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- #region License
- // Copyright 2011-2016 Kastellanos Nikolaos
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- #endregion
- using System;
- using System.Collections.Generic;
- using System.ComponentModel;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content.Pipeline;
- using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
- using Microsoft.Xna.Framework.Graphics;
- using nkast.Aether.Content.Pipeline.Animation;
- namespace nkast.Aether.Content.Pipeline.Processors
- {
- [ContentProcessor(DisplayName = "Animation - Aether")]
- class AnimationsProcessor : ContentProcessor<NodeContent, AnimationsContent>
- {
- private int _maxBones = SkinnedEffect.MaxBones;
- private int _generateKeyframesFrequency = 0;
- private bool _fixRealBoneRoot = false;
- [DisplayName("MaxBones")]
- [DefaultValue(SkinnedEffect.MaxBones)]
- public virtual int MaxBones
- {
- get { return _maxBones; }
- set { _maxBones = value; }
- }
- [DisplayName("Generate Keyframes Frequency")]
- [DefaultValue(0)] // (0=no, 30=30fps, 60=60fps)
- public virtual int GenerateKeyframesFrequency
- {
- get { return _generateKeyframesFrequency; }
- set { _generateKeyframesFrequency = value; }
- }
- [DisplayName("Fix BoneRoot from MG importer")]
- [DefaultValue(false)]
- public virtual bool FixRealBoneRoot
- {
- get { return _fixRealBoneRoot; }
- set { _fixRealBoneRoot = value; }
- }
- public override AnimationsContent Process(NodeContent input, ContentProcessorContext context)
- {
- if(_fixRealBoneRoot)
- MGFixRealBoneRoot(input, context);
- ValidateMesh(input, context, null);
- // Find the skeleton.
- BoneContent skeleton = MeshHelper.FindSkeleton(input);
- if (skeleton == null)
- throw new InvalidContentException("Input skeleton not found.");
- // We don't want to have to worry about different parts of the model being
- // in different local coordinate systems, so let's just bake everything.
- FlattenTransforms(input, skeleton);
- // Read the bind pose and skeleton hierarchy data.
- IList<BoneContent> bones = MeshHelper.FlattenSkeleton(skeleton);
- if (bones.Count > MaxBones)
- {
- throw new InvalidContentException(string.Format("Skeleton has {0} bones, but the maximum supported is {1}.", bones.Count, MaxBones));
- }
- List<Matrix> bindPose = new List<Matrix>();
- List<Matrix> invBindPose = new List<Matrix>();
- List<int> skeletonHierarchy = new List<int>();
- List<string> boneNames = new List<string>();
- foreach(BoneContent bone in bones)
- {
- bindPose.Add(bone.Transform);
- invBindPose.Add(Matrix.Invert(bone.AbsoluteTransform));
- skeletonHierarchy.Add(bones.IndexOf(bone.Parent as BoneContent));
- boneNames.Add(bone.Name);
- }
- // Convert animation data to our runtime format.
- Dictionary<string, ClipContent> clips;
- clips = ProcessAnimations(input, context, skeleton.Animations, bones, GenerateKeyframesFrequency);
- return new AnimationsContent(bindPose, invBindPose, skeletonHierarchy, boneNames, clips);
- }
-
- /// <summary>
- /// MonoGame converts some NodeContent into BoneContent.
- /// Here we revert that to get the original Skeleton and
- /// add the real boneRoot to the root node.
- /// </summary>
- private void MGFixRealBoneRoot(NodeContent input, ContentProcessorContext context)
- {
- for (int i = input.Children.Count - 1; i >= 0; i--)
- {
- NodeContent node = input.Children[i];
- if (node is BoneContent
- && node.AbsoluteTransform == Matrix.Identity
- && node.Children.Count == 1
- && node.Children[0] is BoneContent
- && node.Children[0].AbsoluteTransform == Matrix.Identity
- )
- {
- //dettach real boneRoot
- NodeContent realBoneRoot = node.Children[0];
- node.Children.RemoveAt(0);
- //copy animation from node to boneRoot
- foreach (var animation in node.Animations)
- realBoneRoot.Animations.Add(animation.Key, animation.Value);
- // convert fake BoneContent back to NodeContent
- NodeContent realNode = new NodeContent();
- realNode.Name = node.Name;
- realNode.Identity = node.Identity;
- realNode.Transform = node.Transform;
- input.Children[i] = realNode;
- foreach (var animation in node.Animations)
- input.Children[i].Animations.Add(animation.Key, animation.Value);
- foreach (var opaqueData in node.OpaqueData)
- input.Children[i].OpaqueData.Add(opaqueData.Key, opaqueData.Value);
- //attach real boneRoot to the root node
- input.Children.Add(realBoneRoot);
- break;
- }
- }
- }
- /// <summary>
- /// Makes sure this mesh contains the kind of data we know how to animate.
