Пример #1
0
        public static FbxDouble3 XYZEulerFromQuaternion(Quaternion rotation)
        {
            // Unity wrappers don't have FbxVector4::SetXYZ(FbxQuaternion) to convert quat -> xyz euler.
            // We can abuse FbxAMatrix to do the same thing.

            FbxQuaternion fbxQuaternion = new FbxQuaternion(rotation.x, rotation.y, rotation.z, rotation.w);
            // We're using the FBX API to do the conversion to XYZ eulers.
            var mat = new FbxAMatrix();

            mat.SetIdentity();
            mat.SetQ(fbxQuaternion);
            // "The returned rotation vector is in Euler angle and the rotation order is XYZ."
            FbxVector4 v4 = mat.GetR();

            return(new FbxDouble3(v4.X, v4.Y, v4.Z));
        }
Пример #2
0
        public SkeletonBone(FbxNode boneNode, SkeletonBone parentBone, FbxSkin[] skins, SceneLoader scene)
        {
            //this.scene = scene;
            this.scene = scene;
            Node       = boneNode;
            ParentBone = parentBone;
            //animationTrackKeyFrames = new List<HashSet<double>>();
            cluster = Skeleton.FindCluster(Node, skins, out skin);               //Поиск по всем skins во всех mesh. Можно было бы сделать эффективнее.

            globalMeshTransform = new FbxAMatrix();
            globalMeshTransform.SetIdentity();
            geometryOffset = new FbxAMatrix();
            geometryOffset.SetIdentity();
            if (cluster != null)
            {
                FbxNode meshNode = skin.GetGeometry()?.GetNode();
                if (meshNode != null)
                {
                    globalMeshTransform = meshNode.EvaluateGlobalTransform(FbxExtensions.ToFbxTime(-1));                         // FbxMath.GetGlobalPosition( meshNode, FbxExtensions.ToFbxTime( -1 ), null );
                    geometryOffset      = FbxMath.GetGeometryOffset(meshNode);
                }
            }
            InitialTransform = GetInitialTransform().ToMatrix4();             //Во внешнем коде надо использовать это значение, т.к. результат GetInitialTransform() может зависеть от установленного AnimationTrack
        }
Пример #3
0
        //Calculates global transform of the node.
        //This function was taken from FBX SDK/Smaples/Transformations. Originaly it did not take into account AxisSystem, so the corrections to use AxisSystem was added.
        //Has the fbx sdk equivalent pNode.EvaluateGlobalTransform();
        //
        //Note: FBX Documentation for ConvertScene states - "The adjustment will affect the translation animation curves and the objects pivots values
        //(the rotation transformation is applied as a pre-rotation transform therefore the rotation animation curves do not need to be transformed)"
        //But ConvertScene, does not realy change node.PreRotation, these changes are in the matrix : node.GetScene().GetGlobalSettings().GetAxisSystem().GetMatrix
        //

        /*
         * Terminology:
         * Suffix "M" means this is a matrix, suffix "V" means it is a vector.
         * T is translation.
         * R is rotation.
         * S is scaling.
         * SH is shear.
         * GlobalRM(x) means the Global Rotation Matrix of node "x".
         * GlobalRM(P(x)) means the Global Rotation Matrix of the parent node of node "x".
         * All other transforms are described in the similar way.
         *
         * The algorithm description:
         * To calculate global transform of a node x according to different InheritType,
         * we need to calculate GlobalTM(x) and [GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x))] separately.
         * GlobalM(x) = GlobalTM(x) * [GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x))];
         *
         * InhereitType = RrSs:
         * GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x)) = GlobalRM(P(x)) * LocalRM(x) * [GlobalSHM(P(x)) * GlobalSM(P(x))] * LocalSM(x);
         *
         * InhereitType = RSrs:
         * GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x)) = GlobalRM(P(x)) * [GlobalSHM(P(x)) * GlobalSM(P(x))] * LocalRM(x) * LocalSM(x);
         *
         * InhereitType = Rrs:
         * GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x)) = GlobalRM(P(x)) * LocalRM(x) * LocalSM(x);
         *
         * LocalM(x)= TM(x) * RoffsetM(x)  * RpivotM(x) * RpreM(x) * RM(x) * RpostM(x) * RpivotM(x)^-1 * SoffsetM(x) *SpivotM(x) * SM(x) * SpivotM(x)^-1
         * LocalTWithAllPivotAndOffsetInformationV(x) = Local(x).GetT();
         * GlobalTV(x) = GlobalM(P(x)) * LocalTWithAllPivotAndOffsetInformationV(x);
         *
         * Notice: FBX SDK does not support shear yet, so all local transform won't have shear.
         * However, global transform might bring in shear by combine the global transform of node in higher hierarchy.
         * For example, if you scale the parent by a non-uniform scale and then rotate the child node, then a shear will
         * be generated on the child node's global transform.
         * In this case, we always compensates shear and store it in the scale matrix too according to following formula:
         * Shear*Scaling = RotationMatrix.Inverse * TranslationMatrix.Inverse * WholeTranformMatrix
         */
        // ReSharper disable InconsistentNaming
        static FbxAMatrix CalculateGlobalTransform(FbxNode node)
        {
            if (node == null)
            {
                var ret = new FbxAMatrix();
                ret.SetIdentity();
                return(ret);
            }
            var lTranlationM     = new FbxAMatrix();
            var lScalingM        = new FbxAMatrix();
            var lScalingPivotM   = new FbxAMatrix();
            var lScalingOffsetM  = new FbxAMatrix();
            var lRotationOffsetM = new FbxAMatrix();
            var lRotationPivotM  = new FbxAMatrix();
            var lPreRotationM    = new FbxAMatrix();
            var lRotationM       = new FbxAMatrix();
            var lPostRotationM   = new FbxAMatrix();

