BabylonExporter.Skeleton.cs 12 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. //IISkin GetSkinModifier(IINode node, out IModifier skinModifier)
  17. //{
  18. // skinModifier = null;
  19. // var obj = node.ObjectRef;
  20. // if (obj.SuperClassID != SClass_ID.GenDerivob)
  21. // {
  22. // return null;
  23. // }
  24. // var derivedObject = obj as IIDerivedObject;
  25. // if (derivedObject == null)
  26. // {
  27. // return null;
  28. // }
  29. // for (var index = 0; index < derivedObject.NumModifiers; index++)
  30. // {
  31. // var modifier = derivedObject.GetModifier(index);
  32. // if (modifier.ClassID.PartA == 9815843 && modifier.ClassID.PartB == 87654) // Skin
  33. // {
  34. // var skin = modifier.GetInterface((InterfaceID)0x00010000) as IISkin;
  35. // if (!skins.Contains(skin))
  36. // {
  37. // skins.Add(skin);
  38. // }
  39. // skinModifier = modifier;
  40. // return skin;
  41. // }
  42. // }
  43. // return null;
  44. //}
  45. //float[] GetBoneBindPoseLocalMatrix(IISkin skin, IINode bone, bool hasParent)
  46. //{
  47. // var matrix = Loader.Global.Matrix3.Create();
  48. // var result = skin.GetBoneInitTM(bone, matrix, false);
  49. // if (!hasParent)
  50. // {
  51. // return matrix.ToArray();
  52. // }
  53. // else
  54. // {
  55. // var parentInverse = Loader.Global.Matrix3.Create();
  56. // result = skin.GetBoneInitTM(bone.ParentNode, matrix, false);
  57. // parentInverse.Invert();
  58. // return matrix.Multiply(parentInverse).ToArray();
  59. // }
  60. //}
  61. //float[] GetBoneMatrixForFrame(IINode bone, int frame, bool hasParent)
  62. //{
  63. // // var nodeTM2 = bone.GetNodeTM(frame, Tools.Forever);
  64. // // var parent = bone.ParentNode;
  65. // // if (!hasParent)
  66. // // {
  67. // // parent = bone;
  68. // // }
  69. // // else
  70. // // {
  71. // // parent = bone.ParentNode;
  72. // // }
  73. // // var inverseParentTM = parent.GetNodeTM(frame, Tools.Forever);
  74. // // inverseParentTM.Invert();
  75. // // var localTransform = nodeTM2.Multiply(inverseParentTM);
  76. // // var vLocalPos = localTransform.Trans;
  77. // // var parts = Loader.Global.AffineParts.Create();
  78. // // Loader.Global.DecompAffine(localTransform, parts);
  79. // // IPoint3 eulerAngs = Loader.Global.Point3.Create();
  80. // //#if MAX2015
  81. // // var eulerAngsPtr = eulerAngs.NativePointer;
  82. // //#else
  83. // // var eulerAngsPtr = eulerAngs.Handle;
  84. // //#endif
  85. // // //Loader.Global.QuatToEuler(parts.Q, eulerAngsPtr);
  86. // // return ( Matrix.RotationQuaternion(new Quaternion(parts.Q.X, parts.Q.Y, parts.Q.Z, parts.Q.W))*Matrix.Translation(vLocalPos.X, vLocalPos.Z, vLocalPos.Y)).ToArray();
  87. // return Matrix.Identity.ToArray();
  88. //}
  89. private void ExportSkin(IIGameSkin skin, BabylonScene babylonScene)
  90. {
  91. var babylonSkeleton = new BabylonSkeleton { id = skins.IndexOf(skin) };
  92. babylonSkeleton.name = "skeleton #" + babylonSkeleton.id;
  93. RaiseMessage(babylonSkeleton.name, 1);
  94. IGMatrix skinInitMatrix = Loader.Global.GMatrix.Create(Loader.Global.Matrix3.Create(true));
  95. skin.GetInitSkinTM(skinInitMatrix);
  96. var bones = new List<BabylonBone>();
  97. var gameBones = new List<IIGameNode>();
  98. var boneIds = new List<int>();
  99. var bindPoseInfos = new List<BonePoseInfo>();
  100. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  101. {
  102. var gameBone = skin.GetIGameBone(index, false);
  103. gameBones.Add(skin.GetIGameBone(index, false));
  104. boneIds.Add(gameBone.NodeID);
  105. bones.Add(new BabylonBone { index = index, name = gameBone.Name });
  106. IGMatrix boneInitMatrix = Loader.Global.GMatrix.Create(Loader.Global.Matrix3.Create(true));
  107. skin.GetInitBoneTM(gameBone, boneInitMatrix);
  108. bindPoseInfos.Add(new BonePoseInfo { AbsoluteTransform = boneInitMatrix });
  109. }
  110. // fix hierarchy an generate animation keys
  111. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  112. {
  113. var gameBone = gameBones[index];
  114. var parent = gameBone.NodeParent;
  115. var babBone = bones[index];
  116. if (parent != null)
  117. {
  118. babBone.parentBoneIndex = boneIds.IndexOf(parent.NodeID);
  119. }
  120. if(babBone.parentBoneIndex == -1)
  121. {
  122. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply( skinInitMatrix.Inverse);
  123. }
  124. else
  125. {
  126. var parentBindPoseInfos = bindPoseInfos[babBone.parentBoneIndex];
  127. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply(parentBindPoseInfos.AbsoluteTransform.Inverse);
  128. }
  129. babBone.matrix = bindPoseInfos[index].LocalTransform.ToArray();
  130. var babylonAnimation = new BabylonAnimation
  131. {
  132. name = gameBone.Name + "Animation",
