Switch-Toolbox/Switch_Toolbox_Library/FileFormats/Animation/SEANIM.cs

248 lines
11 KiB
C#

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