private void BuildNode(Node parent, ref Matrix4x4 rootTransform) { Matrix4x4 trafo = parent.Transform; Matrix4x4 world = trafo * rootTransform; Matrix4 worldTK = AssimpHelper.TKMatrix(world); foreach (int index in parent.MeshIndices) { objects.Add(CreateGenericObject(scene.Meshes[index], index, worldTK)); } if (scene.HasMeshes && scene.Meshes.Any(x => x.HasBones)) { foreach (Node child in parent.Children) { BuildNode(child, ref rootTransform); } } else { foreach (Node child in parent.Children) { BuildNode(child, ref world); } } }
private void BuildSkeletonNodes(Node node, List <string> boneNames, STSkeleton skeleton, ref Matrix4x4 rootTransform) { Matrix4x4 trafo = node.Transform; Matrix4x4 world = trafo * rootTransform; Matrix4 worldTK = AssimpHelper.TKMatrix(world); bool IsBone = boneNames.Contains(node.Name) && !boneNames.Contains(node.Parent.Name) || node.Name == "Skl_Root" || node.Name == "nw4f_root"; Console.WriteLine("node list " + node.Name + " " + IsBone); short SmoothIndex = 0; short RigidIndex = -1; //Loop through all the bones. If the parent is not in the bone list, then it's Parent is the root if (IsBone) { var idenity = Matrix4x4.Identity; var Root = node.Parent; CreateByNode(node, skeleton, SmoothIndex, RigidIndex, true, ref idenity); } else { foreach (Node child in node.Children) { BuildSkeletonNodes(child, boneNames, skeleton, ref world); } } }
private void BuildNode(Node parent, ref Matrix4x4 rootTransform) { Matrix4x4 world = rootTransform; Matrix4 worldTK = Matrix4.Identity; if (UseTransformMatrix) { Matrix4x4 trafo = parent.Transform; world = trafo * rootTransform; worldTK = AssimpHelper.TKMatrix(world); } if (parent.MeshCount > 0) { STConsole.WriteLine($"Use Transform Matrix {UseTransformMatrix}"); STConsole.WriteLine($"Transform node {parent.Name}"); STConsole.WriteLine($"Translation {worldTK.ExtractTranslation()}"); STConsole.WriteLine($"Rotation {worldTK.ExtractRotation()}"); STConsole.WriteLine($"Scale {worldTK.ExtractScale()}"); } foreach (int index in parent.MeshIndices) { objects.Add(CreateGenericObject(scene.Meshes[index], index, worldTK)); } foreach (Node child in parent.Children) { BuildNode(child, ref world); } }
private void BuildSkeletonNodes(Node node, List <string> boneNames, STSkeleton skeleton, ref Matrix4x4 rootTransform) { Matrix4x4 trafo = node.Transform; Matrix4x4 world = trafo * rootTransform; Matrix4 worldTK = AssimpHelper.TKMatrix(world); string Name = node.Name; string ParentArmatureName = node.Parent != null ? node.Parent.Name : ""; if (DaeHelper.IDMapToName.ContainsKey(node.Name)) { Name = DaeHelper.IDMapToName[node.Name]; } if (ParentArmatureName != string.Empty && DaeHelper.IDMapToName.ContainsKey(ParentArmatureName)) { ParentArmatureName = DaeHelper.IDMapToName[ParentArmatureName]; } bool IsBone = boneNames.Contains(Name) && !boneNames.Contains(ParentArmatureName) || Name.Contains("Skl_Root") || Name.Contains("nw4f_root") || Name.Contains("skl_root") || Name.Contains("_root") || Name.Contains("skeleton_root"); short SmoothIndex = 0; short RigidIndex = -1; //Loop through all the bones. If the parent is not in the bone list, then it's Parent is the root if (IsBone) { var idenity = Matrix4x4.Identity; var Root = node; if (node.Parent != null) { Root = node.Parent; } CreateByNode(node, skeleton, ParentArmatureName, SmoothIndex, RigidIndex, true, ref idenity); } else { if (node.HasChildren) { foreach (Node child in node.Children) { BuildSkeletonNodes(child, boneNames, skeleton, ref world); } } } }
private void CreateByNode(Node node, STSkeleton skeleton, short SmoothIndex, short RigidIndex, bool IsRoot, ref Assimp.Matrix4x4 rootTransform) { Matrix4x4 trafo = node.Transform; Matrix4x4 world = trafo * rootTransform; var transformMat = AssimpHelper.TKMatrix(world); int matchedBoneIndex = skeleton.bones.FindIndex(item => item.Name == node.Name); if (matchedBoneIndex < 0) { tempBoneNodes.Add(node); STBone bone = new STBone(); bone.skeletonParent = skeleton; skeleton.bones.Add(bone); bone.Text = node.Name; bone.SmoothMatrixIndex = (short)skeleton.bones.IndexOf(bone); bone.RigidMatrixIndex = -1; //Todo calculate these STConsole.WriteLine($"-".Repeat(30)); STConsole.WriteLine($"Processing Bone {bone.Text}"); STConsole.WriteLine($"SmoothMatrixIndex {bone.SmoothMatrixIndex}"); STConsole.WriteLine($"RigidMatrixIndex {bone.RigidMatrixIndex}"); STConsole.WriteLine($"Transform Matrix {transformMat}"); STConsole.WriteLine($"-".Repeat(30)); if (IsRoot) { bone.parentIndex = -1; transformMat = AssimpHelper.TKMatrix(world * Matrix4x4.FromRotationX(MathHelper.DegreesToRadians(BoneRotation))); } else { if (tempBoneNodes.Contains(node.Parent)) { bone.parentIndex = tempBoneNodes.IndexOf(node.Parent); } } var scale = transformMat.ExtractScale(); var rotation = transformMat.ExtractRotation(); var position = transformMat.ExtractTranslation(); var rotEular = AssimpHelper.ToEular(rotation); bone.position = new float[] { position.X, position.Y, position.Z }; bone.scale = new float[] { scale.X, scale.Y, scale.Z }; bone.rotation = new float[] { rotEular.X, rotEular.Y, rotEular.Z, 0 }; } else { STConsole.WriteLine($"Duplicate node name found for bone {node.Name}!", Color.Red); } foreach (Node child in node.Children) { CreateByNode(child, skeleton, SmoothIndex, RigidIndex, false, ref rootTransform); } }