コード例 #1
0
ファイル: BabylonCamera.cpp プロジェクト: Gpinchon/Babylon.js
BabylonCamera::BabylonCamera(BabylonNode& babnode)
{
	auto node = babnode.fbxNode();
	std::string ansiName = node->GetName();
	name = std::wstring(ansiName.begin(), ansiName.end());
	id = getNodeId(node);
	auto parent = node->GetParent();
	if (parent) {
		parentId = getNodeId(parent);
	}
	auto camera = node->GetCamera();
	if (!camera) {
		return;
	}
	type = L"FreeCamera";
	auto targetNode = node->GetTarget();
	if (targetNode) {
		lockedTargetId = getNodeId(targetNode);
	}
	else {
		target = camera->InterestPosition.Get();
	}
	position = babnode.localTranslate();
	rotationQuaternion = babnode.localRotationQuat();
	
	fov = camera->FieldOfViewY * Euler2Rad;
	minZ = camera->FrontPlaneDistance.Get();
	maxZ = camera->BackPlaneDistance.Get();

	auto hasAnimStack = node->GetScene()->GetSrcObjectCount<FbxAnimStack>() > 0;
	if (!hasAnimStack){
		return;
	}
	auto animStack = node->GetScene()->GetSrcObject<FbxAnimStack>(0);
	FbxString animStackName = animStack->GetName();
	FbxTakeInfo* takeInfo = node->GetScene()->GetTakeInfo(animStackName);
	auto animTimeMode = GlobalSettings::Current().AnimationsTimeMode;
	auto animFrameRate = GlobalSettings::Current().AnimationsFrameRate();
	auto startFrame = takeInfo->mLocalTimeSpan.GetStart().GetFrameCount(animTimeMode);
	auto endFrame = takeInfo->mLocalTimeSpan.GetStop().GetFrameCount(animTimeMode);
	auto animLengthInFrame = endFrame - startFrame + 1;

	auto posAnim = std::make_shared<BabylonAnimation<babylon_vector3>>(BabylonAnimationBase::loopBehavior_Cycle, animFrameRate, L"position", L"position", true, 0, animLengthInFrame, true);
	auto rotAnim = std::make_shared<BabylonAnimation<babylon_vector4>>(BabylonAnimationBase::loopBehavior_Cycle, animFrameRate, L"rotation", L"rotation", true, 0, animLengthInFrame, true);
	auto targetAnim = std::make_shared<BabylonAnimation<babylon_vector3>>(BabylonAnimationBase::loopBehavior_Cycle, animFrameRate, L"target", L"target", true, 0, animLengthInFrame, true);
	
	for (auto ix = 0ll; ix < animLengthInFrame; ix++){
		FbxTime currTime;
		currTime.SetFrame(startFrame + ix, animTimeMode);

		babylon_animation_key<babylon_vector3> poskey;
		babylon_animation_key<babylon_vector4> rotkey;
		poskey.frame = ix;
		rotkey.frame = ix;

		poskey.values = babnode.localTranslate(currTime);
		rotkey.values = babnode.localRotationQuat(currTime);
		posAnim->appendKey(poskey);
		rotAnim->appendKey(rotkey);

		if (lockedTargetId.size() == 0){

			babylon_animation_key<babylon_vector3> targetKey;
			targetKey.frame = ix;
			targetKey.values = camera->InterestPosition.EvaluateValue(currTime);
			targetAnim->appendKey(targetKey);
		}
	}
	if (!posAnim->isConstant()){
		animations.push_back(posAnim);
	}
	if (!rotAnim->isConstant()){
		quatAnimations.push_back(rotAnim);
	}
	if (!targetAnim->isConstant()){
		animations.push_back(targetAnim);
	}
}
コード例 #2
0
ファイル: BabylonLight.cpp プロジェクト: nickooms/Babylon.js
BabylonLight::BabylonLight(BabylonNode & babnode) :
	diffuse(1, 1, 1),
	specular(1, 1, 1)
{
	auto node = babnode.fbxNode();
	std::string ansiName = node->GetName();
	name = std::wstring(ansiName.begin(), ansiName.end());
	id = getNodeId(node);
	auto parent = node->GetParent();
	if (parent) {
		parentId = getNodeId(parent);
	}
	auto localTransform = babnode.GetLocal();
	position = localTransform.translation();
	auto light = node->GetLight();
	switch (light->LightType)
	{
	case FbxLight::ePoint:
		type = type_omni;
		break;
	case FbxLight::eDirectional:
		type = type_direct;
		{
			FbxDouble3 vDir(0, -1, 0);
			FbxAMatrix rotM;
			rotM.SetIdentity();

			rotM.SetQ(localTransform.fbxrot());
			auto transDir = rotM.MultT(vDir);
			direction = transDir;

