Bugfix: fix that allows to use either quaternion or euler rotation in
bone animation.
This commit is contained in:
parent
539c2e65fc
commit
3b187e9342
@ -1,243 +1,260 @@
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package com.jme3.scene.plugins.blender.animations;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import com.jme3.animation.BoneTrack;
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import com.jme3.animation.SpatialTrack;
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import com.jme3.animation.Track;
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import com.jme3.math.FastMath;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.plugins.blender.curves.BezierCurve;
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/**
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* This class is used to calculate bezier curves value for the given frames. The
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* Ipo (interpolation object) consists of several b-spline curves (connected 3rd
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* degree bezier curves) of a different type.
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*
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* @author Marcin Roguski
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*/
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public class Ipo {
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private static final Logger LOGGER = Logger.getLogger(Ipo.class.getName());
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public static final int AC_LOC_X = 1;
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public static final int AC_LOC_Y = 2;
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public static final int AC_LOC_Z = 3;
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public static final int OB_ROT_X = 7;
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public static final int OB_ROT_Y = 8;
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public static final int OB_ROT_Z = 9;
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public static final int AC_SIZE_X = 13;
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public static final int AC_SIZE_Y = 14;
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public static final int AC_SIZE_Z = 15;
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public static final int AC_QUAT_W = 25;
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public static final int AC_QUAT_X = 26;
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public static final int AC_QUAT_Y = 27;
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public static final int AC_QUAT_Z = 28;
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/** A list of bezier curves for this interpolation object. */
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private BezierCurve[] bezierCurves;
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/** Each ipo contains one bone track. */
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private Track calculatedTrack;
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/** This variable indicates if the Y asxis is the UP axis or not. */
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protected boolean fixUpAxis;
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/**
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* Depending on the blender version rotations are stored in degrees or
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* radians so we need to know the version that is used.
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*/
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protected final int blenderVersion;
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/**
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* Constructor. Stores the bezier curves.
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*
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* @param bezierCurves
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* a table of bezier curves
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* @param fixUpAxis
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* indicates if the Y is the up axis or not
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* @param blenderVersion
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* the blender version that is currently used
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*/
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public Ipo(BezierCurve[] bezierCurves, boolean fixUpAxis, int blenderVersion) {
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this.bezierCurves = bezierCurves;
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this.fixUpAxis = fixUpAxis;
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this.blenderVersion = blenderVersion;
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}
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/**
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* This method calculates the ipo value for the first curve.
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*
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* @param frame
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* the frame for which the value is calculated
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* @return calculated ipo value
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*/
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public float calculateValue(int frame) {
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return this.calculateValue(frame, 0);
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}
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/**
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* This method calculates the ipo value for the curve of the specified
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* index. Make sure you do not exceed the curves amount. Alway chech the
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* amount of curves before calling this method.
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*
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* @param frame
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* the frame for which the value is calculated
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* @param curveIndex
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* the index of the curve
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* @return calculated ipo value
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*/
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public float calculateValue(int frame, int curveIndex) {
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return bezierCurves[curveIndex].evaluate(frame, BezierCurve.Y_VALUE);
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}
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/**
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* This method returns the frame where last bezier triple center point of
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* the specified bezier curve is located.
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*
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* @return the frame number of the last defined bezier triple point for the
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* specified ipo
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*/
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public int getLastFrame() {
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int result = 1;
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for (int i = 0; i < bezierCurves.length; ++i) {
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int tempResult = bezierCurves[i].getLastFrame();
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if (tempResult > result) {
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result = tempResult;
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}
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}
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return result;
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}
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/**
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* This method calculates the value of the curves as a bone track between
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* the specified frames.
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*
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* @param targetIndex
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* the index of the target for which the method calculates the
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* tracks IMPORTANT! Aet to -1 (or any negative number) if you
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* want to load spatial animation.
