Пример #1
0
        public void ConvertToQuaternion()
        {
            if (RotationType == BoneRotationType.Quaternion)
            {
                return;
            }

            RotationType = STBone.BoneRotationType.Quaternion;

            ApplyTransforms();

            //Update matrices
            skeletonParent.reset();
            skeletonParent.update();
        }
Пример #2
0
        public void LoadScene()
        {
            objects.Clear();
            materials.Clear();
            skeleton = new STSkeleton();

            processNode();

            var idenity = Matrix4x4.Identity;

            BuildSkeletonNodes(scene.RootNode, BoneNames, skeleton, ref idenity);
            skeleton.update();
            skeleton.reset();

            if (scene.HasMaterials)
            {
                foreach (Material mat in scene.Materials)
                {
                    materials.Add(CreateGenericMaterial(mat));
                }
            }
            foreach (Assimp.Animation animation in scene.Animations)
            {
            }
            foreach (var tex in scene.Textures)
            {
            }
        }
Пример #3
0
        public void NextFrame(STSkeleton skeleton, bool isChild = false)
        {
            if (Frame >= FrameCount)
            {
                return;
            }

            if (Frame == 0 && !isChild)
            {
                skeleton.reset();
            }


            foreach (object child in Children)
            {
                if (child is Animation)
                {
                    ((Animation)child).SetFrame(Frame);
                    ((Animation)child).NextFrame(skeleton, isChild: true);
                }
            }

            bool Updated = false; // no need to update skeleton of animations that didn't change

            foreach (KeyNode node in Bones)
            {
                // Get Skeleton Node
                STBone b = null;
                b = skeleton.getBone(node.Text);
                if (b == null)
                {
                    continue;
                }
                Updated = true;

                b.pos.X = node.XPOS.GetValue(Frame);
                b.pos.Y = node.YPOS.GetValue(Frame);
                b.pos.Z = node.ZPOS.GetValue(Frame);

                if (node.XSCA.HasAnimation())
                {
                    b.sca.X = node.XSCA.GetValue(Frame);
                }
                else
                {
                    b.sca.X = 1;
                }
                if (node.YSCA.HasAnimation())
                {
                    b.sca.Y = node.YSCA.GetValue(Frame);
                }
                else
                {
                    b.sca.Y = 1;
                }
                if (node.ZSCA.HasAnimation())
                {
                    b.sca.Z = node.ZSCA.GetValue(Frame);
                }
                else
                {
                    b.sca.Z = 1;
                }


                if (node.XROT.HasAnimation() || node.YROT.HasAnimation() || node.ZROT.HasAnimation())
                {
                    if (node.RotType == RotationType.QUATERNION)
                    {
                        KeyFrame[] x  = node.XROT.GetFrame(Frame);
                        KeyFrame[] y  = node.YROT.GetFrame(Frame);
                        KeyFrame[] z  = node.ZROT.GetFrame(Frame);
                        KeyFrame[] w  = node.WROT.GetFrame(Frame);
                        Quaternion q1 = new Quaternion(x[0].Value, y[0].Value, z[0].Value, w[0].Value);
                        Quaternion q2 = new Quaternion(x[1].Value, y[1].Value, z[1].Value, w[1].Value);
                        if (x[0].Frame == Frame)
                        {
                            b.rot = q1;
                        }
                        else
                        if (x[1].Frame == Frame)
                        {
                            b.rot = q2;
                        }
                        else
                        {
                            b.rot = Quaternion.Slerp(q1, q2, (Frame - x[0].Frame) / (x[1].Frame - x[0].Frame));
                        }
                    }
                    else
                    if (node.RotType == RotationType.EULER)
                    {
                        float x = node.XROT.HasAnimation() ? node.XROT.GetValue(Frame) : b.rotation[0];
                        float y = node.YROT.HasAnimation() ? node.YROT.GetValue(Frame) : b.rotation[1];
                        float z = node.ZROT.HasAnimation() ? node.ZROT.GetValue(Frame) : b.rotation[2];
                        b.rot = EulerToQuat(z, y, x);
                    }
                }
            }
            Frame += 1f;
            if (Frame >= FrameCount)
            {
                Frame = 0;
            }

            if (!isChild && Updated)
            {
                skeleton.update();
            }
        }