249 lines
11 KiB
C#
249 lines
11 KiB
C#
using SELib;
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using OpenTK;
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namespace Toolbox.Library.Animations
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{
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public class SEANIM
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{
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public static Animation Read(string FileName, STSkeleton skeleton)
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{
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Animation anim = new Animation();
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var seanim = SEAnim.Read(FileName);
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anim.FrameCount = seanim.FrameCount;
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anim.CanLoop = seanim.Looping;
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foreach (var bone in seanim.Bones)
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{
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STBone genericBone = skeleton.GetBone(bone);
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if (genericBone != null)
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{
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var boneAnim = new Animation.KeyNode(bone);
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boneAnim.RotType = Animation.RotationType.EULER;
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boneAnim.UseSegmentScaleCompensate = false;
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anim.Bones.Add(boneAnim);
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float PositionX = 0;
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float PositionY = 0;
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float PositionZ = 0;
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float RotationX = 0;
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float RotationY = 0;
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float RotationZ = 0;
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float ScaleX = 0;
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float ScaleY = 0;
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float ScaleZ = 0;
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if (seanim.AnimType == AnimationType.Relative)
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{
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PositionX = genericBone.position[0];
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PositionY = genericBone.position[1];
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PositionZ = genericBone.position[2];
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RotationX = genericBone.rotation[0];
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RotationY = genericBone.rotation[1];
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RotationZ = genericBone.rotation[2];
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ScaleX = genericBone.scale[0];
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ScaleY = genericBone.scale[1];
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ScaleZ = genericBone.scale[2];
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}
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System.Console.WriteLine(bone);
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if (seanim.AnimationPositionKeys.ContainsKey(bone))
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{
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var translationKeys = seanim.AnimationPositionKeys[bone];
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foreach (SEAnimFrame animFrame in translationKeys)
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{
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System.Console.WriteLine(animFrame.Frame + " T " + ((SELib.Utilities.Vector3)animFrame.Data).X);
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System.Console.WriteLine(animFrame.Frame + " T " + ((SELib.Utilities.Vector3)animFrame.Data).Y);
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System.Console.WriteLine(animFrame.Frame + " T " + ((SELib.Utilities.Vector3)animFrame.Data).Z);
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boneAnim.XPOS.Keys.Add(new Animation.KeyFrame()
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{
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Value = (float)((SELib.Utilities.Vector3)animFrame.Data).X + PositionX,
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Frame = animFrame.Frame,
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});
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boneAnim.YPOS.Keys.Add(new Animation.KeyFrame()
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{
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Value = (float)((SELib.Utilities.Vector3)animFrame.Data).Y + PositionY,
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Frame = animFrame.Frame,
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});
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boneAnim.ZPOS.Keys.Add(new Animation.KeyFrame()
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{
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Value = (float)((SELib.Utilities.Vector3)animFrame.Data).Z + PositionZ,
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Frame = animFrame.Frame,
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});
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}
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}
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if (seanim.AnimationRotationKeys.ContainsKey(bone))
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{
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var rotationnKeys = seanim.AnimationRotationKeys[bone];
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foreach (SEAnimFrame animFrame in rotationnKeys)
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{
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var quat = ((SELib.Utilities.Quaternion)animFrame.Data);
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var euler = STMath.ToEulerAngles(quat.X, quat.Y, quat.Z, quat.W);
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System.Console.WriteLine(animFrame.Frame + " R " + euler.X);
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System.Console.WriteLine(animFrame.Frame + " R " + euler.Y);
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System.Console.WriteLine(animFrame.Frame + " R " + euler.Z);
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boneAnim.XROT.Keys.Add(new Animation.KeyFrame()
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{
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Value = euler.X + RotationX,
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Frame = animFrame.Frame,
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});
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boneAnim.YROT.Keys.Add(new Animation.KeyFrame()
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{
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Value = euler.Y + RotationY,
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Frame = animFrame.Frame,
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});
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boneAnim.ZROT.Keys.Add(new Animation.KeyFrame()
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{
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Value = euler.Z + RotationZ,
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Frame = animFrame.Frame,
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});
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}
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}
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if (seanim.AnimationScaleKeys.ContainsKey(bone))
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{
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var scaleKeys = seanim.AnimationScaleKeys[bone];
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foreach (SEAnimFrame animFrame in scaleKeys)
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{
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System.Console.WriteLine(animFrame.Frame + " S " + ((SELib.Utilities.Vector3)animFrame.Data).X);
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System.Console.WriteLine(animFrame.Frame + " S " + ((SELib.Utilities.Vector3)animFrame.Data).Y);
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System.Console.WriteLine(animFrame.Frame + " S " + ((SELib.Utilities.Vector3)animFrame.Data).Z);
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boneAnim.XSCA.Keys.Add(new Animation.KeyFrame()
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{
