Пример #1
0
        public Bone(Bone source)
        {
            name = String.Copy(source.name);
            pos = new Vector3(source.pos);
            rot = new Quaternion(source.rot);
            scale = new Vector3(source.scale);
            piviot = new Vector3(source.piviot);
            offset_pos = new Vector3(source.offset_pos);

            orig_piviot = source.orig_piviot;
            orig_pos = source.orig_pos;
            orig_rot = source.orig_rot;
            orig_scale = source.orig_scale;

            mParentBone = source.mParentBone;

            mDeformMatrix = new Matrix4(source.mDeformMatrix);
        }
Пример #2
0
        public static void addbone(XmlNode bone, Bone parent)
        {
            if (bone.Name != "bone")
                return;

            Bone b = new Bone();
            b.name = bone.Attributes.GetNamedItem("name").Value;

            string pos = bone.Attributes.GetNamedItem("pos").Value;
            string[] posparts = pos.Split(' ');
            b.pos = new Vector3(float.Parse(posparts[0], Utils.EnUsCulture), float.Parse(posparts[1], Utils.EnUsCulture), float.Parse(posparts[2], Utils.EnUsCulture));
            b.orig_pos = new Vector3(b.pos);
            b.offset_pos = new Vector3(b.pos);

            string rot = bone.Attributes.GetNamedItem("rot").Value;
            string[] rotparts = rot.Split(' ');
            b.rot = Quaternion.CreateFromEulers((float)(float.Parse(rotparts[0], Utils.EnUsCulture) * Math.PI / 180f), (float)(float.Parse(rotparts[1], Utils.EnUsCulture) * Math.PI / 180f), (float)(float.Parse(rotparts[2], Utils.EnUsCulture) * Math.PI / 180f));
            b.orig_rot = new Quaternion(b.rot);

            string scale = bone.Attributes.GetNamedItem("scale").Value;
            string[] scaleparts = scale.Split(' ');
            b.scale = new Vector3(float.Parse(scaleparts[0], Utils.EnUsCulture), float.Parse(scaleparts[1], Utils.EnUsCulture), float.Parse(scaleparts[2], Utils.EnUsCulture));
            b.orig_scale = new Vector3(b.scale);

            float[] deform = Math3D.CreateSRTMatrix(new Vector3(1, 1, 1), b.rot, b.orig_pos);
            b.mDeformMatrix = new Matrix4(deform[0], deform[1], deform[2], deform[3], deform[4], deform[5], deform[6], deform[7], deform[8], deform[9], deform[10], deform[11], deform[12], deform[13], deform[14], deform[15]);

            //TODO piviot

            b.parent = parent;
            if (parent != null)
            {
                b.mParentBone = parent.name;
                parent.children.Add(b);
            }

            lock (Bone.mBones) mBones.Add(b.name, b);
            mIndexedBones.Add(boneaddindex++, b);

            Logger.Log("Found bone " + b.name, Helpers.LogLevel.Info);

            foreach (XmlNode childbone in bone.ChildNodes)
            {
                addbone(childbone, b);
            }
        }
Пример #3
0
        public skeleton()
        {
            mBones = new Dictionary<string, Bone>();

            lock (Bone.mBones) foreach (Bone src in Bone.mBones.Values)
                {
                    Bone newbone = new Bone(src);
                    mBones.Add(newbone.name, newbone);
                }

            //rebuild the skeleton structure on the new copy
            foreach (Bone src in mBones.Values)
            {
                if (src.mParentBone != null)
                {
                    src.parent = mBones[src.mParentBone];
                    src.parent.children.Add(src);
                }
            }

            //FUDGE
            if (mUpperMeshMapping.Count == 0)
            {
                mUpperMeshMapping.Add(1, "mPelvis");
                mUpperMeshMapping.Add(2, "mTorso");
                mUpperMeshMapping.Add(3, "mChest");
                mUpperMeshMapping.Add(4, "mNeck");
                mUpperMeshMapping.Add(5, "mNeck");
                mUpperMeshMapping.Add(6, "mCollarLeft");
                mUpperMeshMapping.Add(7, "mShoulderLeft");
                mUpperMeshMapping.Add(8, "mElbowLeft");
                mUpperMeshMapping.Add(9, "mWristLeft");
                mUpperMeshMapping.Add(10, "mNeck");  // this case might fail for mWriteLeft and mNeck acting together?
                mUpperMeshMapping.Add(11, "mCollarRight");
                mUpperMeshMapping.Add(12, "mShoulderRight");
                mUpperMeshMapping.Add(13, "mElbowRight");
                mUpperMeshMapping.Add(14, "mWristRight");
                mUpperMeshMapping.Add(15, "");

                mLowerMeshMapping.Add(1, "mPelvis");
                mLowerMeshMapping.Add(2, "mHipRight");
                mLowerMeshMapping.Add(3, "mKneeRight");
                mLowerMeshMapping.Add(4, "mAnkleRight");
                mLowerMeshMapping.Add(5, "mPelvis");
                mLowerMeshMapping.Add(6, "mHipLeft");
                mLowerMeshMapping.Add(7, "mKneeLeft");
                mLowerMeshMapping.Add(8, "mAnkleLeft");
                mLowerMeshMapping.Add(9, "");

                mHeadMeshMapping.Add(1, "mNeck");
                mHeadMeshMapping.Add(2, "mHead");
                mHeadMeshMapping.Add(3, "");

            }
        }