/// <summary> /// Transforms the verticies making up this mesh into /// the designated bone positions. /// </summary> /// <param name="bone">The bone to start with. Should always be the ROOT bone.</param> public void TransformVertices(Bone bone) { var binding = this.BoneBindings.FirstOrDefault(x => x.BoneName == bone.Name); if (binding != null) { for (var i = 0; i < binding.RealVertexCount; i++) { var vertexIndex = binding.FirstRealVertex + i; var blendVertexIndex = vertexIndex;//binding.FirstBlendVertex + i; var realVertex = this.RealVertexBuffer[vertexIndex]; var matrix = Matrix.CreateTranslation(realVertex.Position) * bone.AbsoluteMatrix; //Position var newPosition = Vector3.Transform(Vector3.Zero, matrix); this.BlendVertexBuffer[blendVertexIndex].Position = newPosition; //Normals matrix = Matrix.CreateTranslation( new Vector3(realVertex.Normal.X, realVertex.Normal.Y, realVertex.Normal.Z)) * bone.AbsoluteMatrix; } } foreach (var child in bone.Children) { TransformVertices(child); } if (bone.Name == "ROOT") { this.InvalidateMesh(); } }
/// <summary> /// Computes the absolute position for all the bones in this skeleton. /// </summary> /// <param name="bone">The bone to start with, should always be the ROOT bone.</param> /// <param name="world">A world matrix to use in the calculation.</param> public void ComputeBonePositions(Bone bone, Matrix world) { var translateMatrix = Matrix.CreateTranslation(bone.Translation); var rotationMatrix = FindQuaternionMatrix(bone.Rotation); var myWorld = (rotationMatrix * translateMatrix) * world; bone.AbsolutePosition = Vector3.Transform(Vector3.Zero, myWorld); bone.AbsoluteMatrix = myWorld; foreach (var child in bone.Children) { ComputeBonePositions(child, myWorld); } }
public Bone Clone() { var result = new Bone { Unknown = this.Unknown, Name = this.Name, ParentName = this.ParentName, HasProps = this.HasProps, Properties = this.Properties, Translation = this.Translation, Rotation = this.Rotation, CanTranslate = this.CanTranslate, CanRotate = this.CanRotate, CanBlend = this.CanBlend, WiggleValue = this.WiggleValue, WigglePower = this.WigglePower }; return result; }
public void Read(Stream stream) { using (var io = IoBuffer.FromStream(stream)) { var version = io.ReadUInt32(); Name = io.ReadPascalString(); var boneCount = io.ReadInt16(); Bones = new Bone[boneCount]; for (var i = 0; i < boneCount; i++) { Bones[i] = ReadBone(io); } /** Construct tree **/ foreach (var bone in Bones) { bone.Children = Bones.Where(x => x.ParentName == bone.Name).ToArray(); } RootBone = Bones.FirstOrDefault(x => x.ParentName == "NULL"); ComputeBonePositions(RootBone, Matrix.Identity); } }
/// <summary> /// Transforms the vertices in a mesh to their location in 3D-space based on /// the location of a bone. /// </summary> /// <param name="Bne">The bone to start with (should be a skeleton's ROOT bone).</param> /// <param name="Effect">The BasicEffect instance used for rendering.</param> public void TransformVertices2(Bone Bne, ref BasicEffect Effect) { int BoneIndex = 0; Matrix WorldMat = Effect.World * Bne.AbsoluteTransform; for (BoneIndex = 0; BoneIndex < m_BndCount; BoneIndex++) { if (Bne.BoneName == m_BoneNames[m_BoneBindings[BoneIndex].BoneIndex]) break; } if (BoneIndex < m_BndCount) { for (int i = 0; i < m_BoneBindings[BoneIndex].VertexCount; i++) { int VertexIndex = m_BoneBindings[BoneIndex].FirstVertex + i; Vector3 RelativeVertex = new Vector3(m_VertexData[VertexIndex, 0], m_VertexData[VertexIndex, 1], m_VertexData[VertexIndex, 2]); Vector3 RelativeNormal = new Vector3(m_VertexData[VertexIndex, 3], m_VertexData[VertexIndex, 4], m_VertexData[VertexIndex, 5]); WorldMat *= Matrix.CreateTranslation(RelativeVertex); Vector3.Transform(RelativeVertex, WorldMat); m_TransformedVertices[VertexIndex].Coord.X = WorldMat.M41; m_TransformedVertices[VertexIndex].Coord.Y = WorldMat.M42; m_TransformedVertices[VertexIndex].Coord.Z = WorldMat.M43; WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeVertex.X, -RelativeVertex.Y, -RelativeVertex.Z)); WorldMat *= Matrix.CreateTranslation(RelativeNormal); Vector3.TransformNormal(RelativeNormal, WorldMat); m_TransformedVertices[VertexIndex].Normal.X = WorldMat.M41; m_TransformedVertices[VertexIndex].Normal.Y = WorldMat.M42; m_TransformedVertices[VertexIndex].Normal.Z = WorldMat.M43; WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeNormal.X, -RelativeNormal.Y, -RelativeNormal.Z)); } for (int i = 0; i < m_BoneBindings[BoneIndex].BlendedVertexCount; i++) { int VertexIndex = m_RealVertexCount + m_BoneBindings[BoneIndex].FirstBlendedVert + i; Vector3 RelativeVertex = new Vector3(m_VertexData[VertexIndex, 0], m_VertexData[VertexIndex, 1], m_VertexData[VertexIndex, 2]); Vector3 RelativeNormal = new Vector3(m_VertexData[VertexIndex, 3], m_VertexData[VertexIndex, 4], m_VertexData[VertexIndex, 5]); WorldMat *= Matrix.CreateTranslation(RelativeVertex); Vector3.Transform(RelativeVertex, WorldMat); m_TransformedVertices[VertexIndex].Coord.X = WorldMat.M41; m_TransformedVertices[VertexIndex].Coord.Y = WorldMat.M42; m_TransformedVertices[VertexIndex].Coord.Z = WorldMat.M43; WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeVertex.X, -RelativeVertex.Y, -RelativeVertex.Z)); WorldMat *= Matrix.CreateTranslation(RelativeNormal); Vector3.TransformNormal(RelativeNormal, WorldMat); m_TransformedVertices[VertexIndex].Normal.X = WorldMat.M41; m_TransformedVertices[VertexIndex].Normal.Y = WorldMat.M42; m_TransformedVertices[VertexIndex].Normal.Z = WorldMat.M43; WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeNormal.X, -RelativeNormal.Y, -RelativeNormal.Z)); } } if (Bne.NumChildren == 1) TransformVertices2(Bne.Children[0], ref Effect); else if (Bne.NumChildren > 1) { for (int i = 0; i < Bne.NumChildren; i++) TransformVertices2(Bne.Children[i], ref Effect); } }
private Bone ReadBone(IoBuffer reader) { var bone = new Bone(); bone.Unknown = reader.ReadInt32(); bone.Name = reader.ReadPascalString(); bone.ParentName = reader.ReadPascalString(); bone.HasProps = reader.ReadByte(); if (bone.HasProps != 0) { var propertyCount = reader.ReadInt32(); var property = new PropertyListItem(); for (var i = 0; i < propertyCount; i++) { var pairCount = reader.ReadInt32(); for (var x = 0; x < pairCount; x++) { property.KeyPairs.Add(new KeyValuePair<string, string>( reader.ReadPascalString(), reader.ReadPascalString() )); } } bone.Properties.Add(property); } var xx = -reader.ReadFloat(); bone.Translation = new Vector3( xx, reader.ReadFloat(), reader.ReadFloat() ); bone.Rotation = new Vector4( reader.ReadFloat(), -reader.ReadFloat(), -reader.ReadFloat(), reader.ReadFloat() ); bone.CanTranslate = reader.ReadInt32(); bone.CanRotate = reader.ReadInt32(); bone.CanBlend = reader.ReadInt32(); bone.WiggleValue = reader.ReadFloat(); bone.WigglePower = reader.ReadFloat(); return bone; }
/// <summary> /// Transforms the verticies making up this mesh into /// the designated bone positions. /// </summary> /// <param name="bone">The bone to start with. Should always be the ROOT bone.</param> public void TransformVertices(Bone bone) { var boneBinding = BoneBindings.FirstOrDefault(x => BoneNames[x.BoneIndex] == bone.Name); if (boneBinding != null) { for (var i = 0; i < boneBinding.RealVertexCount; i++) { int vertexIndex = boneBinding.FirstRealVertex + i; MeshVertexData transformedVertex = TransformedVertices[vertexIndex]; MeshVertexData relativeVertex = Vertex[vertexIndex]; var translatedMatrix = Matrix.CreateTranslation(new Vector3(relativeVertex.Vertex.Coord.X, relativeVertex.Vertex.Coord.Y, relativeVertex.Vertex.Coord.Z)) * bone.AbsoluteMatrix; transformedVertex.Vertex.Coord = Vector3.Transform(Vector3.Zero, translatedMatrix); //Normals... translatedMatrix = Matrix.CreateTranslation(new Vector3(relativeVertex.Vertex.NormalCoord.X, relativeVertex.Vertex.NormalCoord.Y, relativeVertex.Vertex.NormalCoord.Z)) * bone.AbsoluteMatrix; transformedVertex.Vertex.NormalCoord = Vector3.Transform(Vector3.Zero, translatedMatrix); } } foreach (var child in bone.Children) { TransformVertices(child); } }
