BabylonExporter.Skeleton.cs 5.2 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 bones = new List<BabylonBone>();
  30. var gameBones = new List<IIGameNode>();
  31. var boneIds = new List<int>();
  32. var bindPoseInfos = new List<BonePoseInfo>();
  33. for(int i = 0; i < skin.TotalSkinBoneCount; ++i)
  34. {
  35. bones.Add(null);
  36. gameBones.Add(null);
  37. boneIds.Add(-1);
  38. bindPoseInfos.Add(null);
  39. }
  40. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  41. {
  42. var gameBone = skin.GetIGameBone(index, false);
  43. var sortedIndex = skinSortedBones[skin].IndexOf(gameBone.NodeID);
  44. gameBones[sortedIndex] = (gameBone);
  45. boneIds[sortedIndex] =(gameBone.NodeID);
  46. bones[sortedIndex]=(new BabylonBone { index = sortedIndex, name = gameBone.Name });
  47. var boneInitMatrix = gameBone.GetObjectTM(0);
  48. bindPoseInfos[sortedIndex] = (new BonePoseInfo { AbsoluteTransform = boneInitMatrix });
  49. }
  50. // fix hierarchy an generate animation keys
  51. var exportNonOptimizedAnimations = Loader.Core.RootNode.GetBoolProperty("babylonjs_exportnonoptimizedanimations");
  52. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  53. {
  54. var gameBone = gameBones[index];
  55. var parent = gameBone.NodeParent;
  56. var babBone = bones[index];
  57. if (parent != null)
  58. {
  59. babBone.parentBoneIndex = boneIds.IndexOf(parent.NodeID);
  60. }
  61. if (babBone.parentBoneIndex == -1)
  62. {
  63. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform;
  64. }
  65. else
  66. {
  67. var parentBindPoseInfos = bindPoseInfos[babBone.parentBoneIndex];
  68. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply(parentBindPoseInfos.AbsoluteTransform.Inverse);
  69. }
  70. babBone.matrix = bindPoseInfos[index].LocalTransform.ToArray();
  71. var babylonAnimation = new BabylonAnimation
  72. {
  73. name = gameBone.Name + "Animation",
  74. property = "_matrix",
  75. dataType = (int)BabylonAnimation.DataType.Matrix,
  76. loopBehavior = (int)BabylonAnimation.LoopBehavior.Cycle,
  77. framePerSecond = Loader.Global.FrameRate
  78. };
  79. var start = Loader.Core.AnimRange.Start;
  80. var end = Loader.Core.AnimRange.End;
  81. float[] previous = null;
  82. var keys = new List<BabylonAnimationKey>();
  83. for (var key = start; key <= end; key += Ticks)
  84. {
  85. var objectTM = gameBone.GetObjectTM(key);
  86. var parentNode = gameBone.NodeParent;
  87. IGMatrix mat;
  88. if (parentNode == null || babBone.parentBoneIndex == -1)
  89. {
  90. mat = objectTM;
  91. }
  92. else
  93. {
  94. mat = objectTM.Multiply(parentNode.GetObjectTM(key).Inverse);
  95. }
  96. var current = mat.ToArray();
  97. if (key == start || key == end || exportNonOptimizedAnimations || !(previous.IsEqualTo(current)))
  98. {
  99. keys.Add(new BabylonAnimationKey
  100. {
  101. frame = key / Ticks,
  102. values = current
  103. });
  104. }
  105. previous = current;
  106. }
  107. babylonAnimation.keys = keys.ToArray();
  108. babBone.animation = babylonAnimation;
  109. }
  110. babylonSkeleton.needInitialSkinMatrix = true;
  111. babylonSkeleton.bones = bones.ToArray();
  112. babylonScene.SkeletonsList.Add(babylonSkeleton);
  113. }
  114. }
  115. }