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* @param localTranslation
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* the local translation of the object/bone that will be animated by
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* the track
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* @param localRotation
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* the local rotation of the object/bone that will be animated by
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* the track
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* @param localScale
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* the local scale of the object/bone that will be animated by
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* the track
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* @param startFrame
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* the first frame of tracks (inclusive)
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* @param stopFrame
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* the last frame of the tracks (inclusive)
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* @param fps
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* frame rate (frames per second)
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* @param spatialTrack
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* this flag indicates if the track belongs to a spatial or to a
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* bone; the difference is important because it appears that bones
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* in blender have the same type of coordinate system (Y as UP)
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* as jme while other features have different one (Z is UP)
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* @return bone track for the specified bone
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*/
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public Track calculateTrack(int targetIndex, Vector3f localTranslation, Quaternion localRotation, Vector3f localScale, int startFrame, int stopFrame, int fps, boolean spatialTrack) {
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if (calculatedTrack == null) {
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// preparing data for track
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int framesAmount = stopFrame - startFrame;
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float timeBetweenFrames = 1.0f / fps;
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float[] times = new float[framesAmount + 1];
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Vector3f[] translations = new Vector3f[framesAmount + 1];
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float[] translation = new float[] { localTranslation.x, localTranslation.y, localTranslation.z };
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Quaternion[] rotations = new Quaternion[framesAmount + 1];
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float[] quaternionRotation = new float[] { localRotation.getX(), localRotation.getY(), localRotation.getZ(), localRotation.getW(), };
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float[] objectRotation = localRotation.toAngles(null);
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Vector3f[] scales = new Vector3f[framesAmount + 1];
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float[] scale = new float[] { localScale.x, localScale.y, localScale.z };
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float degreeToRadiansFactor = 1;
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if (blenderVersion < 250) {// in blender earlier than 2.50 the values are stored in degrees
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degreeToRadiansFactor *= FastMath.DEG_TO_RAD * 10;// the values in blender are divided by 10, so we need to mult it here
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}
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int yIndex = 1, zIndex = 2;
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boolean swapAxes = spatialTrack && fixUpAxis;
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if (swapAxes) {
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yIndex = 2;
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zIndex = 1;
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}
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// calculating track data
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for (int frame = startFrame; frame <= stopFrame; ++frame) {
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int index = frame - startFrame;
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times[index] = index * timeBetweenFrames;// start + (frame - 1) * timeBetweenFrames;
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for (int j = 0; j < bezierCurves.length; ++j) {
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double value = bezierCurves[j].evaluate(frame, BezierCurve.Y_VALUE);
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switch (bezierCurves[j].getType()) {
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// LOCATION
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case AC_LOC_X:
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translation[0] = (float) value;
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break;
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case AC_LOC_Y:
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if (swapAxes && value != 0) {
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value = -value;
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}
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translation[yIndex] = (float) value;
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break;
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case AC_LOC_Z:
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translation[zIndex] = (float) value;
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break;
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// ROTATION (used with object animation)
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case OB_ROT_X:
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objectRotation[0] = (float) value * degreeToRadiansFactor;
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break;
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case OB_ROT_Y:
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if (swapAxes && value != 0) {
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value = -value;
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}
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objectRotation[yIndex] = (float) value * degreeToRadiansFactor;
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break;
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case OB_ROT_Z:
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objectRotation[zIndex] = (float) value * degreeToRadiansFactor;
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break;
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// SIZE
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case AC_SIZE_X:
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scale[0] = (float) value;
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break;
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case AC_SIZE_Y:
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scale[yIndex] = (float) value;
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break;
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case AC_SIZE_Z:
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scale[zIndex] = (float) value;
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break;
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// QUATERNION ROTATION (used with bone animation)
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case AC_QUAT_W:
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quaternionRotation[3] = (float) value;
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break;
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case AC_QUAT_X:
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quaternionRotation[0] = (float) value;
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break;
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case AC_QUAT_Y:
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if (swapAxes && value != 0) {
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value = -value;
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}
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quaternionRotation[yIndex] = (float) value;
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break;
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case AC_QUAT_Z:
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quaternionRotation[zIndex] = (float) value;
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break;
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default:
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LOGGER.log(Level.WARNING, "Unknown ipo curve type: {0}.", bezierCurves[j].getType());
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}
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}
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translations[index] = localRotation.multLocal(new Vector3f(translation[0], translation[1], translation[2]));
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rotations[index] = spatialTrack ? new Quaternion().fromAngles(objectRotation) : new Quaternion(quaternionRotation[0], quaternionRotation[1], quaternionRotation[2], quaternionRotation[3]);
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scales[index] = new Vector3f(scale[0], scale[1], scale[2]);
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}
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if (spatialTrack) {
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calculatedTrack = new SpatialTrack(times, translations, rotations, scales);
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} else {
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calculatedTrack = new BoneTrack(targetIndex, times, translations, rotations, scales);
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}
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}
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return calculatedTrack;
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}
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}
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package com.jme3.scene.plugins.blender.animations;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import com.jme3.animation.BoneTrack;
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import com.jme3.animation.SpatialTrack;
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import com.jme3.animation.Track;
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import com.jme3.math.FastMath;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.plugins.blender.curves.BezierCurve;
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/**
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* This class is used to calculate bezier curves value for the given frames. The
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* Ipo (interpolation object) consists of several b-spline curves (connected 3rd
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* degree bezier curves) of a different type.
