| 1 | using System; | 
 
 
 
 
 | 2 | using System.Collections.Generic; | 
 
 
 
 
 | 3 | using Oni.Physics; | 
 
 
 
 
 | 4 |  | 
 
 
 
 
 | 5 | namespace Oni.Totoro | 
 
 
 
 
 | 6 | { | 
 
 
 
 
 | 7 | internal class Animation | 
 
 
 
 
 | 8 | { | 
 
 
 
 
 | 9 | public string Name; | 
 
 
 
 
 | 10 | public AnimationFlags Flags; | 
 
 
 
 
 | 11 | public readonly string[] DirectAnimations = new string[2]; | 
 
 
 
 
 | 12 | public float FinalRotation; | 
 
 
 
 
 | 13 | public Direction Direction = Direction.Forward; | 
 
 
 
 
 | 14 | public int Vocalization = 65535; | 
 
 
 
 
 | 15 | public string Impact; | 
 
 
 
 
 | 16 | public int HardPause; | 
 
 
 
 
 | 17 | public int SoftPause; | 
 
 
 
 
 | 18 | public AnimationType Type; | 
 
 
 
 
 | 19 | public AnimationType AimingType; | 
 
 
 
 
 | 20 | public AnimationState FromState; | 
 
 
 
 
 | 21 | public AnimationState ToState; | 
 
 
 
 
 | 22 | public AnimationVarient Varient; | 
 
 
 
 
 | 23 | public int ActionFrame = 65535; | 
 
 
 
 
 | 24 | public int FirstLevelAvailable; | 
 
 
 
 
 | 25 | public BoneMask OverlayUsedBones; | 
 
 
 
 
 | 26 | public BoneMask OverlayReplacedBones; | 
 
 
 
 
 | 27 | public int AtomicStart; | 
 
 
 
 
 | 28 | public int AtomicEnd; | 
 
 
 
 
 | 29 | public int InvulnerableStart; | 
 
 
 
 
 | 30 | public int InvulnerableEnd; | 
 
 
 
 
 | 31 | public int InterpolationMax; | 
 
 
 
 
 | 32 | public int InterpolationEnd; | 
 
 
 
 
 | 33 | public int FrameSize; | 
 
 
 
 
 | 34 |  | 
 
 
 
 
 | 35 | public readonly List<float> Heights = new List<float>(); | 
 
 
 
 
 | 36 | public readonly List<Vector2> Velocities = new List<Vector2>(); | 
 
 
 
 
 | 37 | public readonly List<List<KeyFrame>> Rotations = new List<List<KeyFrame>>(); | 
 
 
 
 
 | 38 | public readonly List<Shortcut> Shortcuts = new List<Shortcut>(); | 
 
 
 
 
 | 39 | public readonly List<Position> Positions = new List<Position>(); | 
 
 
 
 
 | 40 | public readonly List<Damage> SelfDamage = new List<Damage>(); | 
 
 
 
 
 | 41 | public ThrowInfo ThrowSource; | 
 
 
 
 
 | 42 | public readonly List<Sound> Sounds = new List<Sound>(); | 
 
 
 
 
 | 43 | public readonly List<Footstep> Footsteps = new List<Footstep>(); | 
 
 
 
 
 | 44 | public readonly List<Particle> Particles = new List<Particle>(); | 
 
 
 
 
 | 45 | public readonly List<MotionBlur> MotionBlur = new List<MotionBlur>(); | 
 
 
 
 
 | 46 | public readonly List<Attack> Attacks = new List<Attack>(); | 
 
 
 
 
 | 47 | public readonly float[] AttackRing = new float[36]; | 
 
 
 
 
 | 48 | public readonly List<List<Vector3>> AllPoints = new List<List<Vector3>>(); | 
 
