public static AnimData DecodeCRTA(EngineVersion engineVersion, byte[] data, int startOffset, int length) { int endIndex = startOffset + length; AnimData animData = new AnimData(); animData.NumBones = DataUtil.getLEInt(data, startOffset); animData.Offset4Val = DataUtil.getLEInt(data, startOffset + 4); animData.Offset14Val = DataUtil.getLEInt(data, startOffset + 0x14); animData.Offset18Val = DataUtil.getLEInt(data, startOffset + 0x18); int offset8Val = startOffset + DataUtil.getLEInt(data, startOffset + 8); int bindingPoseOffset = startOffset + DataUtil.getLEInt(data, startOffset + 0x0C); animData.bindingPose = new Point3D[animData.NumBones]; for (int i = 0; i < animData.NumBones; ++i) { animData.bindingPose[i] = new Point3D( -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 0) / 64.0, -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 2) / 64.0, -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 4) / 64.0 ); } // Skeleton structure int offset10Val = startOffset + DataUtil.getLEInt(data, startOffset + 0x10); animData.skeletonDef = new int[animData.NumBones]; for (int i = 0; i < animData.NumBones; ++i) { animData.skeletonDef[i] = data[offset10Val + i]; } AnimMeshPose[] curPose = new AnimMeshPose[animData.NumBones]; AnimMeshPose pose = null; var bitReader = new BitstreamReader(data, offset8Val, length - (offset8Val - startOffset)); for (int boneNum = 0; boneNum < animData.NumBones; ++boneNum) { pose = new AnimMeshPose(); pose.BoneNum = boneNum; pose.FrameNum = 0; int posLen = bitReader.Read(4) + 1; pose.Position = new Point3D( bitReader.Read(posLen) / 64.0, bitReader.Read(posLen) / 64.0, bitReader.Read(posLen) / 64.0); int rotLen = bitReader.Read(4) + 1; double a = bitReader.Read(rotLen) / 4096.0; double b = bitReader.Read(rotLen) / 4096.0; double c = bitReader.Read(rotLen) / 4096.0; double d = bitReader.Read(rotLen) / 4096.0; pose.Rotation = new Quaternion(b, c, d, a); pose.Velocity = new Point3D(0, 0, 0); pose.AngularVelocity = new Quaternion(0, 0, 0, 0); // This may give us duplicate frame zero poses, but that's ok. animData.MeshPoses.Add(pose); curPose[boneNum] = new AnimMeshPose(pose); } int[] curAngVelFrame = new int[animData.NumBones]; int[] curVelFrame = new int[animData.NumBones]; animData.NumFrames = 1; int totalFrame = 0; pose = null; while (bitReader.HasData(16)) { int count = bitReader.Read(8); int flag = bitReader.Read(1); int boneNum = bitReader.Read(6); totalFrame += count; if (pose == null || pose.FrameNum != totalFrame || pose.BoneNum != boneNum) { if (pose != null) { animData.MeshPoses.Add(pose); } pose = new AnimMeshPose(); pose.FrameNum = totalFrame; pose.BoneNum = boneNum; pose.Position = curPose[boneNum].Position; pose.Rotation = curPose[boneNum].Rotation; pose.AngularVelocity = curPose[boneNum].AngularVelocity; pose.Velocity = curPose[boneNum].Velocity; } if (flag == 1) { // xyz int posLen = bitReader.Read(4) + 1; int x = bitReader.Read(posLen); int y = bitReader.Read(posLen); int z = bitReader.Read(posLen); Point3D vel = new Point3D(x, y, z); Point3D prevVel = pose.Velocity; double coeff = (totalFrame - curVelFrame[boneNum]) / 256.0; Point3D posDelta = new Point3D(prevVel.X * coeff, prevVel.Y * coeff, prevVel.Z * coeff); pose.Position = new Point3D(pose.Position.X + posDelta.X, pose.Position.Y + posDelta.Y, pose.Position.Z + posDelta.Z); pose.FrameNum = totalFrame; pose.Velocity = vel; curPose[boneNum].Position = pose.Position; curPose[boneNum].Velocity = pose.Velocity; curVelFrame[boneNum] = totalFrame; } else { // rot int rotLen = bitReader.Read(4) + 1; int a = bitReader.Read(rotLen); int b = bitReader.Read(rotLen); int c = bitReader.Read(rotLen); int d = bitReader.Read(rotLen); Quaternion angVel = new Quaternion(b, c, d, a); Quaternion prevAngVel = pose.AngularVelocity; double coeff = (totalFrame - curAngVelFrame[boneNum]) / 131072.0; Quaternion angDelta = new Quaternion(prevAngVel.X * coeff, prevAngVel.Y * coeff, prevAngVel.Z * coeff, prevAngVel.W * coeff); pose.Rotation = new Quaternion(pose.Rotation.X + angDelta.X, pose.Rotation.Y + angDelta.Y, pose.Rotation.Z + angDelta.Z, pose.Rotation.W + angDelta.W); pose.FrameNum = totalFrame; pose.AngularVelocity = angVel; curPose[boneNum].Rotation = pose.Rotation; curPose[boneNum].AngularVelocity = pose.AngularVelocity; curAngVelFrame[boneNum] = totalFrame; } } animData.MeshPoses.Add(pose); animData.NumFrames = totalFrame + 1; animData.BuildPerFramePoses(); animData.BuildPerFrameFKPoses(); return animData; }
public static AnimData DecodeCRTA(EngineVersion engineVersion, byte[] data, int startOffset, int length) { int endIndex = startOffset + length; AnimData animData = new AnimData(); animData.NumBones = DataUtil.getLEInt(data, startOffset); animData.Offset4Val = DataUtil.getLEInt(data, startOffset + 4); animData.Offset14Val = DataUtil.getLEInt(data, startOffset + 0x14); animData.Offset18Val = DataUtil.getLEInt(data, startOffset + 0x18); int offset8Val = startOffset + DataUtil.getLEInt(data, startOffset + 8); int bindingPoseOffset = startOffset + DataUtil.getLEInt(data, startOffset + 0x0C); animData.bindingPose = new Point3D[animData.NumBones]; for (int i = 0; i < animData.NumBones; ++i) { animData.bindingPose[i] = new Point3D( -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 0) / 64.0, -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 2) / 64.0, -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 4) / 64.0 ); } // Skeleton structure int offset10Val = startOffset + DataUtil.getLEInt(data, startOffset + 0x10); animData.skeletonDef = new int[animData.NumBones]; for (int i = 0; i < animData.NumBones; ++i) { animData.skeletonDef[i] = data[offset10Val + i]; } AnimMeshPose[] curPose = new AnimMeshPose[animData.NumBones]; AnimMeshPose pose = null; var bitReader = new BitstreamReader(data, offset8Val, length - (offset8Val - startOffset)); for (int boneNum = 0; boneNum < animData.NumBones; ++boneNum) { pose = new AnimMeshPose(); pose.BoneNum = boneNum; pose.FrameNum = 0; int posLen = bitReader.Read(4) + 1; pose.Position = new Point3D( bitReader.Read(posLen) / 64.0, bitReader.Read(posLen) / 64.0, bitReader.Read(posLen) / 64.0); int rotLen = bitReader.Read(4) + 1; double a = bitReader.Read(rotLen) / 4096.0; double b = bitReader.Read(rotLen) / 4096.0; double c = bitReader.Read(rotLen) / 4096.0; double d = bitReader.Read(rotLen) / 4096.0; pose.Rotation = new Quaternion(b, c, d, a); pose.Velocity = new Point3D(0, 0, 0); pose.AngularVelocity = new Quaternion(0, 0, 0, 0); // This may give us duplicate frame zero poses, but that's ok. animData.MeshPoses.Add(pose); curPose[boneNum] = new AnimMeshPose(pose); } int[] curAngVelFrame = new int[animData.NumBones]; int[] curVelFrame = new int[animData.NumBones]; animData.NumFrames = 1; int totalFrame = 0; pose = null; while (bitReader.HasData(16)) { int count = bitReader.Read(8); int flag = bitReader.Read(1); int boneNum = bitReader.Read(6); totalFrame += count; if (pose == null || pose.FrameNum != totalFrame || pose.BoneNum != boneNum) { if (pose != null) { animData.MeshPoses.Add(pose); } pose = new AnimMeshPose(); pose.FrameNum = totalFrame; pose.BoneNum = boneNum; pose.Position = curPose[boneNum].Position; pose.Rotation = curPose[boneNum].Rotation; pose.AngularVelocity = curPose[boneNum].AngularVelocity; pose.Velocity = curPose[boneNum].Velocity; } if (flag == 1) { // xyz int posLen = bitReader.Read(4) + 1; int x = bitReader.Read(posLen); int y = bitReader.Read(posLen); int z = bitReader.Read(posLen); Point3D vel = new Point3D(x, y, z); Point3D prevVel = pose.Velocity; double coeff = (totalFrame - curVelFrame[boneNum]) / 256.0; Point3D posDelta = new Point3D(prevVel.X * coeff, prevVel.Y * coeff, prevVel.Z * coeff); pose.Position = new Point3D(pose.Position.X + posDelta.X, pose.Position.Y + posDelta.Y, pose.Position.Z + posDelta.Z); pose.FrameNum = totalFrame; pose.Velocity = vel; curPose[boneNum].Position = pose.Position; curPose[boneNum].Velocity = pose.Velocity; curVelFrame[boneNum] = totalFrame; } else { // rot int rotLen = bitReader.Read(4) + 1; int a = bitReader.Read(rotLen); int b = bitReader.Read(rotLen); int c = bitReader.Read(rotLen); int d = bitReader.Read(rotLen); Quaternion angVel = new Quaternion(b, c, d, a); Quaternion prevAngVel = pose.AngularVelocity; double coeff = (totalFrame - curAngVelFrame[boneNum]) / 131072.0; Quaternion angDelta = new Quaternion(prevAngVel.X * coeff, prevAngVel.Y * coeff, prevAngVel.Z * coeff, prevAngVel.W * coeff); pose.Rotation = new Quaternion(pose.Rotation.X + angDelta.X, pose.Rotation.Y + angDelta.Y, pose.Rotation.Z + angDelta.Z, pose.Rotation.W + angDelta.W); pose.FrameNum = totalFrame; pose.AngularVelocity = angVel; curPose[boneNum].Rotation = pose.Rotation; curPose[boneNum].AngularVelocity = pose.AngularVelocity; curAngVelFrame[boneNum] = totalFrame; } } animData.MeshPoses.Add(pose); animData.NumFrames = totalFrame + 1; animData.BuildPerFramePoses(); animData.BuildPerFrameFKPoses(); return(animData); }
public static AnimData DecodeCRTA(EngineVersion engineVersion, byte[] data, int startOffset, int length) { var endIndex = startOffset + length; var animData = new AnimData { NumBones = DataUtil.getLEInt(data, startOffset), Offset4Val = DataUtil.getLEInt(data, startOffset + 4), // max frame Offset14Val = DataUtil.getLEInt(data, startOffset + 0x14), Offset18Val = DataUtil.getLEInt(data, startOffset + 0x18) }; var offset8Val = DataUtil.getLEInt(data, startOffset + 8); var bindingPoseOffset = startOffset + DataUtil.getLEInt(data, startOffset + 0x0C); animData.bindingPose = new Point3D[animData.NumBones]; for (var i = 0; i < animData.NumBones; ++i) { animData.bindingPose[i] = new Point3D( -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 0) / 64.0, -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 2) / 64.0, -DataUtil.getLEShort(data, bindingPoseOffset + i * 8 + 4) / 64.0 ); } // Skeleton structure var offset10Val = startOffset + DataUtil.getLEInt(data, startOffset + 0x10); animData.skeletonDef = new int[animData.NumBones]; for (var i = 0; i < animData.NumBones; ++i) { animData.skeletonDef[i] = data[offset10Val + i]; } var curPose = new