BabylonExporter.Skeleton.cs 5.0 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(int i = 0; i < skin.TotalSkinBoneCount; ++i)
  36. {
  37. bones.Add(null);
  38. gameBones.Add(null);
  39. boneIds.Add(-1);
  40. bindPoseInfos.Add(null);
  41. }
  42. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  43. {
  44. var gameBone = skin.GetIGameBone(index, false);
  45. var sortedIndex = skinSortedBones[skin].IndexOf(gameBone.NodeID);
  46. gameBones[sortedIndex] = (gameBone);
  47. boneIds[sortedIndex] =(gameBone.NodeID);
  48. bones[sortedIndex]=(new BabylonBone { index = sortedIndex, name = gameBone.Name });
  49. var boneInitMatrix = gameBone.GetObjectTM(0);
  50. bindPoseInfos[sortedIndex] = (new BonePoseInfo { AbsoluteTransform = boneInitMatrix });
  51. }
  52. // fix hierarchy an generate animation keys
  53. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  54. {
  55. var gameBone = gameBones[index];
  56. var parent = gameBone.NodeParent;
  57. var babBone = bones[index];
  58. if (parent != null)
  59. {
  60. babBone.parentBoneIndex = boneIds.IndexOf(parent.NodeID);
  61. }
  62. if (babBone.parentBoneIndex == -1)
  63. {
  64. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply(skinInitMatrix.Inverse);
  65. }
  66. else
  67. {
  68. var parentBindPoseInfos = bindPoseInfos[babBone.parentBoneIndex];
  69. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply(parentBindPoseInfos.AbsoluteTransform.Inverse);
  70. }
  71. babBone.matrix = bindPoseInfos[index].LocalTransform.ToArray();
  72. var babylonAnimation = new BabylonAnimation
  73. {
  74. name = gameBone.Name + "Animation",
  75. property = "_matrix",
  76. dataType = BabylonAnimation.DataType.Matrix,
  77. loopBehavior = BabylonAnimation.LoopBehavior.Cycle,
  78. framePerSecond = Loader.Global.FrameRate
  79. };
  80. var start = Loader.Core.AnimRange.Start;
  81. var end = Loader.Core.AnimRange.End;
  82. float[] previous = null;
  83. var keys = new List<BabylonAnimationKey>();
  84. for (var key = start; key <= end; key += Ticks)
  85. {
  86. var objectTM = gameBone.GetObjectTM(key);
  87. var parentNode = gameBone.NodeParent;
  88. IGMatrix mat;
  89. if (parentNode == null || babBone.parentBoneIndex == -1)
  90. {
  91. mat = objectTM.Multiply(meshNode.GetObjectTM(key).Inverse);
  92. }
  93. else
  94. {
  95. mat = objectTM.Multiply(parentNode.GetObjectTM(key).Inverse);
  96. }
  97. var current = mat.ToArray();
  98. if (key == start || key == end || !(previous.IsEqualTo(current)))
  99. {
  100. keys.Add(new BabylonAnimationKey
  101. {
  102. frame = key / Ticks,
  103. values = current
  104. });
  105. }
  106. previous = current;
  107. }
  108. babylonAnimation.keys = keys.ToArray();
  109. babBone.animation = babylonAnimation;
  110. }
  111. babylonSkeleton.bones = bones.ToArray();
  112. babylonScene.SkeletonsList.Add(babylonSkeleton);
  113. }
  114. }
  115. }