SkinnedModel.AnimationPlayer.GetBoneTransforms C# (CSharp) Method

GetBoneTransforms() public method

Gets the current bone transform matrices, relative to their parent bones.
public GetBoneTransforms ( ) : Matrix[]
return Matrix[]
        public Matrix[] GetBoneTransforms()
        {
            return bone_matrices;
        }

Usage Example

コード例 #1
0
        //------------------------------------------//
        // 関数名	Update							//
        //    Function Update
        // 機能		モデルのボーン情報を更新する		//
        //    Update the information of bone functional model
        // 引数		スケルトンデータ					//
        //    Argument skeleton data
        // 戻り値	なし								//
        //    No return value
        //------------------------------------------//
        public void Update(Skeleton skeleton, AnimationPlayer animationPlayer, bool JumpAnimate, bool KickAnimate, bool DuckAnimate, bool KnockAnimate)
        {
            // Get information of skin model
            var skinningData = this.model.Tag as SkinningData;

            // To reflect the skeletal data of Kinect for bone information on which to base the model
            var worldBindPose = new Matrix[skinningData.BindPose.Count];
            testMatrix = new Matrix[skinningData.BindPose.Count];

            // animation transformation matrix
            Matrix[] bones;
            if (animationPlayer != null)
            {
                //bones = animationPlayer.GetSkinTransforms();
                bones = animationPlayer.GetBoneTransforms();
            }
            else
            {
                bones = new Matrix[(int)BoneType.MaxBone];
            }

            for (var boneIndex = 0; boneIndex < skinningData.BindPose.Count; boneIndex++)
            {
                // I get the bone information on which to base
                var boneTransform = skinningData.BindPose[boneIndex];
                var parentBoneIndex = skinningData.SkeletonHierarchy[boneIndex];
                if (parentBoneIndex > -1)
                {
                    // I synthesize the bone information of parents who completed the reflection
                    boneTransform *= worldBindPose[parentBoneIndex];
                    boneTransform = bones[boneIndex] * worldBindPose[parentBoneIndex];
                }
                else
                {
                    boneTransform = bones[boneIndex];
                }

                // To reflect the coordinates of the joint according to the bone
                switch (this.boneIndices[boneIndex])
                {
                    case BoneType.Hip:
                        {
                            if (JumpAnimate || KickAnimate || DuckAnimate || KnockAnimate)
                            {
                            }
                            else
                            {
                               // TransformRootBone(skeleton, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.Head:
                        {
                            if (JumpAnimate || DuckAnimate || KnockAnimate)
                            {
                            }
                            else
                            {
                                TransformNodeBone(skeleton, JointType.Head, JointType.ShoulderCenter, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.Spine:
                        {
                            if (JumpAnimate || DuckAnimate)
                            {
                            }
                            else
                            {
                                TransformNodeBone(skeleton, JointType.ShoulderCenter, JointType.HipCenter, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.UpperArmRight:
                        {
                            if (JumpAnimate || DuckAnimate)
                            {
                            }
                            else
                            {
                                TransformNodeBone(skeleton, JointType.ShoulderRight, JointType.ElbowRight, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.ForeArmRight:
                        {
                            if (JumpAnimate || DuckAnimate)
                            {
                            }
                            else
                            {
                                TransformNodeBone(skeleton, JointType.ElbowRight, JointType.WristRight, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.HandRight:
                        {
                            if (JumpAnimate || DuckAnimate)
                            {
                            }
                            else
                            {
                                TransformNodeBone(skeleton, JointType.WristRight, JointType.HandRight, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.UpperArmLeft:
                        {
                            if (JumpAnimate || DuckAnimate)
                            {
                            }
                            else
                            {
                                TransformNodeBone(skeleton, JointType.ShoulderLeft, JointType.ElbowLeft, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.ForeArmLeft:
                        {
                            if (JumpAnimate || DuckAnimate)
                            {
                            }
                            else
                            {
                                TransformNodeBone(skeleton, JointType.ElbowLeft, JointType.WristLeft, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.HandLeft:
                        {
                            if (JumpAnimate || DuckAnimate)
                            {
                            }
                            else
                            {
                                TransformNodeBone(skeleton, JointType.WristLeft, JointType.HandLeft, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.ThighRight:
                        {
                            if (JumpAnimate || KickAnimate || KnockAnimate)
                            {
                                //boneTransform = worldBindPose[parentBoneIndex] * bones[boneIndex];
                                //boneTransform = skinningData.BindPose[boneIndex];// *worldBindPose[parentBoneIndex];
                            }
                            else
                            {
                                //TransformNodeBone(skeleton, JointType.HipRight, JointType.KneeRight, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.ShinRight:
                        {
                            if (JumpAnimate || KickAnimate || KnockAnimate)
                            {
                            }
                            else
                            {
                               // TransformNodeBone(skeleton, JointType.KneeRight, JointType.AnkleRight, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.FootRight:
                        {
                            if (JumpAnimate || KickAnimate || KnockAnimate)
                            {
                            }
                            else
                            {
                                //TransformNodeBone(skeleton, JointType.AnkleRight, JointType.FootRight, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.ThighLeft:
                        {
                            if (JumpAnimate || KickAnimate || KnockAnimate)
                            {
                            }
                            else
                            {
                               // TransformNodeBone(skeleton, JointType.HipLeft, JointType.KneeLeft, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.ShinLeft:
                        {
                            if (JumpAnimate || KickAnimate || KnockAnimate)
                            {
                            }
                            else
                            {
                               // TransformNodeBone(skeleton, JointType.KneeLeft, JointType.AnkleLeft, ref boneTransform);
                            }
                        }
                        break;
                    case BoneType.FootLeft:
                        {
                            if (JumpAnimate || KickAnimate || KnockAnimate)
                            {
                            }
                            else
                            {
                                //TransformNodeBone(skeleton, JointType.AnkleLeft, JointType.FootLeft, ref boneTransform);
                            }
                        }
                        break;
                }
                worldBindPose[boneIndex] = boneTransform;
                testMatrix[boneIndex] = boneTransform;

                // To be stored in the field by converting the coordinate system of the bone information
                this.boneTransforms[boneIndex] = skinningData.InverseBindPose[boneIndex] * worldBindPose[boneIndex];
                //testMatrix = boneTransforms;
            }
        }