- /// </summary>
- void ValidateMesh(NodeContent node, ContentProcessorContext context, string parentBoneName)
- {
- MeshContent mesh = node as MeshContent;
- if (mesh != null)
- {
- // Validate the mesh.
- if (parentBoneName != null)
- {
- context.Logger.LogWarning(null, null,
- "Mesh {0} is a child of bone {1}. AnimatedModelProcessor " +
- "does not correctly handle meshes that are children of bones.",
- mesh.Name, parentBoneName);
- }
- if (!MeshHasSkinning(mesh))
- {
- context.Logger.LogWarning(null, null,
- "Mesh {0} has no skinning information, so it has been deleted.",
- mesh.Name);
- mesh.Parent.Children.Remove(mesh);
- return;
- }
- }
- else if (node is BoneContent)
- {
- // If this is a bone, remember that we are now looking inside it.
- parentBoneName = node.Name;
- }
- // Recurse (iterating over a copy of the child collection,
- // because validating children may delete some of them).
- foreach (NodeContent child in new List<NodeContent>(node.Children))
- ValidateMesh(child, context, parentBoneName);
- }
-
- /// <summary>
- /// Checks whether a mesh contains skininng information.
- /// </summary>
- bool MeshHasSkinning(MeshContent mesh)
- {
- foreach (GeometryContent geometry in mesh.Geometry)
- {
- if (!geometry.Vertices.Channels.Contains(VertexChannelNames.Weights()) &&
- !geometry.Vertices.Channels.Contains("BlendWeight0"))
- return false;
- }
- return true;
- }
-
- /// <summary>
- /// Bakes unwanted transforms into the model geometry,
- /// so everything ends up in the same coordinate system.
- /// </summary>
- void FlattenTransforms(NodeContent node, BoneContent skeleton)
- {
- foreach (NodeContent child in node.Children)
- {
- // Don't process the skeleton, because that is special.
- if (child == skeleton)
- continue;
- // Bake the local transform into the actual geometry.
- MeshHelper.TransformScene(child, child.Transform);
- // Having baked it, we can now set the local
- // coordinate system back to identity.
- child.Transform = Matrix.Identity;
- // Recurse.
- FlattenTransforms(child, skeleton);
- }
- }
-
- /// <summary>
- /// Converts an intermediate format content pipeline AnimationContentDictionary
- /// object to our runtime AnimationClip format.
- /// </summary>
- Dictionary<string, ClipContent> ProcessAnimations(NodeContent input, ContentProcessorContext context, AnimationContentDictionary animations, IList<BoneContent> bones, int generateKeyframesFrequency)
- {
- // Build up a table mapping bone names to indices.
- Dictionary<string, int> boneMap = new Dictionary<string, int>();
- for (int i = 0; i < bones.Count; i++)
- {
- string boneName = bones[i].Name;
- if (!string.IsNullOrEmpty(boneName))
- boneMap.Add(boneName, i);
- }
- // Convert each animation in turn.
- Dictionary<string, ClipContent> animationClips;
- animationClips = new Dictionary<string, ClipContent>();
- foreach (KeyValuePair<string, AnimationContent> animation in animations)
- {
- ClipContent clip = ProcessAnimation(input, context, animation.Value, boneMap, generateKeyframesFrequency);
- animationClips.Add(animation.Key, clip);
- }
- if (animationClips.Count == 0)
- {
- //throw new InvalidContentException("Input file does not contain any animations.");
- context.Logger.LogWarning(null, null, "Input file does not contain any animations.");
- }
- return animationClips;
- }
-
- /// <summary>
- /// Converts an intermediate format content pipeline AnimationContent
- /// object to our runtime AnimationClip format.
- /// </summary>
- ClipContent ProcessAnimation(NodeContent input, ContentProcessorContext context, AnimationContent animation, Dictionary<string, int> boneMap, int generateKeyframesFrequency)
- {
- List<KeyframeContent> keyframes = new List<KeyframeContent>();
- // For each input animation channel.