		}
		break;
	case FbxLight::eSpot:
		type = type_Spot;
		{
			FbxDouble3 vDir(0, -1, 0);
			FbxAMatrix rotM;
			rotM.SetIdentity();
			rotM.SetQ(localTransform.fbxrot());
			auto transDir = rotM.MultT(vDir);
			direction = transDir;
			exponent = 1;
			angle = static_cast<float>(light->OuterAngle*Euler2Rad);

		}
		break;
	default:
		break;
	}
	diffuse = light->Color.Get();
	intensity = static_cast<float>(light->Intensity.Get() / 100.0);
	if (light->EnableFarAttenuation.Get()) {
		range = static_cast<float>(light->FarAttenuationEnd.Get());
	}
	auto hasAnimStack = node->GetScene()->GetSrcObjectCount<FbxAnimStack>() > 0;
	if (!hasAnimStack) {
		return;
	}
	castShadows = light->CastShadows.Get();
	if (castShadows) {
		shadowGenerator = std::make_shared<BabylonShadowGenerator>(node);
	}
	auto animStack = node->GetScene()->GetSrcObject<FbxAnimStack>(0);
	FbxString animStackName = animStack->GetName();
	FbxTakeInfo* takeInfo = node->GetScene()->GetTakeInfo(animStackName);
	auto animTimeMode = GlobalSettings::Current().AnimationsTimeMode;
	auto animFrameRate = GlobalSettings::Current().AnimationsFrameRate();
	auto startFrame = takeInfo->mLocalTimeSpan.GetStart().GetFrameCount(animTimeMode);
	auto endFrame = takeInfo->mLocalTimeSpan.GetStop().GetFrameCount(animTimeMode);
	auto animLengthInFrame = endFrame - startFrame + 1;
	auto posAnimName = getNodeId(node);
	auto dirAnimName = getNodeId(node);
	posAnimName.append(L"_position");
	dirAnimName.append(L"_direction");
	auto posAnim = std::make_shared<BabylonAnimation<babylon_vector3>>(BabylonAnimationBase::loopBehavior_Cycle, static_cast<int>(animFrameRate), posAnimName, L"position", true, 0, static_cast<int>(animLengthInFrame), true);
	auto dirAnim = std::make_shared<BabylonAnimation<babylon_vector3>>(BabylonAnimationBase::loopBehavior_Cycle, static_cast<int>(animFrameRate), dirAnimName, L"direction", true, 0, static_cast<int>(animLengthInFrame), true);
	if (node->LclRotation.GetCurveNode() || node->LclTranslation.GetCurveNode()) {
		for (auto ix = 0; ix < animLengthInFrame; ix++) {
			babylon_animation_key<babylon_vector3> key;
			key.frame = ix;
			FbxTime currTime;
			currTime.SetFrame(startFrame + ix, animTimeMode);
			auto currTransform = babnode.GetLocal(currTime);
			key.values = currTransform.translation();
			posAnim->appendKey(key);

			if (type == type_direct || type == type_Spot) {
				babylon_animation_key<babylon_vector3> dirkey;
				dirkey.frame = ix;
				FbxDouble3 vDir(0, -1, 0);
				FbxAMatrix rotM;
				rotM.SetIdentity();
				rotM.SetQ(currTransform.fbxrot());
				auto transDir = rotM.MultT(vDir);
				dirkey.values = transDir;
				dirAnim->appendKey(dirkey);
			}
		}
	}
	if (!posAnim->isConstant()) {
		animations.push_back(posAnim);
	}
	if (!dirAnim->isConstant()) {
		animations.push_back(dirAnim);
	}
}