  133. property = "_matrix",
  134. dataType = BabylonAnimation.DataType.Matrix,
  135. loopBehavior = BabylonAnimation.LoopBehavior.Cycle,
  136. framePerSecond = Loader.Global.FrameRate
  137. };
  138. var start = Loader.Core.AnimRange.Start;
  139. var end = Loader.Core.AnimRange.End;
  140. float[] previous = null;
  141. var keys = new List<BabylonAnimationKey>();
  142. for (var key = start; key <= end; key += Ticks)
  143. {
  144. var current = gameBone.GetLocalTM(key).ToArray();
  145. if (key == start || key == end || !(previous.IsEqualTo(current)))
  146. {
  147. keys.Add(new BabylonAnimationKey
  148. {
  149. frame = key / Ticks,
  150. values = current
  151. });
  152. }
  153. previous = current;
  154. }
  155. babylonAnimation.keys = keys.ToArray();
  156. babBone.animation = babylonAnimation;
  157. }
  158. //FixupHierarchy(Loader.Core.RootNode, skin.GetBone(0), bones);
  159. babylonSkeleton.bones = bones.ToArray();
  160. babylonScene.SkeletonsList.Add(babylonSkeleton);
  161. }
  162. //private void ExportSkin(IISkin skin, BabylonScene babylonScene)
  163. //{
  164. // var babylonSkeleton = new BabylonSkeleton { id = skins.IndexOf(skin) };
  165. // babylonSkeleton.name = "skeleton #" + babylonSkeleton.id;
  166. // RaiseMessage(babylonSkeleton.name, 1);
  167. // var bones = new List<BabylonBone>();
  168. // for (var index = 0; index < skin.NumBones; index++)
  169. // {
  170. // var bone = new BabylonBone { name = skin.GetBoneName(index), index = index };
  171. // var maxBone = skin.GetBone(index);
  172. // var parentNode = maxBone.ParentNode;
  173. // if (parentNode != null)
  174. // {
  175. // for (var recurseIndex = 0; recurseIndex < index; recurseIndex++)
  176. // {
  177. // if (skin.GetBone(recurseIndex).GetGuid() == parentNode.GetGuid())
  178. // {
  179. // bone.parentBoneIndex = recurseIndex;
  180. // break;
  181. // }
  182. // }
  183. // }
  184. // var hasParent = bone.parentBoneIndex != -1;
  185. // var currentBoneNeutralMatrix = GetBoneBindPoseLocalMatrix(skin, maxBone, hasParent);
  186. // bone.matrix = currentBoneNeutralMatrix;
  187. // // Animation
  188. // var babylonAnimation = new BabylonAnimation
  189. // {
  190. // name = bone.name + "Animation",
  191. // property = "_matrix",
  192. // dataType = BabylonAnimation.DataType.Matrix,
  193. // loopBehavior = BabylonAnimation.LoopBehavior.Cycle,
  194. // framePerSecond = Loader.Global.FrameRate
  195. // };
  196. // var start = Loader.Core.AnimRange.Start;
  197. // var end = Loader.Core.AnimRange.End;
  198. // float[] previous = null;
  199. // var keys = new List<BabylonAnimationKey>();
  200. // for (var key = start; key <= end; key += Ticks)
  201. // {
  202. // var current = GetBoneMatrixForFrame(maxBone, key, hasParent);
  203. // if (key == start || key == end || !(previous.IsEqualTo(current)))
  204. // {
  205. // keys.Add(new BabylonAnimationKey
  206. // {
  207. // frame = key / Ticks,
  208. // values = current
  209. // });
  210. // }
  211. // previous = current;
  212. // }
  213. // babylonAnimation.keys = keys.ToArray();
  214. // bone.animation = babylonAnimation;
  215. // bones.Add(bone);
  216. // }
  217. // //FixupHierarchy(Loader.Core.RootNode, skin.GetBone(0), bones);
  218. // babylonSkeleton.bones = bones.ToArray();
  219. // babylonScene.SkeletonsList.Add(babylonSkeleton);
  220. //}
  221. //private void FixupHierarchy(IINode sceneRoot, IINode skeletonRoot, List<BabylonBone> bones)
  222. //{
  223. // var skeletonTransforms = new NodeTransforms(skeletonRoot, 0);
  224. // var sceneRootTransforms = new NodeTransforms(sceneRoot, 0);
  225. // var skelAbs = skeletonTransforms.AbsoluteTransform;
  226. // var invSceneAbs = sceneRootTransforms.AbsoluteTransform;
  227. // invSceneAbs.Invert();
  228. // var skelAbsInvSceneAbs = skelAbs.Multiply(invSceneAbs);
  229. // var invSkelLocalTransform = skeletonTransforms.LocalTransform;
  230. // invSkelLocalTransform.Invert();
  231. // var skelAbsInvSceneAbsXinvSkelLocalTransform = skelAbsInvSceneAbs.Multiply(invSkelLocalTransform);
  232. // bones[0].matrix = skelAbsInvSceneAbs.ToArray();
  233. // var matskelAbsInvSceneAbsXinvSkelLocalTransform = new Matrix(skelAbsInvSceneAbsXinvSkelLocalTransform.ToArray());
  234. // foreach (var b in bones)
  235. // {
  236. // var oldTransform = new Matrix(b.matrix);
  237. // b.matrix = (oldTransform * matskelAbsInvSceneAbsXinvSkelLocalTransform).ToArray();
  238. // foreach(var frame in b.animation.keys)
  239. // {
  240. // var oldTransform2 = new Matrix(frame.values);
  241. // frame.values = (oldTransform2 * matskelAbsInvSceneAbsXinvSkelLocalTransform).ToArray();
  242. // }
  243. // }
  244. //}
  245. }
  246. }