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Value = (float)((SELib.Utilities.Vector3)animFrame.Data).X + ScaleX,
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Frame = animFrame.Frame,
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});
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boneAnim.YSCA.Keys.Add(new Animation.KeyFrame()
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{
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Value = (float)((SELib.Utilities.Vector3)animFrame.Data).Y + ScaleY,
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Frame = animFrame.Frame,
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});
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boneAnim.ZSCA.Keys.Add(new Animation.KeyFrame()
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{
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Value = (float)((SELib.Utilities.Vector3)animFrame.Data).Z + ScaleZ,
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Frame = animFrame.Frame,
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});
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}
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}
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else
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{
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boneAnim.XSCA.Keys.Add(new Animation.KeyFrame()
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{
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Value = 1,
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Frame = 0,
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});
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boneAnim.YSCA.Keys.Add(new Animation.KeyFrame()
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{
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Value = 1,
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Frame = 0,
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});
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boneAnim.ZSCA.Keys.Add(new Animation.KeyFrame()
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{
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Value = 1,
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Frame = 0,
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});
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}
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}
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}
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return anim;
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}
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private static void WriteKey(Animation.KeyGroup keys)
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{
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foreach (Animation.KeyFrame key in keys.Keys)
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{
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}
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}
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public static void SaveAnimation(string FileName, Animation anim, STSkeleton skeleton)
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{
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anim.SetFrame(anim.FrameCount - 1); //from last frame
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for (int f = 0; f < anim.FrameCount; ++f) //go through each frame with nextFrame
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anim.NextFrame(skeleton);
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anim.NextFrame(skeleton); //go on first frame
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foreach (STBone b in skeleton.getBoneTreeOrder())
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{
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if (anim.HasBone(b.Text))
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{
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Animation.KeyNode n = anim.GetBone(b.Text);
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if (n.XPOS.HasAnimation())
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WriteKey(n.XPOS);
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if (n.YPOS.HasAnimation())
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WriteKey(n.YPOS);
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if (n.ZPOS.HasAnimation())
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WriteKey(n.ZPOS);
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if (n.XROT.HasAnimation())
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WriteKey(n.XROT);
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if (n.YROT.HasAnimation())
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WriteKey(n.YROT);
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if (n.ZROT.HasAnimation())
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WriteKey(n.ZROT);
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if (n.XSCA.HasAnimation())
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WriteKey(n.XSCA);
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if (n.YSCA.HasAnimation())
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WriteKey(n.YSCA);
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if (n.ZSCA.HasAnimation())
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WriteKey(n.ZSCA);
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}
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}
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SEAnim seAnim = new SEAnim();
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seAnim.Looping = anim.CanLoop;
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seAnim.AnimType = AnimationType.Absolute;
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//Reset active animation to 0
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anim.SetFrame(0);
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for (int frame = 0; frame < anim.FrameCount; frame++)
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{
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anim.NextFrame(skeleton, false, true);
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foreach (Animation.KeyNode boneAnim in anim.Bones)
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{
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if (boneAnim.HasKeyedFrames(frame))
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{
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STBone bone = skeleton.GetBone(boneAnim.Text);
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if (bone == null) continue;
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Vector3 position = bone.GetPosition();
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Quaternion rotation = bone.GetRotation();
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Vector3 scale = bone.GetScale();
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//Exporting at specific keys doesn't work atm
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//Todo
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bool IsTranlationKeyed = (boneAnim.XPOS.GetKeyFrame(frame).IsKeyed ||
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boneAnim.YPOS.GetKeyFrame(frame).IsKeyed ||
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boneAnim.ZPOS.GetKeyFrame(frame).IsKeyed);
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bool IsRotationKeyed = (boneAnim.XROT.GetKeyFrame(frame).IsKeyed ||
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boneAnim.YROT.GetKeyFrame(frame).IsKeyed ||
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boneAnim.ZROT.GetKeyFrame(frame).IsKeyed);
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bool IsScaleKeyed = (boneAnim.XSCA.GetKeyFrame(frame).IsKeyed ||
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boneAnim.YSCA.GetKeyFrame(frame).IsKeyed ||
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boneAnim.ZSCA.GetKeyFrame(frame).IsKeyed);
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seAnim.AddTranslationKey(boneAnim.Text, frame, position.X, position.Y, position.Z);
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seAnim.AddRotationKey(boneAnim.Text, frame, rotation.X, rotation.Y, rotation.Z, rotation.W);
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seAnim.AddScaleKey(boneAnim.Text, frame, scale.X, scale.Y, scale.Z);
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}
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}
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}
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seAnim.Write(FileName);
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}
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}
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}
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