B3D: Add calculate_absolute_bone_properties

This commit is contained in:
Lars Mueller 2021-02-02 23:15:24 +01:00
parent c00d014041
commit b8a3e162cc

62
b3d.lua

@ -260,7 +260,8 @@ function read(stream)
node_type = "bone"
node.bone = elem
elseif type == "KEYS" then
table.insert(node.keys, elem)
assert((node.keys[#node.keys] or {}).frame ~= (elem[1] or {}).frame, "duplicate frame")
modlib.table.append(node.keys, elem)
elseif type == "NODE" then
table.insert(node.children, elem)
elseif type == "ANIM" then
@ -321,4 +322,61 @@ function read(stream)
return setmetatable(self, metatable)
end
-- TODO function write(self, stream)
-- TODO function write(self, stream)
local binary_search_frame = modlib.table.binary_search_comparator(function(a, b)
return modlib.table.default_comparator(a, b.frame)
end)
function calculate_absolute_bone_properties(self, keyframe, interpolate)
local function get_frame_values(keys)
local values = keys[keyframe]
if values and values.frame == keyframe then
return {
position = values.position,
rotation = values.rotation,
scale = values.scale
}
end
local index = binary_search_frame(keys, keyframe)
if index > 0 then
return keys[index]
end
index = -index
assert(index > 1 and index <= #keys)
local a, b = keys[index - 1], keys[index]
if not interpolate then
return a
end
local ratio = (keyframe - a.frame) / (b.frame - a.frame)
return {
position = (a.position and b.position and modlib.vector.interpolate(a.position, b.position, ratio)) or a.position or b.position,
rotation = (a.rotation and b.rotation and modlib.quaternion.interpolate(a.rotation, b.rotation, ratio)) or a.rotation or b.rotation,
scale = (a.scale and b.scale and modlib.vector.interpolate(a.scale, b.scale, ratio)) or a.scale or b.scale,
}
end
local absolute_bone_properties = {}
local function calculate_absolute_properties(self, parent_properties)
local properties = {
name = self.name,
position = self.position,
rotation = self.rotation,
scale = self.scale
}
if self.keys and next(self.keys) ~= nil then
properties = modlib.table.add_all(properties, get_frame_values(self.keys))
end
if parent_properties then
properties.position = modlib.vector.add(parent_properties.position, properties.position)
properties.rotation = modlib.quaternion.multiply(parent_properties.rotation, properties.rotation)
properties.scale = modlib.vector.multiply(parent_properties.scale, properties.scale)
end
if self.bone then
table.insert(absolute_bone_properties, properties)
end
for _, child in ipairs(self.children or {}) do
calculate_absolute_properties(child, properties)
end
end
calculate_absolute_properties(self.node)
return absolute_bone_properties
end