 
 
 
 | 49 |  | 
 
 
 
 
 | 50 | public void ValidateFrames() | 
 
 
 
 
 | 51 | { | 
 
 
 
 
 | 52 | var error = Console.Error; | 
 
 
 
 
 | 53 | int frameCount = Heights.Count; | 
 
 
 
 
 | 54 |  | 
 
 
 
 
 | 55 | foreach (var sound in Sounds.FindAll(s => s.Start >= frameCount)) | 
 
 
 
 
 | 56 | { | 
 
 
 
 
 | 57 | error.WriteLine("Warning: sound start {0} is beyond the last animation frame", sound.Start); | 
 
 
 
 
 | 58 | Sounds.Remove(sound); | 
 
 
 
 
 | 59 | } | 
 
 
 
 
 | 60 |  | 
 
 
 
 
 | 61 | foreach (var footstep in Footsteps.FindAll(f => f.Frame >= frameCount)) | 
 
 
 
 
 | 62 | { | 
 
 
 
 
 | 63 | error.WriteLine("Warning: footstep frame {0} is beyond the last animation frame", footstep.Frame); | 
 
 
 
 
 | 64 | Footsteps.Remove(footstep); | 
 
 
 
 
 | 65 | } | 
 
 
 
 
 | 66 |  | 
 
 
 
 
 | 67 | foreach (var damage in SelfDamage.FindAll(d => d.Frame > frameCount)) | 
 
 
 
 
 | 68 | { | 
 
 
 
 
 | 69 | error.WriteLine("Warning: damage frame {0} is beyond the last animation frame", damage.Frame); | 
 
 
 
 
 | 70 | SelfDamage.Remove(damage); | 
 
 
 
 
 | 71 | } | 
 
 
 
 
 | 72 |  | 
 
 
 
 
 | 73 | foreach (var attack in Attacks.FindAll(a => a.Start >= frameCount)) | 
 
 
 
 
 | 74 | { | 
 
 
 
 
 | 75 | error.WriteLine("Warning: attack start frame {0} is beyond the last animation frame", attack.Start); | 
 
 
 
 
 | 76 | Attacks.Remove(attack); | 
 
 
 
 
 | 77 | } | 
 
 
 
 
 | 78 |  | 
 
 
 
 
 | 79 | foreach (var particle in Particles.FindAll(p => p.Start >= frameCount)) | 
 
 
 
 
 | 80 | { | 
 
 
 
 
 | 81 | error.WriteLine("Warning: particle start frame {0} is beyond the last animation frame", particle.Start); | 
 
 
 
 
 | 82 | Particles.Remove(particle); | 
 
 
 
 
 | 83 | } | 
 
 
 
 
 | 84 | } | 
 
 
 
 
 | 85 |  | 
 
 
 
 
 | 86 | public void ComputeExtents(Body body) | 
 
 
 
 
 | 87 | { | 
 
 
 
 
 | 88 | Positions.Clear(); | 
 
 
 
 
 | 89 | AllPoints.Clear(); | 
 
 
 
 
 | 90 |  | 
 
 
 
 
 | 91 | int frameCount = Heights.Count; | 
 
 
 
 
 | 92 | int boneCount = Rotations.Count; | 
 
 
 
 
 | 93 |  | 
 
 
 
 
 | 94 | var rotations = new Quaternion[frameCount, boneCount]; | 
 
 
 
 
 | 95 |  | 
 
 
 
 
 | 96 | // | 
 
 
 
 
 | 97 | // Compute the quaternions for each bone and frame | 
 
 
 
 
 | 98 | // | 
 
 
 
 
 | 99 |  | 
 
 
 
 
 | 100 | for (int bone = 0; bone < boneCount; bone++) | 
 
 
 
 
 | 101 | { | 
 
 
 
 
 | 102 | var keys = Rotations[bone]; | 
 
 
 
 
 | 103 |  | 
 
 
 
 
 | 104 | for (int frame = 0; frame < keys.Count; frame++) | 
 
 
 
 
 | 105 | rotations[frame, bone] = new Quaternion(keys[frame].Rotation); | 
 
 
 
 
 | 106 | } | 
 
 
 
 
 | 107 |  | 
 
 
 
 
 | 108 | var transforms = new Matrix[boneCount]; | 
 
 
 
 
 | 109 | var offset = Vector2.Zero; | 
 
 
 