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*
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* @author Marcin Roguski
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*/
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public class Ipo {
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private static final Logger LOGGER = Logger.getLogger(Ipo.class.getName());
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public static final int AC_LOC_X = 1;
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public static final int AC_LOC_Y = 2;
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public static final int AC_LOC_Z = 3;
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public static final int OB_ROT_X = 7;
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public static final int OB_ROT_Y = 8;
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public static final int OB_ROT_Z = 9;
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public static final int AC_SIZE_X = 13;
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public static final int AC_SIZE_Y = 14;
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public static final int AC_SIZE_Z = 15;
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public static final int AC_QUAT_W = 25;
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public static final int AC_QUAT_X = 26;
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public static final int AC_QUAT_Y = 27;
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public static final int AC_QUAT_Z = 28;
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/** A list of bezier curves for this interpolation object. */
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private BezierCurve[] bezierCurves;
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/** Each ipo contains one bone track. */
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private Track calculatedTrack;
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/** This variable indicates if the Y asxis is the UP axis or not. */
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protected boolean fixUpAxis;
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/**
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* Depending on the blender version rotations are stored in degrees or
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* radians so we need to know the version that is used.
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*/
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protected final int blenderVersion;
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/**
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* Constructor. Stores the bezier curves.
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*
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* @param bezierCurves
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* a table of bezier curves
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* @param fixUpAxis
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* indicates if the Y is the up axis or not
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* @param blenderVersion
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* the blender version that is currently used
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*/
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public Ipo(BezierCurve[] bezierCurves, boolean fixUpAxis, int blenderVersion) {
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this.bezierCurves = bezierCurves;
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this.fixUpAxis = fixUpAxis;
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this.blenderVersion = blenderVersion;
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}
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/**
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* This method calculates the ipo value for the first curve.
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*
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* @param frame
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* the frame for which the value is calculated
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* @return calculated ipo value
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*/
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public float calculateValue(int frame) {
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return this.calculateValue(frame, 0);
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}
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/**
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* This method calculates the ipo value for the curve of the specified
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* index. Make sure you do not exceed the curves amount. Alway chech the
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* amount of curves before calling this method.
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*
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* @param frame
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* the frame for which the value is calculated
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* @param curveIndex
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* the index of the curve
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* @return calculated ipo value
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*/
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public float calculateValue(int frame, int curveIndex) {
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return bezierCurves[curveIndex].evaluate(frame, BezierCurve.Y_VALUE);
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}
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/**
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* This method returns the frame where last bezier triple center point of
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* the specified bezier curve is located.
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*
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* @return the frame number of the last defined bezier triple point for the
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* specified ipo
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*/
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public int getLastFrame() {
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int result = 1;
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for (int i = 0; i < bezierCurves.length; ++i) {
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int tempResult = bezierCurves[i].getLastFrame();
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if (tempResult > result) {
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result = tempResult;
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}
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}
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return result;
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}
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/**
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* This method calculates the value of the curves as a bone track between
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* the specified frames.
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*
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* @param targetIndex
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* the index of the target for which the method calculates the
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* tracks IMPORTANT! Aet to -1 (or any negative number) if you
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* want to load spatial animation.
