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CHAPTER 11 s SKELETAL ANIMATION
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public class KeyframeReader : ContentTypeReader<Keyframe> { protected override Keyframe Read(ContentReader input, Keyframe existingInstance) { TimeSpan time = input.ReadObject<TimeSpan>(); int boneIndex = input.ReadInt32(); Matrix transform = input.ReadMatrix(); return new Keyframe(time, boneIndex, transform); } } public class AnimationDataReader : ContentTypeReader<AnimationData> { protected override AnimationData Read(ContentReader input, AnimationData existingInstance) { string name = input.ReadString(); TimeSpan duration = input.ReadObject<TimeSpan>(); Keyframe[] keyframes = input.ReadObject<Keyframe[]>(); return new AnimationData(name, duration, keyframes); } } public class AnimatedModelDataReader : ContentTypeReader<AnimatedModelData> { protected override AnimatedModelData Read(ContentReader input, AnimatedModelData existingInstance) { Matrix[] bonesBindPose = input.ReadObject<Matrix[]>(); Matrix[] bonesInverseBindPose = input.ReadObject<Matrix[]>(); int[] bonesParent = input.ReadObject<int[]>(); AnimationData[] animations = input.ReadObject<AnimationData[]>(); return new AnimatedModelData(bonesBindPose, bonesInverseBindPose, bonesParent, animations); } }
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CHAPTER 11 s SKELETAL ANIMATION
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AnimatedModel Class
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In this section you ll create the class used to handle the skeletal animation model at runtime, named AnimatedModel. This class will have methods to load an animated model, play and update an animation, and draw the model. You ll begin constructing the AnimatedModel class by declaring its attributes. The animated model is loaded as an XNA Model object, which has a dictionary containing an AnimatedModelData object that you can access from its Tag property. In this way, the Model class contains the model s mesh and effects, while the AnimatedModelData class contains the model s skeleton and animations. You declare the model attribute of type Model and the animatedModel attribute of type AnimatedModelData to store the model data, and you store the model transformation (translate/rotate/scale) separately in an attribute of type Transformation.
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Model model; AnimatedModelData animatedModelData; Transformation transformation;
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You still need to declare some attributes to handle how the animations are reproduced. You need to store the current animation that is being played, as well as the current frame and time of this animation. You declare the activeAnimation attribute to store the current animation that is being played, and the activeAnimationKeyframeIndex and activeAnimationTime attributes to store the current animation frame and time respectively:
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AnimationData activeAnimation; int activeAnimationKeyframe; TimeSpan activeAnimationTime;
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You need to declare two other attributes to be able to configure the animation speed and enable animation looping the enableAnimationLoop attribute and the animationSpeed attribute:
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bool enableAnimationLoop; float animationSpeed;
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While the model is being animated, you use some temporary matrix arrays to calculate the final configuration of the skeleton s bones. You declare the bones attribute to store the local configuration of each bone, because the bones configurations are modified as an animation is being played. You also declare the bonesAbsolute attribute to store the absolute configuration of each bone, calculated using the bones array and needed to animate the model at runtime. Finally, you declare the bonesAnimation attribute to store the final transformation of each bone, which combines the transformation needed to put the vertices in the coordinate system of the bone and animate them using the absolute
CHAPTER 11 s SKELETAL ANIMATION
configuration of each bone. We ll explain the skeletal animation in more detail in the section Skeletal Animation Equations.
Matrix[] bones; Matrix[] bonesAbsolute; Matrix[] bonesAnimation;
To be able to apply custom transformation over the bones, you also declare another matrix array. You use these custom transformations to modify the skeleton s bones independently of the animation that is being played. For example, you could apply a custom rotation over the neck bone of a character s skeleton:
Matrix[] bonesTransform;
Last, you need to declare two attributes to store the animated model effect and material:
AnimatedModelEffect animatedModelEffect; LightMaterial lightMaterial;
You create the AnimatedModelEffect class to encapsulate the animated model effect, and use the LightMaterial class, which you created in 8, to configure it.
Loading an Animated Model
The animated model is stored as an XNA Model, so the first step to load it is to load an XNA Model using the content manager. Then, you need to check if the loaded model is a valid animated model whether it contains a dictionary with an AnimatedModelData object as the model s Tag property:
model = Game.Content.Load<Model>( GameAssetsPath.MODELS_PATH + modelFileName); // Get the dictionary Dictionary<string, object> modelTag = (Dictionary<string, object>)model.Tag; if (modelTag == null) throw new InvalidOperationException( "This is not a valid animated model."); // Get the AnimatedModelData from the dictionary if (modelTag.ContainsKey("AnimatedModelData")) animatedModelData = (AnimatedModelData) modelTag["AnimatedModelData"];
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