Пример #1
0
        public void Multiply()
        {
            var a = new SrtTransform(new Vector3F(1, 2, 7), new QuaternionF(1, 2, 3, 4).Normalized, new Vector3F(4, -5, 6));
            var b = new SrtTransform(new Vector3F(-3, 9, -2), new QuaternionF(3, -2, 1, 9).Normalized, new Vector3F(7, -4, 2));

            var result1 = SrtTransform.Multiply(a, b).ToMatrix44F();
            var result2 = a * b;

            Assert.IsTrue(Matrix44F.AreNumericallyEqual(result1, result2));
        }
Пример #2
0
        public void MultiplyVector4()
        {
            var a = new SrtTransform(new Vector3F(1, 2, 7), new QuaternionF(1, 2, 3, 4).Normalized, new Vector3F(4, -5, 6));
            var v = new Vector4F(7, 9, -12, -2);

            var result1 = a * v;
            var result2 = a.ToMatrix44F() * v;

            Assert.IsTrue(Vector4F.AreNumericallyEqual(result1, result2));

            result1 = SrtTransform.Multiply(a, v);
            result2 = a.ToMatrix44F() * v;
            Assert.IsTrue(Vector4F.AreNumericallyEqual(result1, result2));
        }
Пример #3
0
        /// <summary>
        /// Updates the absolute bone pose for the specified bone.
        /// </summary>
        /// <param name="boneIndex">The index of the bone.</param>
        private void UpdateBonePoseAbsolute(int boneIndex)
        {
            if (_isBonePoseAbsoluteDirty[boneIndex])
            {
                lock (_syncRoot)
                {
                    if (_isBonePoseAbsoluteDirty[boneIndex])
                    {
                        // Make sure relative bone pose is up-to-date.
                        UpdateBonePoseRelative(boneIndex);

                        int parentIndex = _skeletonPose.Skeleton.GetParent(boneIndex);
                        if (parentIndex < 0)
                        {
                            // No parent.
                            _bonePoseAbsolute[boneIndex] = _bonePoseRelative[boneIndex];
                        }
                        else
                        {
                            // Make sure parent is up-to-date. (Recursively update ancestors.)
                            UpdateBonePoseAbsolute(parentIndex);

                            //_bonePoseAbsolute[boneIndex] = _bonePoseAbsolute[parentIndex] * _bonePoseRelative[boneIndex];
                            SrtTransform.Multiply(ref _bonePoseAbsolute[parentIndex], ref _bonePoseRelative[boneIndex],
                                                  out _bonePoseAbsolute[boneIndex]);
                        }

#if !NETFX_CORE && !NET45
                        Thread.MemoryBarrier();
#else
                        Interlocked.MemoryBarrier();
#endif

                        _isBonePoseAbsoluteDirty[boneIndex] = false;
                    }
                }
            }
        }
Пример #4
0
        /// <summary>
        /// Updates the relative bone pose for the specified bone.
        /// </summary>
        /// <param name="boneIndex">The index of the bone.</param>
        private void UpdateBonePoseRelative(int boneIndex)
        {
            if (_isBonePoseRelativeDirty[boneIndex])
            {
                lock (_syncRoot)
                {
                    if (_isBonePoseRelativeDirty[boneIndex])
                    {
                        // _bonePoseRelative[boneIndex] = _skeletonPose.Skeleton.BindPosesRelative[boneIndex] * _skeletonPose.BoneTransforms[boneIndex];
                        SrtTransform.Multiply(ref _skeletonPose.Skeleton.BindPosesRelative[boneIndex],
                                              ref _skeletonPose.BoneTransforms[boneIndex], out _bonePoseRelative[boneIndex]);

#if !NETFX_CORE && !NET45
                        Thread.MemoryBarrier();
#else
                        Interlocked.MemoryBarrier();
#endif

                        _isBonePoseRelativeDirty[boneIndex] = false;
                    }
                }
            }
        }
Пример #5
0
        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        /// <summary>
        /// Initializes the skeleton.
        /// </summary>
        /// <param name="boneParents">The bone parents.</param>
        /// <param name="boneNames">The bone names.</param>
        /// <param name="bindPosesRelative">The bind poses.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="boneParents"/>, <paramref name="boneNames"/> or
        /// <paramref name="bindPosesRelative"/> is <see langword="null"/>.
        /// </exception>
        /// <exception cref="ArgumentException">
        /// Either the given lists are empty, have different length, or the
        /// <paramref name="boneParents"/> are invalid (parent bones must come be before their child
        /// bones).
        /// </exception>
        internal void Initialize(IList <int> boneParents, IList <string> boneNames, IList <SrtTransform> bindPosesRelative)
        {
            if (boneParents == null)
            {
                throw new ArgumentNullException("boneParents");
            }
            if (boneNames == null)
            {
                throw new ArgumentNullException("boneNames");
            }
            if (bindPosesRelative == null)
            {
                throw new ArgumentNullException("bindPosesRelative");
            }

            var numberOfBones = boneParents.Count;

            if (numberOfBones == 0)
            {
                throw new ArgumentException("boneParents list must not be empty.");
            }
            if (boneNames.Count == 0)
            {
                throw new ArgumentException("boneNames list must not be empty.");
            }
            if (bindPosesRelative.Count == 0)
            {
                throw new ArgumentException("bindPosesRelative list must not be empty.");
            }
            if (numberOfBones != boneNames.Count || numberOfBones != bindPosesRelative.Count)
            {
                throw new ArgumentException("The lists must have the same number of elements.");
            }

            // Check if bone parents come before children. This ordering also forbids cycles.
            for (int index = 0; index < numberOfBones; index++)
            {
                var parentIndex = boneParents[index];
                if (parentIndex >= index)
                {
                    throw new ArgumentException("Invalid boneParents list. Parent bones must have a lower index than child bones.");
                }
            }

