BabylonExporter.Skeleton.cs 4.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Autodesk.Max;
  4. using BabylonExport.Entities;
  5. using SharpDX;
  6. namespace Max2Babylon
  7. {
  8. internal class BonePoseInfo
  9. {
  10. public IGMatrix AbsoluteTransform { get; set; }
  11. public IGMatrix LocalTransform { get; set; }
  12. }
  13. partial class BabylonExporter
  14. {
  15. readonly List<IIGameSkin> skins = new List<IIGameSkin>();
  16. readonly List<IIGameNode> skinnedNodes = new List<IIGameNode>();
  17. IGMatrix WithNoScale(IGMatrix mat)
  18. {
  19. var mat3 = mat.ExtractMatrix3();
  20. mat3.NoScale();
  21. return Loader.Global.GMatrix.Create(mat3);
  22. }
  23. private void ExportSkin(IIGameSkin skin, BabylonScene babylonScene)
  24. {
  25. var babylonSkeleton = new BabylonSkeleton { id = skins.IndexOf(skin) };
  26. babylonSkeleton.name = "skeleton #" + babylonSkeleton.id;
  27. RaiseMessage(babylonSkeleton.name, 1);
  28. var skinIndex = skins.IndexOf(skin);
  29. var meshNode = skinnedNodes[skinIndex];
  30. var skinInitMatrix = meshNode.GetObjectTM(0);
  31. var bones = new List<BabylonBone>();
  32. var gameBones = new List<IIGameNode>();
  33. var boneIds = new List<int>();
  34. var bindPoseInfos = new List<BonePoseInfo>();
  35. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  36. {
  37. var gameBone = skin.GetIGameBone(index, false);
  38. gameBones.Add(gameBone);
  39. boneIds.Add(gameBone.NodeID);
  40. bones.Add(new BabylonBone { index = index, name = gameBone.Name });
  41. var boneInitMatrix = gameBone.GetObjectTM(0);
  42. bindPoseInfos.Add(new BonePoseInfo { AbsoluteTransform = boneInitMatrix });
  43. }
  44. // fix hierarchy an generate animation keys
  45. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  46. {
  47. var gameBone = gameBones[index];
  48. var parent = gameBone.NodeParent;
  49. var babBone = bones[index];
  50. if (parent != null)
  51. {
  52. babBone.parentBoneIndex = boneIds.IndexOf(parent.NodeID);
  53. }
  54. if (babBone.parentBoneIndex == -1)
  55. {
  56. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply(skinInitMatrix.Inverse);
  57. }
  58. else
  59. {
  60. var parentBindPoseInfos = bindPoseInfos[babBone.parentBoneIndex];
  61. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply(parentBindPoseInfos.AbsoluteTransform.Inverse);
  62. }
  63. babBone.matrix = bindPoseInfos[index].LocalTransform.ToArray();
  64. var babylonAnimation = new BabylonAnimation
  65. {
  66. name = gameBone.Name + "Animation",
  67. property = "_matrix",
  68. dataType = BabylonAnimation.DataType.Matrix,
  69. loopBehavior = BabylonAnimation.LoopBehavior.Cycle,
  70. framePerSecond = Loader.Global.FrameRate
  71. };
  72. var start = Loader.Core.AnimRange.Start;
  73. var end = Loader.Core.AnimRange.End;
  74. float[] previous = null;
  75. var keys = new List<BabylonAnimationKey>();
  76. for (var key = start; key <= end; key += Ticks)
  77. {
  78. var objectTM = gameBone.GetObjectTM(key);
  79. var parentNode = gameBone.NodeParent;
  80. IGMatrix mat;
  81. if (parentNode == null || babBone.parentBoneIndex == -1)
  82. {
  83. mat = objectTM.Multiply(meshNode.GetObjectTM(key).Inverse);
  84. }
  85. else
  86. {
  87. mat = objectTM.Multiply(parentNode.GetObjectTM(key).Inverse);
  88. }
  89. var current = mat.ToArray();
  90. if (key == start || key == end || !(previous.IsEqualTo(current)))
  91. {
  92. keys.Add(new BabylonAnimationKey
  93. {
  94. frame = key / Ticks,
  95. values = current
  96. });
  97. }
  98. previous = current;
  99. }
  100. babylonAnimation.keys = keys.ToArray();
  101. babBone.animation = babylonAnimation;
  102. }
  103. babylonSkeleton.bones = bones.ToArray();
  104. babylonScene.SkeletonsList.Add(babylonSkeleton);
  105. }
  106. }
  107. }