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CHAPTER 11 s SKELETAL ANIMATION
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set { boneIndex = value; } } public Matrix Transform { get { return transform; } set { transform = value; } } public Keyframe(TimeSpan time, int boneIndex, Matrix transform) { this.time = time; this.boneIndex = boneIndex; this.transform = transform; } public int CompareTo(object obj) { Keyframe keyframe = obj as Keyframe; if (obj == null) throw new ArgumentException("Object is not a Keyframe."); return time.CompareTo(keyframe.Time); } }
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In the Keyframe class, you re implementing the interface IComparable to be able to compare Keyframe objects. The Keyframe objects are compared based on their time: their time attribute. You ll use this comparison further to sort the keyframes according to their time frame.
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The AnimationData class is responsible for storing a complete model animation (such as running, jumping, and so on). You store each animation as an array of type Keyframe, and besides its keyframes you also store other useful data such as the animation name and duration. The code for the AnimationData class follows:
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public class AnimationData { string name; TimeSpan duration; Keyframe[] keyframes;
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CHAPTER 11 s SKELETAL ANIMATION
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public string Name { get { return name; } set { name = value; } } public TimeSpan Duration { get { return duration; } set { duration = value; } } public Keyframe[] Keyframes { get { return keyframes; } set { keyframes = value; } } public AnimationData(string name, TimeSpan duration, Keyframe[] keyframes) { this.name = name; this.duration = duration; this.keyframes = keyframes; } }
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The AnimatedModelData class is responsible for storing the model s skeleton and animations. You store the model skeleton as an array of bones, where each bone is represented as a matrix. You construct the bone array through a depth traverse of the model s skeleton. The depth traversal starts in the root bone of the skeleton and goes to the deepest bone. When it finds the deepest bone in a path, the traversal comes back and tries to find another possible path, then travels to the deepest bone again. For example, a depth traverse of the hierarchy of Figure 11-6 returns the array Root Bone, Neck, Left Shoulder, Left Forearm, Left Hand, Left End Bone, Right Shoulder, Right Forearm, Right Hand, and Right End Bone.
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CHAPTER 11 s SKELETAL ANIMATION
Figure 11-6. An example of a skeleton hierarchy
You store the skeleton s bones in its bind pose configuration. The bind pose is the pose in which the bones were linked to the model s mesh and is the starting pose of any animation. When the model is not being animated or when the animation starts, all the model s bones are found in the bind pose. In the AnimatedModelData class, you should create two attributes of type XNA Matrix array for storing the skeleton s bones, one attribute of type int array for storing the skeleton s bones hierarchy, and one attribute of type AnimationData array for storing the model s animation. The AnimatedModelData class code follows:
public class AnimatedModelData { Matrix[] bonesBindPose; Matrix[] bonesInverseBindPose; int[] bonesParent; AnimationData[] animations; // Properties ... public int[] BonesParent { get { return bonesParent; } set { bonesParent = value; } } public Matrix[] BonesBindPose { get { return bonesBindPose; } set { bonesBindPose = value; } }
CHAPTER 11 s SKELETAL ANIMATION
public Matrix[] BonesInverseBindPose { get { return bonesInverseBindPose; } set { bonesInverseBindPose = value; } } public AnimationData[] Animations { get { return animations; } set { animations = value; } } public AnimatedModelData(Matrix[] bonesBindPose, Matrix[] bonesInverseBindPose, int[] bonesParent, AnimationData[] animations) { this.bonesParent = bonesParent; this.bonesBindPose = bonesBindPose; this.bonesInverseBindPose = bonesInverseBindPose; this.animations = animations; } }
In the AnimatedModelData class, the bonesBindPose attribute stores an array containing the local configuration (related to its ancestor) of each skeleton s bone in its bind pose, the bonesInverseBindPose attribute stores an array containing the inverse absolute configuration (not related to its ancestor) of each skeleton s bone in its bind pose, and the bonesParent attribute stores the index of the parent of each bone. Finally, the animations attribute stores the model s animations. You use the inverse absolute configuration of a bone to transform the vertices that are linked to this bone from its default coordinate system (the model coordinate system) to the coordinate system of this bone, needed to animate (transform) the vertices. We ll explain this process in more detail in the section Skeletal Animation Equations.
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