            // Build list of bone nodes.
            Bones = new Bone[numberOfBones];
            var children = new List <int>();

            for (int index = 0; index < numberOfBones; index++)
            {
                Bone bone = new Bone();

                // Set parent index.
                int parentIndex = boneParents[index];
                if (parentIndex < -1)
                {
                    parentIndex = -1;
                }

                bone.Parent = parentIndex;

                // Create array of child indices.
                children.Clear();
                for (int childIndex = index + 1; childIndex < numberOfBones; childIndex++)
                {
                    if (boneParents[childIndex] == index)
                    {
                        children.Add(childIndex);
                    }
                }

                if (children.Count > 0)
                {
                    bone.Children = children.ToArray();
                }

                Bones[index] = bone;
            }

            // Initialize bone name/index dictionary.
            if (BoneNames == null)
            {
                BoneNames = new Dictionary <string, int>(numberOfBones);
            }
            else
            {
                BoneNames.Clear();
            }

            for (int index = 0; index < numberOfBones; index++)
            {
                var name = boneNames[index];
                if (name != null)
                {
                    BoneNames[name] = index;
                }
            }

            // Copy relative bind poses.
            if (BindPosesRelative == null)
            {
                BindPosesRelative = new SrtTransform[numberOfBones];
            }

            for (int index = 0; index < numberOfBones; index++)
            {
                BindPosesRelative[index] = bindPosesRelative[index];
            }

            // Initialize absolute bind poses (inverse).
            if (BindPosesAbsoluteInverse == null)
            {
                BindPosesAbsoluteInverse = new SrtTransform[numberOfBones];
            }

            // First store the non-inverted BindTransforms in model space.
            BindPosesAbsoluteInverse[0] = BindPosesRelative[0];
            for (int index = 1; index < numberOfBones; index++)
            {
                var parentIndex = Bones[index].Parent;

                //BindPosesAbsoluteInverse[index] = BindPosesAbsoluteInverse[parentIndex] * BindPosesRelative[index];
                SrtTransform.Multiply(ref BindPosesAbsoluteInverse[parentIndex], ref BindPosesRelative[index], out BindPosesAbsoluteInverse[index]);
            }

            // Invert matrices.
            for (int index = 0; index < numberOfBones; index++)
            {
                BindPosesAbsoluteInverse[index].Invert();
            }
        }
Пример #6
0
        /// <summary>
        /// Updates all bone transformations.
        /// </summary>
        public void Update()
        {
            // This method updates does not check the individual dirty flags. If something is
            // dirty all transforms are updated. Checking the dirty flags makes the average
            // case (whole skeleton is animated) a lot slower.
            if (_isDirty)
            {
                lock (_syncRoot)
                {
                    if (_isDirty)
                    {
                        var skeleton      = _skeletonPose.Skeleton;
                        int numberOfBones = skeleton.NumberOfBones;

                        // ----- Update dirty relative bone poses.
                        var boneTransforms = _skeletonPose.BoneTransforms;

                        var bindPosesRelative = skeleton.BindPosesRelative;

                        for (int i = 0; i < numberOfBones; i++)
                        {
                            //_bonePoseRelative[i] = bindPosesRelative[i] * boneTransforms[i];
                            SrtTransform.Multiply(ref bindPosesRelative[i], ref boneTransforms[i], out _bonePoseRelative[i]);
                        }

                        // ----- Update dirty absolute bone poses.
                        _bonePoseAbsolute[0] = _bonePoseRelative[0];
                        for (int i = 1; i < numberOfBones; i++)
                        {
                            int parentIndex = skeleton.GetParent(i);

                            //_bonePoseAbsolute[i] = _bonePoseAbsolute[parentIndex] * _bonePoseRelative[i];
                            SrtTransform.Multiply(ref _bonePoseAbsolute[parentIndex], ref _bonePoseRelative[i],
                                                  out _bonePoseAbsolute[i]);
                        }

                        // ----- Update skinning matrices (either the Matrix44F or the XNA variant).
                        if (_skinningMatrices != null)
                        {
                            for (int i = 0; i < numberOfBones; i++)
                            {
                                //_skinningMatrices[i] = _bonePoseAbsolute[i] * skeleton.BindPosesAbsoluteInverse[i];
                                SrtTransform.Multiply(ref _bonePoseAbsolute[i], ref skeleton.BindPosesAbsoluteInverse[i],
                                                      out _skinningMatrices[i]);
                            }
                        }

#if XNA || MONOGAME
                        if (_skinningMatricesXna != null)
                        {
                            if (_skinningMatrices != null)
                            {
                                for (int i = 0; i < numberOfBones; i++)
                                {
                                    _skinningMatricesXna[i] = (Matrix)_skinningMatrices[i];
                                }
                            }
                            else
                            {
                                for (int i = 0; i < numberOfBones; i++)
                                {
                                    //_skinningMatricesXna[i] = _bonePoseAbsolute[i] * skeleton.BindPosesAbsoluteInverse[i];
                                    SrtTransform.Multiply(ref _bonePoseAbsolute[i], ref skeleton.BindPosesAbsoluteInverse[i],
                                                          out _skinningMatricesXna[i]);
                                }
                            }
                        }
#endif

#if !NETFX_CORE && !NET45
                        Thread.MemoryBarrier();
#else
                        Interlocked.MemoryBarrier();
#endif

                        _isBonePoseRelativeDirty.SetAll(false);
                        _isBonePoseAbsoluteDirty.SetAll(false);
                        _isSkinningMatrixDirty.SetAll(false);
                        _isDirty = false;
                    }
                }
            }
        }