            FbxAMatrix lParentGX = new FbxAMatrix();
            FbxAMatrix lGlobalT  = new FbxAMatrix();
            FbxAMatrix lGlobalRS = new FbxAMatrix();

            // Construct translation matrix
            FbxVector4 lTranslation = new FbxVector4(node.LclTranslation.Get());               //The fourth component of this object is assigned 1.

            lTranlationM.SetT(lTranslation);

            // Construct rotation matrices
            FbxVector4 lRotation     = new FbxVector4(node.LclRotation.Get());
            FbxVector4 lPreRotation  = new FbxVector4(node.PreRotation.Get());
            FbxVector4 lPostRotation = new FbxVector4(node.PostRotation.Get());

            lRotationM.SetR(lRotation);
            lPreRotationM.SetR(lPreRotation);
            lPostRotationM.SetR(lPostRotation);

            // Construct scaling matrix
            FbxVector4 lScaling = new FbxVector4(node.LclScaling.Get());

            lScalingM.SetS(lScaling);

            // Construct offset and pivot matrices
            FbxVector4 lScalingOffset  = new FbxVector4(node.ScalingOffset.Get());
            FbxVector4 lScalingPivot   = new FbxVector4(node.ScalingPivot.Get());
            FbxVector4 lRotationOffset = new FbxVector4(node.RotationOffset.Get());
            FbxVector4 lRotationPivot  = new FbxVector4(node.RotationPivot.Get());

            lScalingOffsetM.SetT(lScalingOffset);
            lScalingPivotM.SetT(lScalingPivot);
            lRotationOffsetM.SetT(lRotationOffset);
            lRotationPivotM.SetT(lRotationPivot);

            // Calculate the global transform matrix of the parent node
            FbxNode lParentNode = node.GetParent();

            if (lParentNode != null)
            {
                //Children of the root node must take into account the axis matrix.
                //Warning: this function CalculateGlobalTransform was taken from FBX SDK/Smaples/Transformations. Originaly it did not take into account AxisSystem
                if (lParentNode.GetParent() == null)
                {
                    FbxAMatrix axisMarix = new FbxAMatrix();
                    node.GetScene().GetGlobalSettings().GetAxisSystem().GetMatrix(axisMarix);
                    lPreRotationM = axisMarix.mul(lPreRotationM);
                }

                lParentGX = CalculateGlobalTransform(lParentNode);
            }
            else
            {
                lParentGX.SetIdentity();
            }

            //Construct Global Rotation
            FbxAMatrix lParentGRM = new FbxAMatrix();
            FbxVector4 lParentGR  = lParentGX.GetR();

            lParentGRM.SetR(lParentGR);
            var lLRM = lPreRotationM.mul(lRotationM).mul(lPostRotationM);

            //Construct Global Shear*Scaling
            //FBX SDK does not support shear, to patch this, we use:
            //Shear*Scaling = RotationMatrix.Inverse * TranslationMatrix.Inverse * WholeTranformMatrix
            FbxAMatrix lParentTM = new FbxAMatrix();
            FbxVector4 lParentGT = lParentGX.GetT();

            lParentTM.SetT(lParentGT);
            var lParentGRSM = lParentTM.Inverse().mul(lParentGX);
            var lParentGSM  = lParentGRM.Inverse().mul(lParentGRSM);
            var lLSM        = lScalingM;


            //Do not consider translation now
            FbxTransform.EInheritType lInheritType = node.InheritType.Get();
            if (lInheritType == FbxTransform.EInheritType.eInheritRrSs)
            {
                lGlobalRS = lParentGRM.mul(lLRM).mul(lParentGSM).mul(lLSM);
            }
            else if (lInheritType == FbxTransform.EInheritType.eInheritRSrs)
            {
                lGlobalRS = lParentGRM.mul(lParentGSM).mul(lLRM).mul(lLSM);
            }
            else if (lInheritType == FbxTransform.EInheritType.eInheritRrs)
            {
                if (lParentNode != null)
                {
                    FbxAMatrix lParentLSM = new FbxAMatrix();
                    FbxVector4 lParentLS  = new FbxVector4(lParentNode.LclScaling.Get());
                    lParentLSM.SetS(lParentLS);
                    FbxAMatrix lParentGSM_noLocal = lParentGSM.mul(lParentLSM.Inverse());
                    lGlobalRS = lParentGRM.mul(lLRM).mul(lParentGSM_noLocal).mul(lLSM);
                }
                else
                {
                    lGlobalRS = lParentGRM.mul(lLRM).mul(lLSM);
                }
            }
            else
            {
                FbxImportLog.LogError(node, "error, unknown inherit type!");
            }

            // Construct translation matrix
            // Calculate the local transform matrix
            var lTransform = lTranlationM.mul(lRotationOffsetM).mul(lRotationPivotM).mul(lPreRotationM).mul(lRotationM).mul(lPostRotationM)
                             .mul(lRotationPivotM.Inverse()).mul(lScalingOffsetM).mul(lScalingPivotM).mul(lScalingM).mul(lScalingPivotM.Inverse());
            FbxVector4 lLocalTWithAllPivotAndOffsetInfo = lTransform.GetT();
            // Calculate global translation vector according to:
            // GlobalTranslation = ParentGlobalTransform * LocalTranslationWithPivotAndOffsetInfo
            FbxVector4 lGlobalTranslation = lParentGX.MultT(lLocalTWithAllPivotAndOffsetInfo);

            lGlobalT.SetT(lGlobalTranslation);

            //Construct the whole global transform
            lTransform = lGlobalT.mul(lGlobalRS);

            return(lTransform);
        }