private Bone ReadBone(VBReader reader) { var bone = new Bone(); bone.Unknown = reader.ReadInt32(); bone.Name = reader.ReadPascalString(); bone.ParentName = reader.ReadPascalString(); System.Diagnostics.Debug.WriteLine("Name: " + bone.Name); System.Diagnostics.Debug.WriteLine("ParentName: " + bone.ParentName); bone.HasProps = reader.ReadByte(); if (bone.HasProps != 0) { var propertyCount = reader.ReadInt32(); var property = new PropertyListItem(); for (var i = 0; i < propertyCount; i++){ var pairCount = reader.ReadInt32(); for (var x = 0; x < pairCount; x++){ property.KeyPairs.Add(new KeyValuePair<string, string>( reader.ReadPascalString(), reader.ReadPascalString() )); } } bone.Properties.Add(property); } /*if (bone.Name == "ROOT") { var y = true; }*/ var xx = -reader.ReadFloat(); bone.Translation = new Vector3( xx, reader.ReadFloat(), reader.ReadFloat() ); bone.Rotation = new Vector4( reader.ReadFloat(), -reader.ReadFloat(), -reader.ReadFloat(), reader.ReadFloat() ); bone.CanTranslate = reader.ReadInt32(); bone.CanRotate = reader.ReadInt32(); bone.CanBlend = reader.ReadInt32(); bone.WiggleValue = reader.ReadFloat(); bone.WigglePower = reader.ReadFloat(); return bone; }
/// <summary> /// Reads a skeleton. /// </summary> /// <param name="data">The data from which to read this skeleton.</param> public void Read(byte[] data) { using(var reader = new VBReader(new MemoryStream(data))){ Version = reader.ReadInt32(); Name = reader.ReadPascalString(); BoneCount = reader.ReadInt16(); System.Diagnostics.Debug.WriteLine("========== Skeleton =========="); System.Diagnostics.Debug.WriteLine("Version: " + Version); System.Diagnostics.Debug.WriteLine("Name: " + Name); System.Diagnostics.Debug.WriteLine("BoneCount: " + BoneCount); Bones = new Bone[BoneCount]; for (var i = 0; i < BoneCount; i++){ System.Diagnostics.Debug.WriteLine("\n [Bone " + i + "]"); Bones[i] = ReadBone(reader); } /** Construct tree **/ foreach (var bone in Bones){ bone.Children = Bones.Where(x => x.ParentName == bone.Name).ToArray(); } RootBone = Bones.FirstOrDefault(x => x.ParentName == "NULL"); } }
/// <summary> /// Replaces a bone in this skeleton's list of bones with a specific bone. /// </summary> /// <param name="Index">The index of the bone to replace/update.</param> /// <param name="Bne">The bone with which to replace the bone at the specified index.</param> public void UpdateBone(int Index, Bone Bne) { m_Bones[Index] = Bne; }
public Skeleton(GraphicsDevice Device, byte[] Filedata) { MemoryStream MemStream = new MemoryStream(Filedata); BinaryReader Reader = new BinaryReader(MemStream); m_Version = Endian.SwapUInt32(Reader.ReadUInt32()); m_Name = Encoding.ASCII.GetString(Reader.ReadBytes(Reader.ReadByte())); m_BoneCount = Endian.SwapUInt16(Reader.ReadUInt16()); m_Bones = new Bone[m_BoneCount]; for (int i = 0; i < m_BoneCount; i++) { Endian.SwapUInt32(Reader.ReadUInt32()); //1 in hexadecimal... typical useless Maxis value... Bone Bne = new Bone(); Bne.ID = i; Bne.BoneName = Encoding.ASCII.GetString(Reader.ReadBytes(Reader.ReadByte())); Bne.ParentName = Encoding.ASCII.GetString(Reader.ReadBytes(Reader.ReadByte())); Bne.HasPropertyList = Reader.ReadByte(); if (Bne.HasPropertyList == 1) Bne.PList = ReadPropList(Reader); //Little Endian Bne.Translations = new float[3]; Bne.Translations[0] = Reader.ReadSingle(); Bne.Translations[1] = Reader.ReadSingle(); Bne.Translations[2] = Reader.ReadSingle(); Bne.Quaternions = new float[4]; Bne.Quaternions[0] = Reader.ReadSingle(); Bne.Quaternions[1] = Reader.ReadSingle(); Bne.Quaternions[2] = Reader.ReadSingle(); Bne.Quaternions[3] = Reader.ReadSingle(); Bne.CanTranslate = Endian.SwapInt32(Reader.ReadInt32()); Bne.CanRotate = Endian.SwapInt32(Reader.ReadInt32()); Bne.CanUseBlending = Endian.SwapInt32(Reader.ReadInt32()); //Little endian. Bne.CanWiggle = Reader.ReadSingle(); Bne.WiggleAmount = Reader.ReadSingle(); Bne.BoneEffect = new BasicEffect(Device, null); Bne.Children = new Bone[m_BoneCount - i - 1]; m_Bones[i] = Bne; } for(int i = 0; i < m_Bones.Length; i++) { for(int j = 0; j < m_Bones.Length; j++) { if (m_Bones[i].ParentName == m_Bones[j].BoneName) m_Bones[i].Parent = m_Bones[j]; } } foreach (Bone Bne in m_Bones) { Bne.ComputeAbsoluteTransform(); } Reader.Close(); }