- foreach (KeyValuePair<string, AnimationChannel> channel in
- animation.Channels)
- {
- // Look up what bone this channel is controlling.
- int boneIndex;
- if (!boneMap.TryGetValue(channel.Key, out boneIndex))
- {
- //throw new InvalidContentException(string.Format("Found animation for bone '{0}', which is not part of the skeleton.", channel.Key));
- context.Logger.LogWarning(null, null, "Found animation for bone '{0}', which is not part of the skeleton.", channel.Key);
- continue;
- }
- foreach (AnimationKeyframe keyframe in channel.Value)
- keyframes.Add(new KeyframeContent(boneIndex, keyframe.Time, keyframe.Transform));
- }
- // Sort the merged keyframes by time.
- keyframes.Sort(CompareKeyframeTimes);
- //System.Diagnostics.Debugger.Launch();
- if (generateKeyframesFrequency > 0)
- keyframes = InterpolateKeyframes(animation.Duration, keyframes, generateKeyframesFrequency);
- keyframes = EnsureFirstKeyframeExists(animation.Duration, keyframes);
- if (keyframes.Count == 0)
- throw new InvalidContentException("Animation has no keyframes.");
- if (animation.Duration <= TimeSpan.Zero)
- throw new InvalidContentException("Animation has a zero duration.");
- return new ClipContent(animation.Duration, keyframes.ToArray());
- }
- static int CompareKeyframeTimes(KeyframeContent a, KeyframeContent b)
- {
- int cmpTime = a.Time.CompareTo(b.Time);
- if (cmpTime == 0)
- return a.Bone.CompareTo(b.Bone);
- return cmpTime;
- }
- private List<KeyframeContent> InterpolateKeyframes(TimeSpan duration, List<KeyframeContent> keyframes, int generateKeyframesFrequency)
- {
- if (generateKeyframesFrequency <= 0)
- return keyframes;
- int keyframeCount = keyframes.Count;
- //
- System.Diagnostics.Debug.WriteLine("Duration: " + duration);
- System.Diagnostics.Debug.WriteLine("keyframeCount: " + keyframeCount);
- // find bones
- HashSet<int> bonesSet = new HashSet<int>();
- int maxBone = 0;
- double maxTime = 0;
- for (int i = 0; i < keyframeCount; i++)
- {
- int bone = keyframes[i].Bone;
- maxBone = Math.Max(maxBone, bone);
- maxTime = Math.Max(maxTime, keyframes[i].Time.TotalSeconds);
- bonesSet.Add(bone);
- }
- int boneCount = bonesSet.Count;
-
- // check if keyframes are allready fully interpolated
- int frames = keyframeCount / boneCount;
- TimeSpan checkDuration = TimeSpan.FromSeconds((frames - 1) / generateKeyframesFrequency);
- if (duration == checkDuration)
- return keyframes;
- // split bones
- List<KeyframeContent>[] boneFrames = new List<KeyframeContent>[maxBone + 1];
- for (int i = 0; i < keyframeCount; i++)
- {
- int bone = keyframes[i].Bone;
- if (boneFrames[bone] == null) boneFrames[bone] = new List<KeyframeContent>();
- boneFrames[bone].Add(keyframes[i]);
- }
- // Interpolate Frames for each bone
- for (int b = 0; b < boneFrames.Length; b++)
- {
- boneFrames[b] = InterpolateFramesBone(b, boneFrames[b], duration, generateKeyframesFrequency);
- }
- // copy keyframes from boneFrames back to a flat list and order them by time
- List<KeyframeContent> newKeyframes = new List<KeyframeContent>();
- for (int b = 0; b < boneFrames.Length; b++)
- {
- if (boneFrames[b] != null)
- {
- for (int k = 0; k < boneFrames[b].Count; ++k)
- {
- newKeyframes.Add(boneFrames[b][k]);
- }
- }
- }
- newKeyframes.Sort(CompareKeyframeTimes);
- return newKeyframes;
- }
- // the player currently requires all bones to have a keyframe at time zero
- private List<KeyframeContent> EnsureFirstKeyframeExists(TimeSpan duration, List<KeyframeContent> keyframes)