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* @param localTranslation
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* the local translation of the object/bone that will be animated by
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* the track
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* @param localRotation
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* the local rotation of the object/bone that will be animated by
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* the track
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* @param localScale
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* the local scale of the object/bone that will be animated by
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* the track
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* @param startFrame
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* the first frame of tracks (inclusive)
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* @param stopFrame
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* the last frame of the tracks (inclusive)
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* @param fps
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* frame rate (frames per second)
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* @param spatialTrack
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* this flag indicates if the track belongs to a spatial or to a
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* bone; the difference is important because it appears that bones
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* in blender have the same type of coordinate system (Y as UP)
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* as jme while other features have different one (Z is UP)
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* @return bone track for the specified bone
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*/
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public Track calculateTrack(int targetIndex, Vector3f localTranslation, Quaternion localRotation, Vector3f localScale, int startFrame, int stopFrame, int fps, boolean spatialTrack) {
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if (calculatedTrack == null) {
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// preparing data for track
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int framesAmount = stopFrame - startFrame;
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float timeBetweenFrames = 1.0f / fps;
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float[] times = new float[framesAmount + 1];
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Vector3f[] translations = new Vector3f[framesAmount + 1];
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float[] translation = new float[] { localTranslation.x, localTranslation.y, localTranslation.z };
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Quaternion[] rotations = new Quaternion[framesAmount + 1];
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float[] quaternionRotation = new float[] { localRotation.getX(), localRotation.getY(), localRotation.getZ(), localRotation.getW(), };
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float[] eulerRotation = localRotation.toAngles(null);
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Vector3f[] scales = new Vector3f[framesAmount + 1];
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float[] scale = new float[] { localScale.x, localScale.y, localScale.z };
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float degreeToRadiansFactor = 1;
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if (blenderVersion < 250) {// in blender earlier than 2.50 the values are stored in degrees
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degreeToRadiansFactor *= FastMath.DEG_TO_RAD * 10;// the values in blender are divided by 10, so we need to mult it here
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}
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int yIndex = 1, zIndex = 2;
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boolean swapAxes = spatialTrack && fixUpAxis;
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if (swapAxes) {
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yIndex = 2;
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zIndex = 1;
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}
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boolean eulerRotationUsed = false, queternionRotationUsed = false;
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// calculating track data
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for (int frame = startFrame; frame <= stopFrame; ++frame) {
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int index = frame - startFrame;
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times[index] = index * timeBetweenFrames;// start + (frame - 1) * timeBetweenFrames;
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for (int j = 0; j < bezierCurves.length; ++j) {
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double value = bezierCurves[j].evaluate(frame, BezierCurve.Y_VALUE);
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switch (bezierCurves[j].getType()) {
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// LOCATION
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case AC_LOC_X:
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translation[0] = (float) value;
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break;
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case AC_LOC_Y:
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if (swapAxes && value != 0) {
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value = -value;
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}
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translation[yIndex] = (float) value;
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break;
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case AC_LOC_Z:
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translation[zIndex] = (float) value;
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break;
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// EULER ROTATION
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case OB_ROT_X:
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eulerRotationUsed = true;
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eulerRotation[0] = (float) value * degreeToRadiansFactor;
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break;
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case OB_ROT_Y:
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eulerRotationUsed = true;
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if (swapAxes && value != 0) {
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value = -value;
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}
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eulerRotation[yIndex] = (float) value * degreeToRadiansFactor;
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break;
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case OB_ROT_Z:
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eulerRotationUsed = true;
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eulerRotation[zIndex] = (float) value * degreeToRadiansFactor;
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break;
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// SIZE
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case AC_SIZE_X:
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scale[0] = (float) value;
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break;
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case AC_SIZE_Y:
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scale[yIndex] = (float) value;
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break;
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case AC_SIZE_Z:
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scale[zIndex] = (float) value;
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break;
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// QUATERNION ROTATION (used with bone animation)
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case AC_QUAT_W:
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queternionRotationUsed = true;
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quaternionRotation[3] = (float) value;
|
||||
break;
|
||||
case AC_QUAT_X:
|
||||
queternionRotationUsed = true;
|
||||
quaternionRotation[0] = (float) value;
|
||||
break;
|
||||
case AC_QUAT_Y:
|
||||
queternionRotationUsed = true;
|
||||
if (swapAxes && value != 0) {
|
||||
value = -value;
|
||||
}
|
||||
quaternionRotation[yIndex] = (float) value;
|
||||
break;
|
||||
case AC_QUAT_Z:
|
||||
quaternionRotation[zIndex] = (float) value;
|
||||
break;
|
||||
default:
|
||||
LOGGER.log(Level.WARNING, "Unknown ipo curve type: {0}.", bezierCurves[j].getType());
|
||||
}
|
||||
}
|
||||
translations[index] = localRotation.multLocal(new Vector3f(translation[0], translation[1], translation[2]));
|
||||
if(queternionRotationUsed) {
|
||||
rotations[index] = new Quaternion(quaternionRotation[0], quaternionRotation[1], quaternionRotation[2], quaternionRotation[3]);
|
||||
} else {
|
||||
rotations[index] = new Quaternion().fromAngles(eulerRotation);
|
||||
}
|
||||
|
||||
scales[index] = new Vector3f(scale[0], scale[1], scale[2]);
|
||||
}
|
||||
if (spatialTrack) {
|
||||
calculatedTrack = new SpatialTrack(times, translations, rotations, scales);
|
||||
} else {
|
||||
calculatedTrack = new BoneTrack(targetIndex, times, translations, rotations, scales);
|
||||
}
|
||||
|
||||
if(queternionRotationUsed && eulerRotationUsed) {
|
||||
LOGGER.warning("Animation uses both euler and quaternion tracks for rotations. Quaternion rotation is applied. Make sure that this is what you wanted!");
|
||||
}
|
||||
}
|
||||
|
||||
return calculatedTrack;
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user