 
 | 110 |  | 
 
 
 
 
 | 111 | for (int frame = 0; frame < frameCount; frame++) | 
 
 
 
 
 | 112 | { | 
 
 
 
 
 | 113 | // | 
 
 
 
 
 | 114 | // Create transforms | 
 
 
 
 
 | 115 | // | 
 
 
 
 
 | 116 |  | 
 
 
 
 
 | 117 | for (int bone = 0; bone < boneCount; bone++) | 
 
 
 
 
 | 118 | { | 
 
 
 
 
 | 119 | transforms[bone] = Matrix.CreateFromQuaternion(rotations[frame, bone]); | 
 
 
 
 
 | 120 | transforms[bone].Translation = body.Nodes[bone].Translation; | 
 
 
 
 
 | 121 | } | 
 
 
 
 
 | 122 |  | 
 
 
 
 
 | 123 | // | 
 
 
 
 
 | 124 | // Propagate transforms through the hierarchy | 
 
 
 
 
 | 125 | // | 
 
 
 
 
 | 126 |  | 
 
 
 
 
 | 127 | PropagateTransforms(body.Root, transforms); | 
 
 
 
 
 | 128 |  | 
 
 
 
 
 | 129 | // | 
 
 
 
 
 | 130 | // Apply the root translation | 
 
 
 
 
 | 131 | // | 
 
 
 
 
 | 132 |  | 
 
 
 
 
 | 133 | for (int bone = 0; bone < boneCount; bone++) | 
 
 
 
 
 | 134 | { | 
 
 
 
 
 | 135 | transforms[bone] *= Matrix.CreateTranslation(offset.X, Heights[frame], offset.Y); | 
 
 
 
 
 | 136 | } | 
 
 
 
 
 | 137 |  | 
 
 
 
 
 | 138 | // | 
 
 
 
 
 | 139 | // Compute the vertical extent for this frame | 
 
 
 
 
 | 140 | // | 
 
 
 
 
 | 141 |  | 
 
 
 
 
 | 142 | var minY = 1e09f; | 
 
 
 
 
 | 143 | var maxY = -1e09f; | 
 
 
 
 
 | 144 | var allFramePoints = new List<Vector3>(8 * boneCount); | 
 
 
 
 
 | 145 |  | 
 
 
 
 
 | 146 | for (int bone = 0; bone < boneCount; bone++) | 
 
 
 
 
 | 147 | { | 
 
 
 
 
 | 148 | var points = body.Nodes[bone].Geometry.Points; | 
 
 
 
 
 | 149 | var box = BoundingBox.CreateFromPoints(points); | 
 
 
 
 
 | 150 | var sphere = BoundingSphere.CreateFromBoundingBox(box); | 
 
 
 
 
 | 151 | var worldCorners = Vector3.Transform(box.GetCorners(), ref transforms[bone]); | 
 
 
 
 
 | 152 | var worldCenter = Vector3.Transform(sphere.Center, ref transforms[bone]); | 
 
 
 
 
 | 153 |  | 
 
 
 
 
 | 154 | minY = Math.Min(minY, worldCenter.Y - sphere.Radius); | 
 
 
 
 
 | 155 | maxY = Math.Max(maxY, worldCenter.Y + sphere.Radius); | 
 
 
 
 
 | 156 | allFramePoints.AddRange(worldCorners); | 
 
 
 
 
 | 157 | } | 
 
 
 
 
 | 158 |  | 
 
 
 
 
 | 159 | Positions.Add(new Position { | 
 
 
 
 
 | 160 | Height = maxY - minY, | 
 
 
 
 
 | 161 | YOffset = minY, | 
 
 
 
 
 | 162 | X = offset.X, | 
 
 
 
 
 | 163 | Z = offset.Y | 
 
 
 
 
 | 164 | }); | 
 
 
 
 
 | 165 |  | 
 
 
 
 
 | 166 | AllPoints.Add(allFramePoints); | 
 
 
 
 
 | 167 |  | 
 
 
 
 
 | 168 | offset += Velocities[frame]; | 
 
 
 
 
 | 169 | } | 
 
 
 
 
 | 170 | } | 
 
 
 
 
 | 171 |  | 
 
 
 
 
 | 172 | private static void PropagateTransforms(BodyNode bodyNode, Matrix[] transforms) | 
 
