예제 #1
0
        public static Switch CreateHAMSwitch(Bone bone, Bone fixedBone, int[] animationOrder, int numFrames)
        {
            Switch sw = new Switch();

            sw.reference();

            //add starting HAM (none shown), each animation does the animation and the ending frame, not the starting one :)
            Separator nullSep = new Separator();

            sw.addChild(nullSep);
            for (int i = 0; i < animationOrder.Length - 1; i++) //not the last animation, there need start and end
            {
                TransformMatrix  tmTransform = bone.CalculateRelativeMotion(animationOrder[i], animationOrder[i + 1], fixedBone);
                HelicalTransform tform       = tmTransform.ToHelical();
                if (bone.HasInertia)
                {
                    double[] cent = { bone.InertiaMatrix.GetElement(0, 3), bone.InertiaMatrix.GetElement(1, 3), bone.InertiaMatrix.GetElement(2, 3) };
                    tform.AdjustQToLocateHamNearCentroid(cent);
                }
                HamAxis axis = new HamAxis(tform.N[0], tform.N[1], tform.N[2], tform.Q[0], tform.Q[1], tform.Q[2]);
                for (int j = 0; j < numFrames - 1; j++) //do one less then num frames, no HAM shown for the final position
                {
                    sw.addChild(axis);
                }
                sw.addChild(nullSep); //add the empty at the end :)
            }
            sw.unrefNoDelete();
            return(sw);
        }
예제 #2
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        public TransformMatrix(HelicalTransform ham) : base(4, 4)
        {
            setToIdentity();
            //sourced from Helical_To_RT.m
            //original source: Kinzel et al., JOB 5:93-105, 1972

            double phi_r = ham.Phi * Math.PI / 180; //convert phi to radians
            double vers  = 1 - Math.Cos(phi_r);

            this.Array[0][0] = ham.N[0] * ham.N[0] * vers + Math.Cos(phi_r);
            this.Array[0][1] = ham.N[0] * ham.N[1] * vers - ham.N[2] * Math.Sin(phi_r);
            this.Array[0][2] = ham.N[0] * ham.N[2] * vers + ham.N[1] * Math.Sin(phi_r);
            this.Array[1][0] = ham.N[0] * ham.N[1] * vers + ham.N[2] * Math.Sin(phi_r);
            this.Array[1][1] = ham.N[1] * ham.N[1] * vers + Math.Cos(phi_r);
            this.Array[1][2] = ham.N[1] * ham.N[2] * vers - ham.N[0] * Math.Sin(phi_r);
            this.Array[2][0] = ham.N[2] * ham.N[0] * vers - ham.N[1] * Math.Sin(phi_r);
            this.Array[2][1] = ham.N[1] * ham.N[2] * vers + ham.N[0] * Math.Sin(phi_r);
            this.Array[2][2] = ham.N[2] * ham.N[2] * vers + Math.Cos(phi_r);

            //Translation
            GeneralMatrix R  = this.GetMatrix(0, 2, 0, 2);
            GeneralMatrix q  = new GeneralMatrix(ham.Q, 3);
            GeneralMatrix Rq = R * q;

            this.Array[0][3] = ham.Q[0] + (ham.N[0] * ham.Trans) - Rq.Array[0][0];
            this.Array[1][3] = ham.Q[1] + (ham.N[1] * ham.Trans) - Rq.Array[1][0];
            this.Array[2][3] = ham.Q[2] + (ham.N[2] * ham.Trans) - Rq.Array[2][0];
        }
예제 #3
0
 public HelicalTransform(HelicalTransform ham)
 {
     _phi   = ham.Phi;
     _n     = ham.N;
     _trans = ham._trans;
     _q     = ham._q;
 }
예제 #4
0
        public HelicalTransform(TransformMatrix matrix)
        {
            HelicalTransform ham = matrix.ToHelical();

            _phi   = ham.Phi;
            _n     = ham.N;
            _trans = ham._trans;
            _q     = ham._q;
        }
예제 #5
0
파일: Bone_1.cs 프로젝트: tsgouros/wv
        public TransformMatrix[] CalculateInterpolatedMotion(int startPositionIndex, int endPositionIndex, Bone startFixedBone, Bone endFixedBone, int numSteps)
        {
            TransformMatrix[] finalTransforms = new TransformMatrix[numSteps];
            TransformMatrix   startTransform  = this.CalculateRelativeMotionFromNeutral(startPositionIndex, startFixedBone);
            TransformMatrix   endTransform    = this.CalculateRelativeMotionFromNeutral(endPositionIndex, endFixedBone);

            TransformMatrix  relMotion   = endTransform * startTransform.Inverse();
            HelicalTransform relMotionHT = relMotion.ToHelical();

            HelicalTransform[] htTransforms = relMotionHT.LinearlyInterpolateMotion(numSteps);

            for (int i = 0; i < numSteps; i++)
            {
                finalTransforms[i] = htTransforms[i].ToTransformMatrix() * startTransform;
            }

            return(finalTransforms);
        }
예제 #6
0
        /// <summary>
        /// Will linearly interpolate the current transform into a given number of steps. Just
        /// splits up phi and T
        /// </summary>
        /// <param name="numSteps">Number of steps to divide into, must be >=1, if set to 1 gives no interpilation, just returns a copy of the current</param>
        /// <returns>Array of stepped transforms, and last == this transform, length of array == numSteps</returns>
        public HelicalTransform[] LinearlyInterpolateMotion(int numSteps)
        {
            if (numSteps < 1)
            {
                throw new IndexOutOfRangeException("Can not interpolate to fewer then 1 step");
            }

            HelicalTransform[] steps = new HelicalTransform[numSteps];
            for (int i = 0; i < numSteps; i++)
            {
                steps[i]        = new HelicalTransform();
                steps[i]._phi   = _phi * (i + 1) / numSteps;
                steps[i]._n     = _n;
                steps[i]._trans = _trans * (i + 1) / numSteps;
                steps[i]._q     = _q;
            }

            return(steps);
        }