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using System; |
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using System.Collections.Generic; |
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using Oni.Physics; |
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|
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namespace Oni.Totoro |
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{ |
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internal class Animation |
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{ |
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public string Name; |
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public AnimationFlags Flags; |
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public readonly string[] DirectAnimations = new string[2]; |
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public float FinalRotation; |
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public Direction Direction = Direction.Forward; |
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public int Vocalization = 65535; |
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public string Impact; |
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public int HardPause; |
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public int SoftPause; |
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public AnimationType Type; |
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public AnimationType AimingType; |
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public AnimationState FromState; |
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public AnimationState ToState; |
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public AnimationVarient Varient; |
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public int ActionFrame = 65535; |
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public int FirstLevelAvailable; |
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public BoneMask OverlayUsedBones; |
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public BoneMask OverlayReplacedBones; |
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public int AtomicStart; |
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public int AtomicEnd; |
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public int InvulnerableStart; |
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public int InvulnerableEnd; |
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public int InterpolationMax; |
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public int InterpolationEnd; |
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public int FrameSize; |
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|
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public readonly List<float> Heights = new List<float>(); |
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public readonly List<Vector2> Velocities = new List<Vector2>(); |
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public readonly List<List<KeyFrame>> Rotations = new List<List<KeyFrame>>(); |
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public readonly List<Shortcut> Shortcuts = new List<Shortcut>(); |
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public readonly List<Position> Positions = new List<Position>(); |
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public readonly List<Damage> SelfDamage = new List<Damage>(); |
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public ThrowInfo ThrowSource; |
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public readonly List<Sound> Sounds = new List<Sound>(); |
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public readonly List<Footstep> Footsteps = new List<Footstep>(); |
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public readonly List<Particle> Particles = new List<Particle>(); |
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public readonly List<MotionBlur> MotionBlur = new List<MotionBlur>(); |
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public readonly List<Attack> Attacks = new List<Attack>(); |
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public readonly float[] AttackRing = new float[36]; |
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public readonly List<List<Vector3>> AllPoints = new List<List<Vector3>>(); |
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|
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public void ValidateFrames() |
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{ |
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var error = Console.Error; |
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int frameCount = Heights.Count; |
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|
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foreach (var sound in Sounds.FindAll(s => s.Start >= frameCount)) |
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{ |
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error.WriteLine("Warning: sound start {0} is beyond the last animation frame", sound.Start); |
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Sounds.Remove(sound); |
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} |
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|
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foreach (var footstep in Footsteps.FindAll(f => f.Frame >= frameCount)) |
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{ |
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error.WriteLine("Warning: footstep frame {0} is beyond the last animation frame", footstep.Frame); |
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Footsteps.Remove(footstep); |
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} |
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|
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foreach (var damage in SelfDamage.FindAll(d => d.Frame > frameCount)) |
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{ |
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error.WriteLine("Warning: damage frame {0} is beyond the last animation frame", damage.Frame); |
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SelfDamage.Remove(damage); |
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} |
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|
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foreach (var attack in Attacks.FindAll(a => a.Start >= frameCount)) |
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{ |
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error.WriteLine("Warning: attack start frame {0} is beyond the last animation frame", attack.Start); |
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Attacks.Remove(attack); |
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} |
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|
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foreach (var particle in Particles.FindAll(p => p.Start >= frameCount)) |
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{ |
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error.WriteLine("Warning: particle start frame {0} is beyond the last animation frame", particle.Start); |
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Particles.Remove(particle); |
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} |
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} |
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|
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public void ComputeExtents(Body body) |
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{ |
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Positions.Clear(); |
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AllPoints.Clear(); |
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|
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int frameCount = Heights.Count; |
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int boneCount = Rotations.Count; |
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|
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var rotations = new Quaternion[frameCount, boneCount]; |
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|
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// |
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// Compute the quaternions for each bone and frame |
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// |
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|
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for (int bone = 0; bone < boneCount; bone++) |
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{ |
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var keys = Rotations[bone]; |
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|
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for (int frame = 0; frame < keys.Count; frame++) |
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rotations[frame, bone] = new Quaternion(keys[frame].Rotation); |
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} |
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|
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var transforms = new Matrix[boneCount]; |
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var offset = Vector2.Zero; |
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|
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for (int frame = 0; frame < frameCount; frame++) |
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{ |
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// |
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// Create transforms |
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// |
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|
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for (int bone = 0; bone < boneCount; bone++) |
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{ |
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transforms[bone] = Matrix.CreateFromQuaternion(rotations[frame, bone]); |
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transforms[bone].Translation = body.Nodes[bone].Translation; |
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} |
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|
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// |
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// Propagate transforms through the hierarchy |
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// |
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|
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PropagateTransforms(body.Root, transforms); |
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|
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// |
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// Apply the root translation |
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// |
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|
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for (int bone = 0; bone < boneCount; bone++) |
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{ |
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transforms[bone] *= Matrix.CreateTranslation(offset.X, Heights[frame], offset.Y); |
