public void UpdateTransforms(ModelNode pNode, Matrix4 transf) { string nodename = pNode.Name; Matrix4 nodeTransf = Matrix4.Identity; double time; SingleAnimationNode pNodeAnim = FindNodeAnim(nodename, pNode.Mode, out time); if (pNodeAnim != null) { BEPUutilities.Vector3 vec = pNodeAnim.lerpPos(time); BEPUutilities.Quaternion quat = pNodeAnim.lerpRotate(time); Quaternion oquat = new Quaternion((float)quat.X, (float)quat.Y, (float)quat.Z, (float)quat.W); Matrix4 trans; Matrix4.CreateTranslation((float)vec.X, (float)vec.Y, (float)vec.Z, out trans); trans.Transpose(); Matrix4 rot; Matrix4.CreateFromQuaternion(ref oquat, out rot); Matrix4 r2; if (CustomAnimationAdjustments.TryGetValue(nodename, out r2)) { rot *= r2; } rot.Transpose(); Matrix4.Mult(ref trans, ref rot, out nodeTransf); } else { Matrix4 temp; if (CustomAnimationAdjustments.TryGetValue(nodename, out temp)) { temp.Transpose(); nodeTransf = temp; } } Matrix4 global; Matrix4.Mult(ref transf, ref nodeTransf, out global); for (int i = 0; i < pNode.Bones.Count; i++) { if (ForceBoneNoOffset) { pNode.Bones[i].Transform = global; } else { Matrix4.Mult(ref global, ref pNode.Bones[i].Offset, out pNode.Bones[i].Transform); } } for (int i = 0; i < pNode.Children.Count; i++) { UpdateTransforms(pNode.Children[i], global); } }
void PopulateChildren(ModelNode node, Model3DNode orin, Model model, AnimationEngine engine, List<ModelNode> allNodes) { allNodes.Add(node); if (engine.HeadBones.Contains(node.Name)) { node.Mode = 0; } else if (engine.LegBones.Contains(node.Name)) { node.Mode = 2; } else { node.Mode = 1; } for (int i = 0; i < orin.Children.Count; i++) { ModelNode child = new ModelNode() { Parent = node, Name = orin.Children[i].Name.ToLowerFast() }; PopulateChildren(child, orin.Children[i], model, engine, allNodes); node.Children.Add(child); } }
public Model FromScene(Model3D scene, string name, AnimationEngine engine) { if (scene.Meshes.Count == 0) { throw new Exception("Scene has no meshes! (" + name + ")"); } Model model = new Model(name) { Engine = this, Original = scene, Root = Convert(scene.MatrixA) }; foreach (Model3DMesh mesh in scene.Meshes) { if (mesh.Name.ToLowerFast().Contains("collision") || mesh.Name.ToLowerFast().Contains("norender")) { continue; } ModelMesh modmesh = new ModelMesh(mesh.Name); modmesh.vbo.Prepare(); bool hastc = mesh.TexCoords.Count == mesh.Vertices.Count; bool hasn = mesh.Normals.Count == mesh.Vertices.Count; if (!hasn) { SysConsole.Output(OutputType.WARNING, "Mesh has no normals! (" + name + ")"); } if (!hastc) { SysConsole.Output(OutputType.WARNING, "Mesh has no texcoords! (" + name + ")"); } for (int i = 0; i < mesh.Vertices.Count; i++) { BEPUutilities.Vector3 vertex = mesh.Vertices[i]; modmesh.vbo.Vertices.Add(new Vector3((float)vertex.X, (float)vertex.Y, (float)vertex.Z)); if (!hastc) { modmesh.vbo.TexCoords.Add(new Vector3(0, 0, 0)); } else { modmesh.vbo.TexCoords.Add(new Vector3((float)mesh.TexCoords[i].X, 1 - (float)mesh.TexCoords[i].Y, 0)); } if (!hasn) { modmesh.vbo.Normals.Add(new Vector3(0f, 0f, 1f)); } else { modmesh.vbo.Normals.Add(new Vector3((float)mesh.Normals[i].X, (float)mesh.Normals[i].Y, (float)mesh.Normals[i].Z)); } modmesh.vbo.Colors.Add(new Vector4(1, 1, 1, 1)); // TODO: From the mesh? } for (int i = 0; i < mesh.Indices.Count; i++) { modmesh.vbo.Indices.Add((uint)mesh.Indices[i]); } int bc = mesh.Bones.Count; if (bc > 200) { SysConsole.Output(OutputType.WARNING, "Mesh has " + bc + " bones! (" + name + ")"); bc = 200; } modmesh.vbo.BoneIDs = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneWeights = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneIDs2 = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneWeights2 = new Vector4[modmesh.vbo.Vertices.Count].ToList(); int[] pos = new int[modmesh.vbo.Vertices.Count]; for (int i = 0; i < bc; i++) { for (int x = 0; x < mesh.Bones[i].Weights.Count; x++) { int IDa = mesh.Bones[i].IDs[x]; float Weighta = (float)mesh.Bones[i].Weights[x]; int spot = pos[IDa]++; if (spot > 7) { //SysConsole.Output(OutputType.WARNING, "Too many bones influencing " + vw.VertexID + "!"); ForceSet(modmesh.vbo.BoneWeights, IDa, 3, modmesh.vbo.BoneWeights[IDa][3] + Weighta); } else if (spot > 3) { ForceSet(modmesh.vbo.BoneIDs2, IDa, spot - 4, i); ForceSet(modmesh.vbo.BoneWeights2, IDa, spot - 4, Weighta); } else { ForceSet(modmesh.vbo.BoneIDs, IDa, spot, i); ForceSet(modmesh.vbo.BoneWeights, IDa, spot, Weighta); } } } model.Meshes.Add(modmesh); } model.RootNode = new ModelNode() { Parent = null, Name = scene.RootNode.Name.ToLowerFast() }; List <ModelNode> allNodes = new List <ModelNode>(); PopulateChildren(model.RootNode, scene.RootNode, model, engine, allNodes); for (int i = 0; i < model.Meshes.Count; i++) { for (int x = 0; x < scene.Meshes[i].Bones.Count; x++) { ModelNode nodet = null; string nl = scene.Meshes[i].Bones[x].Name.ToLowerFast(); for (int n = 0; n < allNodes.Count; n++) { if (allNodes[n].Name == nl) { nodet = allNodes[n]; break; } } ModelBone mb = new ModelBone() { Offset = Convert(scene.Meshes[i].Bones[x].MatrixA) }; nodet.Bones.Add(mb); model.Meshes[i].Bones.Add(mb); } } return(model); }