/** * @brief Reads an fsb file and returns a clip constructed from the the content of the fsb file. * @param[in] data The binary data from the fsb file. * @return A clip with the track data imported from the fsb file, null if there was some error during loading. */ public static Clip Read(byte[] data) { DataParser parser = new DataParser(); parser.ExtractData(data, false, 0.0); if (parser.Valid()) { Rig rig = new Rig(); // add hardcoded bone names of fsb file rig.AddBone("Neck"); rig.AddBone("EyeLeft"); rig.AddBone("EyeRight"); for (int i = 0; i < parser.fsBlendShapeNames.Length; i++) { rig.AddShape(parser.fsBlendShapeNames[i]); } Clip clip = new Clip(rig); while (parser.CountAvailableTracks() > 0) { TrackData track_data = parser.Dequeue(); if (!track_data.TrackSuccess) { // do not save the state if the tracking data is not valid Debug.LogWarning("this frame doesn't contain valid tracking data"); continue; } RigState state = clip.NewState(track_data.TimeStamp); state.SetTrackingSuccessful(track_data.TrackSuccess); if (rig.NumShapes() != track_data.n_coefficients()) { Debug.LogError("num blendshapes do not agree in file with " + rig.NumShapes() + " in rig and " + track_data.n_coefficients() + " in state"); return null; } // Assume the head translation to be joint 0 (Neck) state.SetBoneTranslation(0, track_data.HeadTranslation()); // bone indices same as the order when added to the rig state.SetBoneRotation(0, track_data.HeadRotation()); state.SetBoneRotation(1, track_data.LeftEyeRotation()); state.SetBoneRotation(2, track_data.RightEyeRotation()); for (int i = 0; i < track_data.n_coefficients(); i++) { state.SetBlendshapeCoefficient(i, track_data.Coefficient[i]); } } return clip; } else { Debug.LogError("cannot parse fsb file"); } return null; }
//! @returns a rig build from a set of blendshape names static public Rig GetRigFromBlendShapeNames(string [] blendshape_names) { Rig rig = new Rig(); rig.AddBone("Neck"); rig.AddBone("EyeLeft"); rig.AddBone("EyeRight"); for (int i = 0; i < blendshape_names.Length; i++) { rig.AddShape(blendshape_names[i]); } return rig; }
//! duplicate this rig (deep copy) public Rig Duplicate() { Rig rig = new Rig (); for (int i = 0; i < NumShapes(); i++) rig.AddShape(ShapeName(i)); for (int i = 0; i < NumBones() ; i++) rig.AddBone(BoneName(i)); return rig; }