示例#1
0
        // Construct the Armature object from mesh skeleton KV data.
        public void ConstructFromNTRO(NTROStruct skeletonData, Dictionary <int, int> remapTable)
        {
            var boneNames     = skeletonData.Get <NTROArray>("m_boneName").ToArray <string>();
            var boneParents   = skeletonData.Get <NTROArray>("m_nParent").ToArray <short>();
            var bonePositions = skeletonData.Get <NTROArray>("m_bonePosParent").ToArray <Vector3>();
            var boneRotations = skeletonData.Get <NTROArray>("m_boneRotParent").ToArray <Vector4>();

            // Initialise bone array
            Bones = new Bone[boneNames.Length];

            //Add all bones to the list
            for (var i = 0; i < boneNames.Length; i++)
            {
                var name = boneNames[i];

                var position = new OpenTK.Vector3(bonePositions[i].X, bonePositions[i].Y, bonePositions[i].Z);
                var rotation = new Quaternion(boneRotations[i].X, boneRotations[i].Y, boneRotations[i].Z, boneRotations[i].W);

                // Create bone
                var index = remapTable.ContainsKey(i) ? remapTable[i] : -1;
                var bone  = new Bone(name, index, position, rotation);

                if (boneParents[i] != -1)
                {
                    bone.SetParent(Bones[boneParents[i]]);
                    Bones[boneParents[i]].AddChild(bone);
                }

                Bones[i] = bone;
            }

            FindRoots();
        }
        // Construct the Armature object from mesh skeleton KV data.
        public void ConstructFromNTRO(NTROStruct skeletonData, Dictionary<int, int> remapTable)
        {
            var boneNames = skeletonData.Get<NTROArray>("m_boneName").ToArray<string>();
            var boneParents = skeletonData.Get<NTROArray>("m_nParent").ToArray<short>();
            var bonePositions = skeletonData.Get<NTROArray>("m_bonePosParent").ToArray<Vector3>();
            var boneRotations = skeletonData.Get<NTROArray>("m_boneRotParent").ToArray<Vector4>();

            // Initialise bone array
            Bones = new Bone[boneNames.Length];

            //Add all bones to the list
            for (var i = 0; i < boneNames.Length; i++)
            {
                var name = boneNames[i];

                var position = new OpenTK.Vector3(bonePositions[i].X, bonePositions[i].Y, bonePositions[i].Z);
                var rotation = new Quaternion(boneRotations[i].X, boneRotations[i].Y, boneRotations[i].Z, boneRotations[i].W);

                // Create bone
                var index = remapTable.ContainsKey(i) ? remapTable[i] : -1;
                var bone = new Bone(name, index, position, rotation);

                if (boneParents[i] != -1)
                {
                    bone.SetParent(Bones[boneParents[i]]);
                    Bones[boneParents[i]].AddChild(bone);
                }

                Bones[i] = bone;
            }

            FindRoots();
        }