private IList <BabylonAnimationGroup> ExportAnimationGroups(BabylonScene babylonScene) { IList <BabylonAnimationGroup> animationGroups = new List <BabylonAnimationGroup>(); // Retrieve and parse animation group data AnimationGroupList animationList = AnimationGroupList.InitAnimationGroups(this); 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 contained in the animGroup foreach (Guid guid in animGroup.NodeGuids) { IINode maxNode = Tools.GetINodeByGuid(guid); // node could have been deleted, silently ignore it if (maxNode == null) { continue; } // Helpers can be exported as dummies and as bones string nodeId = guid.ToString(); string boneId = guid.ToString() + "-bone"; // the suffix "-bone" is added in babylon export format to assure the uniqueness of IDs // Node BabylonNode node = null; babylonScene.NodeMap.TryGetValue(nodeId, out node); if (node != null) { 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 = nodeId }; 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); } } // bone BabylonBone bone = null; int index = 0; while (index < babylonScene.SkeletonsList.Count && bone == null) { BabylonSkeleton skel = babylonScene.SkeletonsList[index]; bone = skel.bones.FirstOrDefault(b => b.id == boneId); index++; } if (bone != null) { 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 = boneId }; 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); }
private IList <BabylonAnimationGroup> ExportAnimationGroups(BabylonScene babylonScene) { IList <BabylonAnimationGroup> animationGroups = new List <BabylonAnimationGroup>(); // Retrieve and parse animation group data AnimationGroupList animationList = AnimationGroupList.InitAnimationGroups(logger); foreach (AnimationGroup animGroup in animationList) { logger?.RaiseMessage("Exporter.animationGroups | " + animGroup.Name, 1); BabylonAnimationGroup animationGroup = new BabylonAnimationGroup { name = animGroup.Name, from = animGroup.FrameStart, to = animGroup.FrameEnd, keepNonAnimated = animGroup.KeepNonAnimated, targetedAnimations = new List <BabylonTargetedAnimation>() }; // add animations of each nodes contained in the animGroup foreach (Guid guid in animGroup.NodeGuids) { IINode maxNode = Tools.GetINodeByGuid(guid); // node could have been deleted, silently ignore it if (maxNode == null) { continue; } if (exportParameters.exportAsSubmodel && !maxNode.Selected) { continue; } // Helpers can be exported as dummies and as bones string nodeId = maxNode.GetGuid().ToString(); string boneId = isGltfExported?maxNode.GetGuid().ToString(): maxNode.GetGuid().ToString() + "-bone"; // the suffix "-bone" is added in babylon export format to assure the uniqueness of IDs // Node BabylonNode node = null; babylonScene.NodeMap.TryGetValue(nodeId, out node); if (node != null) { if (node.animations != null && node.animations.Length != 0) { IList <BabylonAnimation> animations = GetSubAnimations(node, animationGroup.from, animationGroup.to); if (!animGroup.KeepStaticAnimation) { RemoveStaticAnimations(ref animations); } foreach (BabylonAnimation animation in animations) { BabylonTargetedAnimation targetedAnimation = new BabylonTargetedAnimation { animation = animation, targetId = nodeId }; animationGroup.targetedAnimations.Add(targetedAnimation); } } } // bone BabylonBone bone = null; int index = 0; while (index < babylonScene.SkeletonsList.Count && bone == null) { BabylonSkeleton skel = babylonScene.SkeletonsList[index]; bone = skel.bones.FirstOrDefault(b => b.id == boneId); index++; } if (bone != null) { 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 = boneId }; animationGroup.targetedAnimations.Add(targetedAnimation); } } } } // add animations of each nodes contained in the animGroup foreach (Guid guid in animGroup.MaterialGuids) { IMtl maxMtl = Tools.GetIMtlByGuid(guid); // mat could have been deleted, silently ignore it if (maxMtl == null) { continue; } string matId = maxMtl.GetGuid().ToString(); // Material BabylonMaterial material = null; material = babylonScene.MaterialsList.FirstOrDefault(x => x.id == matId); if (material != null) { if (material.animations != null && material.animations.Length != 0) { IList <BabylonAnimation> animations = GetSubAnimations(material, animationGroup.from, animationGroup.to); foreach (BabylonAnimation animation in animations) { BabylonTargetedAnimation targetedAnimation = new BabylonTargetedAnimation { animation = animation, targetId = matId }; animationGroup.targetedAnimations.Add(targetedAnimation); } } } } if (animationGroup.targetedAnimations.Count > 0) { animationGroups.Add(animationGroup); } } return(animationGroups); }