AnimMeshPose[animData.NumBones]; AnimMeshPose pose = null; var bitReader = new BitstreamReader(data, startOffset + offset8Val, length - offset8Val); for (var boneNum = 0; boneNum < animData.NumBones; ++boneNum) { pose = new AnimMeshPose { BoneNum = boneNum, FrameNum = 0 }; var posLen = bitReader.Read(4) + 1; pose.Position = new Point3D( bitReader.ReadSigned(posLen) / 64.0, bitReader.ReadSigned(posLen) / 64.0, bitReader.ReadSigned(posLen) / 64.0); var rotLen = bitReader.Read(4) + 1; var a = bitReader.ReadSigned(rotLen) / 4096.0; var b = bitReader.ReadSigned(rotLen) / 4096.0; var c = bitReader.ReadSigned(rotLen) / 4096.0; var d = bitReader.ReadSigned(rotLen) / 4096.0; pose.Rotation = new Quaternion(b, c, d, a); pose.Velocity = new Point3D(0, 0, 0); pose.AngularVelocity = new Quaternion(0, 0, 0, 0); // This may give us duplicate frame zero poses, but that's ok. animData.MeshPoses.Add(pose); curPose[boneNum] = new AnimMeshPose(pose); } var curAngVelFrame = new int[animData.NumBones]; var curVelFrame = new int[animData.NumBones]; animData.NumFrames = 1; var totalFrame = 0; pose = null; while (bitReader.HasData(22) && totalFrame < animData.Offset4Val) { int count = bitReader.Read(8); if (count == 0xFF) { break; } int flag = bitReader.Read(1); int boneNum = bitReader.Read(6); if (boneNum >= animData.NumBones) { break; } totalFrame += count; if (pose == null || pose.FrameNum != totalFrame || pose.BoneNum != boneNum) { if (pose != null) { animData.MeshPoses.Add(pose); } pose = new AnimMeshPose { FrameNum = totalFrame, BoneNum = boneNum, Position = curPose[boneNum].Position, Rotation = curPose[boneNum].Rotation, AngularVelocity = curPose[boneNum].AngularVelocity, Velocity = curPose[boneNum].Velocity }; } if (flag == 1) { // xyz var posLen = bitReader.Read(4) + 1; var x = bitReader.ReadSigned(posLen); var y = bitReader.ReadSigned(posLen); var z = bitReader.ReadSigned(posLen); var vel = new Point3D(x, y, z); var prevVel = pose.Velocity; var coeff = (totalFrame - curVelFrame[boneNum]) / 256.0; var posDelta = new Point3D(prevVel.X * coeff, prevVel.Y * coeff, prevVel.Z * coeff); pose.Position = new Point3D(pose.Position.X + posDelta.X, pose.Position.Y + posDelta.Y, pose.Position.Z + posDelta.Z); pose.FrameNum = totalFrame; pose.Velocity = vel; curPose[boneNum].Position = pose.Position; curPose[boneNum].Velocity = pose.Velocity; curVelFrame[boneNum] = totalFrame; } else { // rot var rotLen = bitReader.Read(4) + 1; var a = bitReader.ReadSigned(rotLen); var b = bitReader.ReadSigned(rotLen); var c = bitReader.ReadSigned(rotLen); var d = bitReader.ReadSigned(rotLen); var angVel = new Quaternion(b, c, d, a); var prevAngVel = pose.AngularVelocity; var coeff = (totalFrame - curAngVelFrame[boneNum]) / 131072.0; var angDelta = new Quaternion(prevAngVel.X * coeff, prevAngVel.Y * coeff, prevAngVel.Z * coeff, prevAngVel.W * coeff); pose.Rotation = new Quaternion(pose.Rotation.X + angDelta.X, pose.Rotation.Y + angDelta.Y, pose.Rotation.Z + angDelta.Z, pose.Rotation.W + angDelta.W); pose.FrameNum = totalFrame; pose.AngularVelocity = angVel; curPose[boneNum].Rotation = pose.Rotation; curPose[boneNum].AngularVelocity = pose.AngularVelocity; curAngVelFrame[boneNum] = totalFrame; } } animData.MeshPoses.Add(pose); animData.NumFrames = animData.Offset4Val + 1; // totalFrame + 1; animData.BuildPerFramePoses(); animData.BuildPerFrameFKPoses(); return(animData); }