Пример #1
0
        /// <summary>
        /// Prepare mesh for rendering
        /// </summary>
        void PrepareMesh()
        {
            int i, j, k;

            meshes.Clear();

            // Calculate the final Position ingame Position of all the model vertexes
            for (k = 0; k < numMesh; k++)
            {
                numOfFaces   = model[k].numTris;
                VertexBuffer = new Vertex[numOfFaces * 3];

                for (i = 0; i < model[k].numVert; i++)
                {
                    Vector3 finalVertex = new Vector3(0, 0, 0);
                    for (j = 0; j < model[k].verts[i].countw; j++)
                    {
                        MD5Weight wt    = model[k].weights[model[k].verts[i].startw + j];
                        MD5Joint  joint = skeleton[wt.joint];

                        Vector3 wv = QuaternionExt.RotatePoint(joint.orient, wt.pos);
                        finalVertex.X += (joint.pos.X + wv.X) * wt.bias;
                        finalVertex.Y += (joint.pos.Y + wv.Y) * wt.bias;
                        finalVertex.Z += (joint.pos.Z + wv.Z) * wt.bias;
                    }
                    finalVert[i] = finalVertex;
                }

                int count = 0;
                // Organize the final vertexes acording to the meshes triangles
                for (i = 0; i < model[k].numTris; i++)
                {
                    VertexBuffer[count]     = new Vertex(finalVert[(int)model[k].faces[i][0]], normals[(int)model[k].faces[i][0]], model[k].verts[(int)model[k].faces[i][0]].uv);
                    VertexBuffer[count + 1] = new Vertex(finalVert[(int)model[k].faces[i][1]], normals[(int)model[k].faces[i][1]], model[k].verts[(int)model[k].faces[i][1]].uv);
                    VertexBuffer[count + 2] = new Vertex(finalVert[(int)model[k].faces[i][2]], normals[(int)model[k].faces[i][2]], model[k].verts[(int)model[k].faces[i][2]].uv);

                    count += 3;
                }
                meshes.Add(VertexBuffer);

                if (model[k].vbo != null)
                {
                    model[k].vbo.Update(VertexBuffer);
                }
            }
        }
Пример #2
0
        /// <summary>
        /// luo luuranko.
        /// </summary>
        void BuildFrameSkeleton(ref MD5JointInfo[] jointInfos,
                                ref MD5BaseFrameJoint[] baseFrame,
                                ref float[] animFrameData,
                                int frameIndex,
                                int num_joints, ref Animation md5anim)
        {
            for (int i = 0; i < num_joints; ++i)
            {
                MD5BaseFrameJoint baseJoint = baseFrame[i];
                Vector3           animatedPos;
                Quaternion        animatedOrient;
                int j = 0;

                animatedPos    = baseJoint.pos;
                animatedOrient = baseJoint.orient;

                if ((jointInfos[i].flags & 1) > 0) /* Tx */
                {
                    animatedPos.X = animFrameData[jointInfos[i].startIndex + j];
                    ++j;
                }

                if ((jointInfos[i].flags & 2) > 0) /* Ty */
                {
                    animatedPos.Y = animFrameData[jointInfos[i].startIndex + j];
                    ++j;
                }

                if ((jointInfos[i].flags & 4) > 0) /* Tz */
                {
                    animatedPos.Z = animFrameData[jointInfos[i].startIndex + j];
                    ++j;
                }

                if ((jointInfos[i].flags & 8) > 0) /* Qx */
                {
                    animatedOrient.X = animFrameData[jointInfos[i].startIndex + j];
                    ++j;
                }

                if ((jointInfos[i].flags & 16) > 0) /* Qy */
                {
                    animatedOrient.Y = animFrameData[jointInfos[i].startIndex + j];
                    ++j;
                }

                if ((jointInfos[i].flags & 32) > 0) /* Qz */
                {
                    animatedOrient.Z = animFrameData[jointInfos[i].startIndex + j];
                    ++j;
                }

                /* Compute orient quaternion's w value */
                QuaternionExt.ComputeW(ref animatedOrient);

                int parent = jointInfos[i].parent;
                md5anim.skelFrames[frameIndex, i].parent = parent;
                md5anim.skelFrames[frameIndex, i].name   = jointInfos[i].name;

                /* Has parent? */
                if (md5anim.skelFrames[frameIndex, i].parent < 0)
                {
                    md5anim.skelFrames[frameIndex, i].pos    = animatedPos;
                    md5anim.skelFrames[frameIndex, i].orient = animatedOrient;
                }
                else
                {
                    MD5Joint parentJoint = md5anim.skelFrames[frameIndex, parent];
                    Vector3  rpos; /* Rotated Position */

                    /* Add positions */
                    rpos = QuaternionExt.RotatePoint(parentJoint.orient, animatedPos);

                    md5anim.skelFrames[frameIndex, i].pos.X = rpos.X + parentJoint.pos.X;
                    md5anim.skelFrames[frameIndex, i].pos.Y = rpos.Y + parentJoint.pos.Y;
                    md5anim.skelFrames[frameIndex, i].pos.Z = rpos.Z + parentJoint.pos.Z;

                    /* Concatenate rotations */
                    md5anim.skelFrames[frameIndex, i].orient = Quaternion.Multiply(parentJoint.orient, animatedOrient);
                    md5anim.skelFrames[frameIndex, i].orient = Quaternion.Normalize(md5anim.skelFrames[frameIndex, i].orient);
                }
            }
        }
Пример #3
0
        /// <summary>
        /// laske luurangolle asento.
        /// </summary>
        void InterpolateSkeletons(ref MD5Joint[,] skel, int curFrame, int nextFrame, int num_joints, float interp)
        {
            for (int i = 0; i < num_joints; ++i)
            {
                /* Copy parent index */
                skeleton[i].parent = skel[curFrame, i].parent;

                /* Linear interpolation for Position */
                skeleton[i].pos.X = skel[curFrame, i].pos.X + interp * (skel[nextFrame, i].pos.X - skel[curFrame, i].pos.X);
                skeleton[i].pos.Y = skel[curFrame, i].pos.Y + interp * (skel[nextFrame, i].pos.Y - skel[curFrame, i].pos.Y);
                skeleton[i].pos.Z = skel[curFrame, i].pos.Z + interp * (skel[nextFrame, i].pos.Z - skel[curFrame, i].pos.Z);

                /* Spherical linear interpolation for orientation */
                skeleton[i].orient = QuaternionExt.Slerp(skel[curFrame, i].orient, skel[nextFrame, i].orient, interp);
            }
        }