- {
- int keyframeCount = keyframes.Count;
- // find bones
- HashSet<int> bonesSet = new HashSet<int>();
- int maxBone = 0;
- for (int i = 0; i < keyframeCount; i++)
- {
- int bone = keyframes[i].Bone;
- maxBone = Math.Max(maxBone, bone);
- bonesSet.Add(bone);
- }
- int boneCount = bonesSet.Count;
- // split bones
- List<KeyframeContent>[] boneFrames = new List<KeyframeContent>[maxBone + 1];
- for (int i = 0; i < keyframeCount; i++)
- {
- int bone = keyframes[i].Bone;
- if (boneFrames[bone] == null) boneFrames[bone] = new List<KeyframeContent>();
- boneFrames[bone].Add(keyframes[i]);
- }
- //
- System.Diagnostics.Debug.WriteLine("Duration: " + duration);
- System.Diagnostics.Debug.WriteLine("keyframeCount: " + keyframeCount);
- for (int b = 0; b < boneFrames.Length; b++)
- {
- if (boneFrames[b] == null)
- continue;
-
- if (boneFrames[b][0].Time != TimeSpan.Zero)
- {
- KeyframeContent keyframe0 = new KeyframeContent(boneFrames[b][0].Bone, TimeSpan.Zero, boneFrames[b][0].Transform);
- boneFrames[b].Insert(0, keyframe0);
- }
- }
- List<KeyframeContent> newKeyframes = new List<KeyframeContent>();
- for (int b = 0; b < boneFrames.Length; b++)
- {
- if (boneFrames[b] != null)
- {
- for (int k = 0; k < boneFrames[b].Count; ++k)
- {
- newKeyframes.Add(boneFrames[b][k]);
- }
- }
- }
- newKeyframes.Sort(CompareKeyframeTimes);
- return newKeyframes;
- }
- private static List<KeyframeContent> InterpolateFramesBone(int bone, List<KeyframeContent> frames, TimeSpan duration, int generateKeyframesFrequency)
- {
- System.Diagnostics.Debug.WriteLine("");
- System.Diagnostics.Debug.WriteLine("Bone: " + bone);
- if (frames == null)
- {
- System.Diagnostics.Debug.WriteLine("Frames: " + "null");
- return frames;
- }
- System.Diagnostics.Debug.WriteLine("Frames: " + frames.Count);
- System.Diagnostics.Debug.WriteLine("MinTime: " + frames[0].Time);
- System.Diagnostics.Debug.WriteLine("MaxTime: " + frames[frames.Count - 1].Time);
- List<KeyframeContent> newFrames = new List<KeyframeContent>();
-
- if (frames.Count == 1)
- {
- TimeSpan time = TimeSpan.Zero;
- int frame = 0;
- for (; time < duration; frame++)
- {
- long timeTicks = (frame * TimeSpan.TicksPerSecond) / generateKeyframesFrequency;
- time = TimeSpan.FromTicks(timeTicks);
- newFrames.Add(new KeyframeContent(bone, time, frames[0].Transform));
- }
- }
- else
- {
- generateKeyframesFrequency = 60;
- int lastKeyFrame = (frames.Count - 1);
- int keyFrameA = lastKeyFrame;
- int keyFrameB = 0;
- TimeSpan timeA = frames[keyFrameA].Time - duration; // timeA is initially lower than TimeSpan.Zero
- TimeSpan timeB = frames[keyFrameB].Time;
- TimeSpan diffAB = timeB - timeA;
- Matrix mA = frames[keyFrameA].Transform;
- Matrix mB = frames[keyFrameB].Transform;
- Matrix mBlend = Matrix.Identity;
-
- TimeSpan time = TimeSpan.Zero;
- int frame = 0;
- for (; time < duration; frame++)
- {
- long timeTicks = (frame * TimeSpan.TicksPerSecond) / generateKeyframesFrequency;
- time = TimeSpan.FromTicks(timeTicks);
- while (time > timeB)
- {
- keyFrameA = keyFrameB;
- timeA = timeB;
- mA = mB;
- keyFrameB = (keyFrameB + 1) % frames.Count;
- timeB = frames[keyFrameB].Time;
- if (timeB < timeA)
- timeB += duration; // timeB is now greater than duration
- mB = frames[keyFrameB].Transform;
-
- diffAB = timeB - timeA;
- }
- // if the first keyFrame is at time zero, we skip interpolation with the prev/last keyframe.