 
 
 
 | 173 | { | 
 
 
 
 
 | 174 | foreach (var child in bodyNode.Nodes) | 
 
 
 
 
 | 175 | { | 
 
 
 
 
 | 176 | transforms[child.Index] *= transforms[bodyNode.Index]; | 
 
 
 
 
 | 177 | PropagateTransforms(child, transforms); | 
 
 
 
 
 | 178 | } | 
 
 
 
 
 | 179 | } | 
 
 
 
 
 | 180 |  | 
 
 
 
 
 | 181 | public ObjectAnimation[] ToObjectAnimation(Body body) | 
 
 
 
 
 | 182 | { | 
 
 
 
 
 | 183 | var anims = new ObjectAnimation[body.Nodes.Count]; | 
 
 
 
 
 | 184 |  | 
 
 
 
 
 | 185 | foreach (var node in body.Nodes) | 
 
 
 
 
 | 186 | { | 
 
 
 
 
 | 187 | anims[node.Index] = new ObjectAnimation { | 
 
 
 
 
 | 188 | Name = Name + "_" + node.Name, | 
 
 
 
 
 | 189 | Length = Heights.Count, | 
 
 
 
 
 | 190 | }; | 
 
 
 
 
 | 191 | } | 
 
 
 
 
 | 192 |  | 
 
 
 
 
 | 193 | FillObjectAnimationFrames(anims, body.Root, null); | 
 
 
 
 
 | 194 |  | 
 
 
 
 
 | 195 | return anims; | 
 
 
 
 
 | 196 | } | 
 
 
 
 
 | 197 |  | 
 
 
 
 
 | 198 | private void FillObjectAnimationFrames(ObjectAnimation[] anims, BodyNode node, BodyNode parentNode) | 
 
 
 
 
 | 199 | { | 
 
 
 
 
 | 200 | var frames = new ObjectAnimationKey[Velocities.Count]; | 
 
 
 
 
 | 201 |  | 
 
 
 
 
 | 202 | // | 
 
 
 
 
 | 203 | // Scale is always 1. Frame length is always 1 too. | 
 
 
 
 
 | 204 | // | 
 
 
 
 
 | 205 |  | 
 
 
 
 
 | 206 | for (int i = 0; i < frames.Length; i++) | 
 
 
 
 
 | 207 | { | 
 
 
 
 
 | 208 | frames[i] = new ObjectAnimationKey { | 
 
 
 
 
 | 209 | Time = i, | 
 
 
 
 
 | 210 | Scale = Vector3.One | 
 
 
 
 
 | 211 | }; | 
 
 
 
 
 | 212 | } | 
 
 
 
 
 | 213 |  | 
 
 
 
 
 | 214 | // | 
 
 
 
 
 | 215 | // Transform key frames to quaternions. | 
 
 
 
 
 | 216 | // | 
 
 
 
 
 | 217 |  | 
 
 
 
 
 | 218 | var keys = Rotations[node.Index]; | 
 
 
 
 
 | 219 | var quats = new Quaternion[keys.Count]; | 
 
 
 
 
 | 220 | var isCompressed = FrameSize == 6; | 
 
 
 
 
 | 221 |  | 
 
 
 
 
 | 222 | for (int k = 0; k < keys.Count; k++) | 
 
 
 
 
 | 223 | { | 
 
 
 
 
 | 224 | var key = keys[k]; | 
 
 
 
 
 | 225 |  | 
 
 
 
 
 | 226 | if (isCompressed) | 
 
 
 
 
 | 227 | { | 
 
 
 
 
 | 228 | quats[k] = Quaternion.CreateFromAxisAngle(Vector3.UnitX, MathHelper.ToRadians(key.Rotation.X)) | 
 
 
 
 
 | 229 | * Quaternion.CreateFromAxisAngle(Vector3.UnitY, MathHelper.ToRadians(key.Rotation.Y)) | 
 
