curActor.ParentObject is VdsActor) { curActor = curActor.ParentObject as VdsActor; } else { curActor = null; } } }
public override void UpdateStep(object param) { if (param == null) { return; } double?t = param as double?; if (t == null) { return; } _curTime = (double)t; if (_curTime < 0) { return; } InitMotioObject(); VdsPlotEvent pEvent = ParentActor as VdsPlotEvent; if (_curTime > pEvent.EventStartTime && _curTime < pEvent.EventStartTime + pEvent.EventDurationTime) { if (_motioObject != null) { VdsVec3d pos = _originPos; double interpolationValue = (_curTime - pEvent.EventStartTime) / pEvent.EventDurationTime; VdsQuat quat = VdsQuat.Slerp(interpolationValue, _originPose, _targetPose); SetActorStatus(_motioObject, ActorStatus.Value, true); VdsMatrixd rotateMt = new VdsMatrixd(); rotateMt.MakeRotate(quat); if (_relevanceObject != null) { VdsMatrixd nowMt = new VdsMatrixd(); VdsMatrixd localToWorld = new VdsMatrixd(); StaticMethod.ComputeCoordinateFrame(_relevanceObject, ref nowMt); StaticMethod.ComputeCoordinateFrame(_motioObject.ParentObject as VdsActor, ref localToWorld); VdsMatrixd worldToLocal = localToWorld.Inverse(localToWorld); if (RelevancePosition.Value && !RelevanceRotation.Value) { nowMt.MakeTranslate(nowMt.GetTrans()); pos = nowMt.PreMult(pos); pos = worldToLocal.PreMult(pos); rotateMt.PreMult(nowMt); rotateMt.PreMult(worldToLocal); } else if (!RelevancePosition.Value && RelevanceRotation.Value) { nowMt.MakeRotate(nowMt.GetRotate()); pos = _relevanceMatrixd.PreMult(pos); pos = worldToLocal.PreMult(pos); rotateMt.PreMult(nowMt); rotateMt.PreMult(worldToLocal); } else if (RelevancePosition.Value && RelevanceRotation.Value) { rotateMt.PreMult(nowMt); rotateMt.PreMult(worldToLocal); pos = nowMt.PreMult(pos); pos = worldToLocal.PreMult(pos); } } VdsVec3d zr = new VdsVec3d(); VdsMatrixd.MatrixToHpr(ref zr, rotateMt); VdsVec3d rotation = new VdsVec3d(0, 0, zr.Z); _motioObject.ActorRotation = rotation; _motioObject.ActorTranslation = pos; } } else if (_motioObject != null) { SetActorStatus(_motioObject, "DefaultStatus", false); } }
public override void UpdateStep(object param) { if (param == null) { return; } double?t = param as double?; if (t == null) { return; } _curTime = (double)t; if (_curTime < 0) { return; } InitMotioObject(); VdsPlotEvent pEvent = ParentActor as VdsPlotEvent; if (_curTime > pEvent.EventStartTime && _curTime < pEvent.EventStartTime + pEvent.EventDurationTime) { if (_motioObject != null) { VdsVec3d pos = new VdsVec3d(); VdsVec3d direction = new VdsVec3d(); GetTranslationAndRotation(_motioObject, _curTime - pEvent.EventStartTime, out pos, out direction); SetActorStatus(_motioObject, ActorStatus.Value, true); if (_relevanceObject != null) { VdsMatrixd nowMt = new VdsMatrixd(); VdsMatrixd localToWorld = new VdsMatrixd(); StaticMethod.ComputeCoordinateFrame(_relevanceObject, ref nowMt); StaticMethod.ComputeCoordinateFrame(_motioObject.ParentObject as VdsActor, ref localToWorld); VdsMatrixd worldToLocal = localToWorld.Inverse(localToWorld); if (RelevancePosition.Value && !RelevanceRotation.Value) { nowMt.MakeTranslate(nowMt.GetTrans()); pos = nowMt.PreMult(pos); pos = worldToLocal.PreMult(pos); } else if (!RelevancePosition.Value && RelevanceRotation.Value) { nowMt.MakeRotate(nowMt.GetRotate()); direction = nowMt.PreMult(direction); direction = worldToLocal.PreMult(direction); VdsVec3d zPos = new VdsVec3d(); zPos = nowMt.PreMult(zPos); zPos = worldToLocal.PreMult(zPos); direction = direction - zPos; pos = _relevanceMatrixd.PreMult(pos); pos = worldToLocal.PreMult(pos); } else if (RelevancePosition.Value && RelevanceRotation.Value) { direction = nowMt.PreMult(direction); direction = worldToLocal.PreMult(direction); VdsVec3d zPos = new VdsVec3d(); zPos = nowMt.PreMult(zPos); zPos = worldToLocal.PreMult(zPos); direction = direction - zPos; pos = nowMt.PreMult(pos); pos = worldToLocal.PreMult(pos); } } direction.Normalize(); VdsVec3d zr = new VdsVec3d(); VdsMatrixd rMt = new VdsMatrixd(); rMt.MakeRotate(new VdsVec3d(1, 0, 0), direction); VdsMatrixd.MatrixToHpr(ref zr, rMt); VdsVec3d rotation = new VdsVec3d(0, 0, zr.Z); _motioObject.ActorRotation = rotation; _motioObject.ActorTranslation = pos; } } else if (_motioObject != null) { SetActorStatus(_motioObject, "DefaultStatus", false); } }