- if (keyFrameB == 0 && timeB == TimeSpan.Zero)
- {
- mBlend = mB;
- }
- else
- {
- TimeSpan diffB = timeB - time;
- float amount = 1f - (float)((double)diffB.Ticks / (double)diffAB.Ticks);
- MatrixLerpDecomposition(ref mA, ref mB, amount, ref mBlend);
- }
-
- newFrames.Add(new KeyframeContent(bone, time, mBlend));
- System.Diagnostics.Debug.WriteLine("{Time:" + time);
- }
- }
-
- //newFrames.AddRange(frames);
- newFrames.Sort(CompareKeyframeTimes);
- //TimeSpan keySpan = TimeSpan.FromTicks((long)((1f / generateKeyframesFrequency) * TimeSpan.TicksPerSecond));
- //for (int i = 0; i < frames.Count - 1; ++i)
- //{
- // InterpolateFrames(bone, frames, keySpan, i);
- //}
- return newFrames;
- }
- private static void InterpolateFrames(int bone, List<KeyframeContent> frames, TimeSpan keySpan, int i)
- {
- int a = i;
- int b = i + 1;
- TimeSpan diff = frames[b].Time - frames[a].Time;
- Matrix mBlend = Matrix.Identity;
- if (diff > keySpan)
- {
- TimeSpan newTime = frames[a].Time + keySpan;
- float amount = (float)(keySpan.TotalSeconds / diff.TotalSeconds);
- Matrix m1 = frames[a].Transform;
- Matrix m2 = frames[b].Transform;
- MatrixLerpDecomposition(ref m1, ref m2, amount, ref mBlend);
- frames.Insert(b, new KeyframeContent(bone, newTime, mBlend));
- }
- return;
- }
- private static void MatrixLerpPrecise(ref Matrix m1, ref Matrix m2, float amount, ref Matrix result)
- {
- float w1 = 1f - amount;
- float w2 = amount;
- result.M11 = (m1.M11 * w1) + (m2.M11 * w2);
- result.M12 = (m1.M12 * w1) + (m2.M12 * w2);
- result.M13 = (m1.M13 * w1) + (m2.M13 * w2);
- result.M21 = (m1.M21 * w1) + (m2.M21 * w2);
- result.M22 = (m1.M22 * w1) + (m2.M22 * w2);
- result.M23 = (m1.M23 * w1) + (m2.M23 * w2);
- result.M31 = (m1.M31 * w1) + (m2.M31 * w2);
- result.M32 = (m1.M32 * w1) + (m2.M32 * w2);
- result.M33 = (m1.M33 * w1) + (m2.M33 * w2);
- result.M41 = (m1.M41 * w1) + (m2.M41 * w2);
- result.M42 = (m1.M42 * w1) + (m2.M42 * w2);
- result.M43 = (m1.M43 * w1) + (m2.M43 * w2);
- }
- private static void MatrixLerpDecomposition(ref Matrix m1, ref Matrix m2, float amount, ref Matrix mBlend)
- {
- Vector3 pScale; Quaternion pRotation; Vector3 pTranslation;
- m1.Decompose(out pScale, out pRotation, out pTranslation);
- Vector3 iScale; Quaternion iRotation; Vector3 iTranslation;
- m2.Decompose(out iScale, out iRotation, out iTranslation);
- Vector3 Scale; Quaternion Rotation; Vector3 Translation;
- //lerp
- Vector3.Lerp(ref pScale, ref iScale, amount, out Scale);
- Quaternion.Slerp(ref pRotation, ref iRotation, amount, out Rotation);
- Vector3.Lerp(ref pTranslation, ref iTranslation, amount, out Translation);
- Matrix rotation;
- Matrix.CreateFromQuaternion(ref Rotation, out rotation);
- mBlend.M11 = Scale.X * rotation.M11;
- mBlend.M12 = Scale.X * rotation.M12;
- mBlend.M13 = Scale.X * rotation.M13;
- mBlend.M21 = Scale.Y * rotation.M21;
- mBlend.M22 = Scale.Y * rotation.M22;
- mBlend.M23 = Scale.Y * rotation.M23;
- mBlend.M31 = Scale.Z * rotation.M31;
- mBlend.M32 = Scale.Z * rotation.M32;
- mBlend.M33 = Scale.Z * rotation.M33;
- mBlend.M41 = Translation.X;
- mBlend.M42 = Translation.Y;
- mBlend.M43 = Translation.Z;
- }
-
- }
- }
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