 
 
 
 | 230 | * Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.ToRadians(key.Rotation.Z)); | 
 
 
 
 
 | 231 | } | 
 
 
 
 
 | 232 | else | 
 
 
 
 
 | 233 | { | 
 
 
 
 
 | 234 | quats[k] = new Quaternion(key.Rotation); | 
 
 
 
 
 | 235 | } | 
 
 
 
 
 | 236 | } | 
 
 
 
 
 | 237 |  | 
 
 
 
 
 | 238 | // | 
 
 
 
 
 | 239 | // Interpolate the quaternions. | 
 
 
 
 
 | 240 | // | 
 
 
 
 
 | 241 |  | 
 
 
 
 
 | 242 | int frame = 0; | 
 
 
 
 
 | 243 |  | 
 
 
 
 
 | 244 | for (int k = 0; k < keys.Count; k++) | 
 
 
 
 
 | 245 | { | 
 
 
 
 
 | 246 | var duration = keys[k].Duration; | 
 
 
 
 
 | 247 |  | 
 
 
 
 
 | 248 | var q1 = quats[k]; | 
 
 
 
 
 | 249 | var q2 = (k == keys.Count - 1) ? quats[k] : quats[k + 1]; | 
 
 
 
 
 | 250 |  | 
 
 
 
 
 | 251 | for (int t = 0; t < duration; t++) | 
 
 
 
 
 | 252 | frames[frame++].Rotation = Quaternion.Lerp(q1, q2, (float)t / (float)duration); | 
 
 
 
 
 | 253 | } | 
 
 
 
 
 | 254 |  | 
 
 
 
 
 | 255 | // | 
 
 
 
 
 | 256 | // Build translation and merge with parent anim. | 
 
 
 
 
 | 257 | // | 
 
 
 
 
 | 258 |  | 
 
 
 
 
 | 259 | if (parentNode == null) | 
 
 
 
 
 | 260 | { | 
 
 
 
 
 | 261 | Vector2 offset = Vector2.Zero; | 
 
 
 
 
 | 262 |  | 
 
 
 
 
 | 263 | for (int i = 0; i < frames.Length; i++) | 
 
 
 
 
 | 264 | { | 
 
 
 
 
 | 265 | //frames[i].Translation = new Vector3(offset.X, 0.0f, offset.Y); | 
 
 
 
 
 | 266 | offset += Velocities[i]; | 
 
 
 
 
 | 267 | } | 
 
 
 
 
 | 268 | } | 
 
 
 
 
 | 269 | else | 
 
 
 
 
 | 270 | { | 
 
 
 
 
 | 271 | for (int i = 0; i < frames.Length; i++) | 
 
 
 
 
 | 272 | { | 
 
 
 
 
 | 273 | frames[i].Translation = node.Translation; | 
 
 
 
 
 | 274 | } | 
 
 
 
 
 | 275 |  | 
 
 
 
 
 | 276 | var parentFrames = anims[parentNode.Index].Keys; | 
 
 
 
 
 | 277 |  | 
 
 
 
 
 | 278 | for (int i = 0; i < frames.Length; i++) | 
 
 
 
 
 | 279 | { | 
 
 
 
 
 | 280 | frames[i].Rotation = parentFrames[i].Rotation * frames[i].Rotation; | 
 
 
 
 
 | 281 | frames[i].Translation = parentFrames[i].Translation + Vector3.Transform(frames[i].Translation, parentFrames[i].Rotation); | 
 
 
 
 
 | 282 | } | 
 
 
 
 
 | 283 | } | 
 
 
 
 
 | 284 |  | 
 
 
 
 
 | 285 | anims[node.Index].Keys = frames; | 
 
 
 
 
 | 286 |  | 
 
 
 
 
 | 287 | foreach (var child in node.Nodes) | 
 
 
 
 
 | 288 | FillObjectAnimationFrames(anims, child, node); | 
 
 
 
 
 | 289 | } | 
 
 
 
 
 | 290 | } | 
 
 
 
 
 | 291 | } |