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} |
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|
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// |
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// Compute the vertical extent for this frame |
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// |
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|
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var minY = 1e09f; |
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var maxY = -1e09f; |
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var allFramePoints = new List<Vector3>(8 * boneCount); |
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|
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for (int bone = 0; bone < boneCount; bone++) |
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{ |
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var points = body.Nodes[bone].Geometry.Points; |
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var box = BoundingBox.CreateFromPoints(points); |
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var sphere = BoundingSphere.CreateFromBoundingBox(box); |
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var worldCorners = Vector3.Transform(box.GetCorners(), ref transforms[bone]); |
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var worldCenter = Vector3.Transform(sphere.Center, ref transforms[bone]); |
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|
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minY = Math.Min(minY, worldCenter.Y - sphere.Radius); |
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maxY = Math.Max(maxY, worldCenter.Y + sphere.Radius); |
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allFramePoints.AddRange(worldCorners); |
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} |
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Positions.Add(new Position { |
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Height = maxY - minY, |
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YOffset = minY, |
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X = offset.X, |
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Z = offset.Y |
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}); |
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AllPoints.Add(allFramePoints); |
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|
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offset += Velocities[frame]; |
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} |
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} |
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|
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private static void PropagateTransforms(BodyNode bodyNode, Matrix[] transforms) |
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{ |
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foreach (var child in bodyNode.Nodes) |
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{ |
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transforms[child.Index] *= transforms[bodyNode.Index]; |
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PropagateTransforms(child, transforms); |
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} |
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} |
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|
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public ObjectAnimation[] ToObjectAnimation(Body body) |
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{ |
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var anims = new ObjectAnimation[body.Nodes.Count]; |
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|
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foreach (var node in body.Nodes) |
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{ |
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anims[node.Index] = new ObjectAnimation { |
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Name = Name + "_" + node.Name, |
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Length = Heights.Count, |
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}; |
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} |
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FillObjectAnimationFrames(anims, body.Root, null); |
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return anims; |
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} |
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|
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private void FillObjectAnimationFrames(ObjectAnimation[] anims, BodyNode node, BodyNode parentNode) |
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{ |
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var frames = new ObjectAnimationKey[Velocities.Count]; |
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|
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// |
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// Scale is always 1. Frame length is always 1 too. |
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// |
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|
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for (int i = 0; i < frames.Length; i++) |
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{ |
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frames[i] = new ObjectAnimationKey { |
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Time = i, |
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Scale = Vector3.One |
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}; |
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} |
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|
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// |
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// Transform key frames to quaternions. |
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// |
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|
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var keys = Rotations[node.Index]; |
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var quats = new Quaternion[keys.Count]; |
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var isCompressed = FrameSize == 6; |
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|
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for (int k = 0; k < keys.Count; k++) |
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{ |
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var key = keys[k]; |
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if (isCompressed) |
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{ |
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quats[k] = Quaternion.CreateFromAxisAngle(Vector3.UnitX, MathHelper.ToRadians(key.Rotation.X)) |
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* Quaternion.CreateFromAxisAngle(Vector3.UnitY, MathHelper.ToRadians(key.Rotation.Y)) |
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* Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.ToRadians(key.Rotation.Z)); |
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} |
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else |
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{ |
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quats[k] = new Quaternion(key.Rotation); |
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} |
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} |
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|
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// |
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// Interpolate the quaternions. |
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// |
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|
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int frame = 0; |
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|
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for (int k = 0; k < keys.Count; k++) |
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{ |
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var duration = keys[k].Duration; |
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var q1 = quats[k]; |
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var q2 = (k == keys.Count - 1) ? quats[k] : quats[k + 1]; |
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for (int t = 0; t < duration; t++) |
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frames[frame++].Rotation = Quaternion.Lerp(q1, q2, (float)t / (float)duration); |
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} |
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|
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// |
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// Build translation and merge with parent anim. |
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// |
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|
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if (parentNode == null) |
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{ |
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Vector2 offset = Vector2.Zero; |
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|
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for (int i = 0; i < frames.Length; i++) |
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{ |
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//frames[i].Translation = new Vector3(offset.X, 0.0f, offset.Y); |
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offset += Velocities[i]; |
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} |
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} |
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else |
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{ |
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for (int i = 0; i < frames.Length; i++) |
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{ |
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frames[i].Translation = node.Translation; |
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} |
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var parentFrames = anims[parentNode.Index].Keys; |
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for (int i = 0; i < frames.Length; i++) |
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{ |
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frames[i].Rotation = parentFrames[i].Rotation * frames[i].Rotation; |
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frames[i].Translation = parentFrames[i].Translation + Vector3.Transform(frames[i].Translation, parentFrames[i].Rotation); |
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} |
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} |
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anims[node.Index].Keys = frames; |
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foreach (var child in node.Nodes) |
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FillObjectAnimationFrames(anims, child, node); |
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} |
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} |
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} |