Better anim abstraction

This commit is contained in:
Will Snyder 2020-11-29 15:45:32 -05:00
parent 791a033d08
commit a83c74ebf7
3 changed files with 43 additions and 29 deletions

View File

@ -27,19 +27,23 @@ def extract_anim(armature: bpy.types.Armature) -> Animation:
anim.end_index = num_frames - 1 anim.end_index = num_frames - 1
anim.bone_transforms["DummyRoot"] = [] anim.bone_frames["DummyRoot"] = ([], [])
for bone in armature.data.bones: for bone in armature.data.bones:
anim.bone_transforms[bone.name] = [] anim.bone_frames[bone.name] = ([], [])
for frame in range(num_frames): for frame in range(num_frames):
#if frame % 10 == 0:
# print("Sample frame {}:".format(frame))
frame_time = framerange.x + frame * increment frame_time = framerange.x + frame * increment
bpy.context.scene.frame_set(frame_time) bpy.context.scene.frame_set(frame_time)
anim.bone_transforms["DummyRoot"].append(ModelTransform())
rframe_dummy = RotationFrame(frame, convert_rotation_space(Quaternion()))
tframe_dummy = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
anim.bone_frames["DummyRoot"][0].append(tframe_dummy)
anim.bone_frames["DummyRoot"][1].append(rframe_dummy)
for bone in armature.pose.bones: for bone in armature.pose.bones:
transform = bone.matrix transform = bone.matrix
@ -49,13 +53,11 @@ def extract_anim(armature: bpy.types.Armature) -> Animation:
loc, rot, _ = transform.decompose() loc, rot, _ = transform.decompose()
xform = ModelTransform() rframe = RotationFrame(frame, convert_rotation_space(rot))
xform.rotation = convert_rotation_space(rot) tframe = TranslationFrame(frame, convert_vector_space(loc))
xform.translation = convert_vector_space(loc)
#if frame % 10 == 0: anim.bone_frames[bone.name][0].append(tframe)
# print("\t{:10}: loc {:15} rot {:15}".format(bone.name, vec_to_str(xform.translation), quat_to_str(xform.rotation))) anim.bone_frames[bone.name][1].append(rframe)
anim.bone_transforms[bone.name].append(xform)
return anim return anim

View File

@ -76,14 +76,28 @@ class Model:
geometry: List[GeometrySegment] = None geometry: List[GeometrySegment] = None
collisionprimitive: CollisionPrimitive = None collisionprimitive: CollisionPrimitive = None
@dataclass
class RotationFrame:
index : int = 0
rotation : Quaternion = field(default_factory=Quaternion)
@dataclass
class TranslationFrame:
index : int = 0
translation : Vector = field(default_factory=Vector)
@dataclass @dataclass
class Animation: class Animation:
""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """ """ Class representing 'CYCL' + 'KFR3' sections in a .msh file """
name: str = "fullanimation" name: str = "fullanimation"
bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict) bone_frames: Dict[str, Tuple[List[TranslationFrame], List[RotationFrame]]] = field(default_factory=dict)
framerate: float = 29.97 framerate: float = 29.97
start_index : int = 0 start_index : int = 0
end_index : int = 0 end_index : int = 0

View File

@ -248,14 +248,14 @@ def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
SKELETON CHUNKS SKELETON CHUNKS
''' '''
def _write_bln2(bln2: Writer, scene: Scene): def _write_bln2(bln2: Writer, scene: Scene):
bones = scene.anims[0].bone_transforms.keys() bones = scene.anims[0].bone_frames.keys()
bln2.write_u32(len(bones)) bln2.write_u32(len(bones))
for boneName in bones: for boneName in bones:
bln2.write_u32(crc(boneName), 0) bln2.write_u32(crc(boneName), 0)
def _write_skl2(skl2: Writer, scene: Scene): def _write_skl2(skl2: Writer, scene: Scene):
bones = scene.anims[0].bone_transforms.keys() bones = scene.anims[0].bone_frames.keys()
skl2.write_u32(len(bones)) skl2.write_u32(len(bones))
for boneName in bones: for boneName in bones:
@ -282,22 +282,20 @@ def _write_anm2(anm2: Writer, anim: Animation):
with anm2.create_child("KFR3") as kfr3: with anm2.create_child("KFR3") as kfr3:
kfr3.write_u32(len(anim.bone_transforms.keys())) kfr3.write_u32(len(anim.bone_frames))
for boneName in anim.bone_transforms.keys(): for boneName in anim.bone_frames:
kfr3.write_u32(crc(boneName)) kfr3.write_u32(crc(boneName))
kfr3.write_u32(0) #what is keyframe type? kfr3.write_u32(0) #what is keyframe type?
num_frames = 1 + anim.end_index - anim.start_index translation_frames, rotation_frames = anim.bone_frames[boneName]
kfr3.write_u32(num_frames, num_frames) #basic testing
for i, xform in enumerate(anim.bone_transforms[boneName]):
kfr3.write_u32(i)
kfr3.write_f32(xform.translation.x, xform.translation.y, xform.translation.z)
for i, xform in enumerate(anim.bone_transforms[boneName]):
kfr3.write_u32(i)
kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
kfr3.write_u32(len(translation_frames), len(rotation_frames))
for frame in translation_frames:
kfr3.write_u32(frame.index)
kfr3.write_f32(frame.translation.x, frame.translation.y, frame.translation.z)
for frame in rotation_frames:
kfr3.write_u32(frame.index)
kfr3.write_f32(frame.rotation.x, frame.rotation.y, frame.rotation.z, frame.rotation.w)