Пример #1
0
        private void StoreRestPose(FBXScene pScene, FBXNode pSkeletonRoot, SkeletonAsset Skeleton)
        {
            Dictionary <String, FBBone> pose = Skeleton.ModelBones;
            FBXAMatrix lTransformMatrix = new FBXAMatrix();
            FBXVector4 lT, lR, lS;

            lS = new FBXVector4(1.0, 1.0, 1.0, 0);
            FBXPose lPose = FBXPose.Create(pScene, "A Bind Pose");

            lT = new FBXVector4();
            lR = new FBXVector4();
            lTransformMatrix.SetTRS(lT, lR, lS);
            FBXNode lKFbxNode = pSkeletonRoot;

            lPose.Add(lKFbxNode, lTransformMatrix);
            foreach (string key in pose.Keys)
            {
                FBBone     bonePose      = pose[key];
                FBXNode    fbxBone       = pSkeletonRoot.FindChild(key);
                FBXVector4 Forward       = new FBXVector4(bonePose.Forward.members[0], bonePose.Forward.members[1], bonePose.Forward.members[2], 0);
                FBXVector4 Right         = new FBXVector4(bonePose.Right.members[0], bonePose.Right.members[1], bonePose.Right.members[2], 0);
                FBXVector4 Up            = new FBXVector4(bonePose.Up.members[0], bonePose.Up.members[1], bonePose.Up.members[2], 0);
                FBXVector4 Trans         = new FBXVector4(bonePose.Location.members[0] * exportScale, bonePose.Location.members[1] * exportScale, bonePose.Location.members[2] * exportScale, 1);
                FBXAMatrix boneTransform = new FBXAMatrix();
                boneTransform.SetRow(0, Right);
                boneTransform.SetRow(1, Up);
                boneTransform.SetRow(2, Forward);
                boneTransform.SetRow(3, Trans);
                lPose.Add(fbxBone, boneTransform);
            }
            lPose.SetIsBindPose(true);
            pScene.AddPose(lPose);
        }
Пример #2
0
        private FBXVector4 CalculateBoneRotation(FBBone bone)
        {
            FBXAMatrix fbxrotMat = new FBXAMatrix();
            FBXVector4 Forward   = new FBXVector4(bone.Forward.members[0], bone.Forward.members[1], bone.Forward.members[2], 0);
            FBXVector4 Right     = new FBXVector4(bone.Right.members[0], bone.Right.members[1], bone.Right.members[2], 0);
            FBXVector4 Up        = new FBXVector4(bone.Up.members[0], bone.Up.members[1], bone.Up.members[2], 0);

            fbxrotMat.SetRow(0, Right);
            fbxrotMat.SetRow(1, Up);
            fbxrotMat.SetRow(2, Forward);
            fbxrotMat.SetRow(3, new FBXVector4(0, 0, 0, 1));
            FBXVector4 boneRot = fbxrotMat.getR();

            return(boneRot);
        }
Пример #3
0
        private void SetBoneTransform(SkeletonAsset Skeleton, FBXNode pSkeletonRoot)
        {
            Dictionary <String, FBBone> pose = Skeleton.ModelBones;

            foreach (string key in pose.Keys)
            {
                FBBone     bonePose      = pose[key];
                FBXNode    fbxBone       = pSkeletonRoot.FindChild(key);
                FBXVector4 ForwardM      = new FBXVector4(bonePose.Forward.members[0], bonePose.Forward.members[1], bonePose.Forward.members[2], 0);
                FBXVector4 RightM        = new FBXVector4(bonePose.Right.members[0], bonePose.Right.members[1], bonePose.Right.members[2], 0);
                FBXVector4 UpM           = new FBXVector4(bonePose.Up.members[0], bonePose.Up.members[1], bonePose.Up.members[2], 0);
                FBXVector4 TransM        = new FBXVector4(bonePose.Location.members[0] * exportScale, bonePose.Location.members[1] * exportScale, bonePose.Location.members[2] * exportScale, 1);
                FBXAMatrix transfoMatrix = new FBXAMatrix();
                transfoMatrix.SetRow(0, RightM);
                transfoMatrix.SetRow(1, UpM);
                transfoMatrix.SetRow(2, ForwardM);
                transfoMatrix.SetRow(3, TransM);
                FBXHelper.SetGlobalDefaultPosition(fbxBone, transfoMatrix);
            }
        }