bvh 1.0.0
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- data/.document +5 -0
- data/.gitignore +27 -0
- data/EXAMPLES.rdoc +1 -0
- data/LICENSE +20 -0
- data/README.rdoc +97 -0
- data/Rakefile +58 -0
- data/VERSION +1 -0
- data/bvh.gemspec +69 -0
- data/ext/bvh/Makefile +149 -0
- data/ext/bvh/bvh.c +10 -0
- data/ext/bvh/bvh.h +10 -0
- data/ext/bvh/bvh_parser.c +63 -0
- data/ext/bvh/extconf.rb +4 -0
- data/lib/bvh.rb +74 -0
- data/lib/bvh/exporter.rb +86 -0
- data/lib/bvh/matrix.rb +19 -0
- data/lib/bvh/motion.rb +79 -0
- data/lib/bvh/motion/channel_data.rb +147 -0
- data/lib/bvh/motion/frame.rb +124 -0
- data/lib/bvh/parser.rb +177 -0
- data/lib/bvh/skeleton.rb +84 -0
- data/test/bvh_test.rb +62 -0
- data/test/data/in/karate.bvh +767 -0
- data/test/helper.rb +13 -0
- metadata +89 -0
data/ext/bvh/bvh.h
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#include "bvh.h"
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static VALUE rb_fParseChannelData(VALUE self, VALUE channels, VALUE bone);
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static VALUE rb_cBvhParser = Qnil;
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static VALUE rb_cMotion = Qnil;
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static VALUE rb_cChannelData = Qnil;
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void bvh_init_parser()
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{
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rb_cBvhParser = rb_define_class_under(rb_cBvh, "Parser", rb_cObject);
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rb_cMotion = rb_define_class_under(rb_cBvh, "Motion", rb_cObject);
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rb_cChannelData = rb_define_class_under(rb_cMotion, "ChannelData", rb_cHash);
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rb_define_private_method(rb_cBvhParser, "channel_data", rb_fParseChannelData, 2);
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}
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static void debug(const char *text)
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{
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rb_funcall(rb_cObject, rb_intern("puts"), rb_str_new2(text));
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}
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static VALUE rb_fParseChannelData(VALUE self, VALUE channels, VALUE bone)
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{
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char buf[256];
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VALUE data;
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struct RArray *rchannels, *joints;
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long i;
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VALUE channel, joint;
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VALUE r = rb_ary_new();
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// return [] unless bone.respond_to? :channels
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if (!rb_respond_to(bone, rb_intern("channels")))
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return r;
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// data = Bvh::Motion::ChannelData.new(bone)
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data = rb_funcall(rb_cChannelData, rb_intern("new"), 1, bone);
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// bone.channels.each { |channel| data[channel] = channels.shift }
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rchannels = RARRAY(rb_funcall(bone, rb_intern("channels"), 0));
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for (i = 0; i < rchannels->len; i++)
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{
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channel = *(rchannels->ptr+i);
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//... data[channel] = channels.shift ...
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rb_hash_aset(data, channel, rb_funcall(channels, rb_intern("shift"), 0));
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}
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// r = [data]
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rb_ary_push(r, data);
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// bone.joints.each { |joint| r.concat channel_data(channels, joint) }
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joints = RARRAY(rb_funcall(bone, rb_intern("joints"), 0));
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for (i = 0; i < joints->len; i++)
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{
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joint = *(joints->ptr+i);
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// ... r.concat(channel_data(channels, joint)) ...
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rb_funcall(r, rb_intern("concat"), 1, rb_fParseChannelData(self, channels, joint));
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}
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// r
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return r;
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}
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data/ext/bvh/extconf.rb
ADDED
data/lib/bvh.rb
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require 'bvh.so'
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require 'bvh/matrix'
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require 'bvh/motion'
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require 'bvh/motion/channel_data'
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require 'bvh/motion/frame'
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require 'bvh/skeleton'
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require 'bvh/parser'
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require 'bvh/exporter'
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class Bvh
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# The array of skeletons associated with this BVH.
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attr_reader :skeletons
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# The motion capture data associated with this BVH.
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attr_reader :motion
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def initialize
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@motion = Bvh::Motion.new
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@skeletons = []
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end
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# Assigns the root bone in #skeleton
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def root=(a); skeleton.root = a; end
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# Returns the root bone in #skeleton
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def root; skeleton.root; end
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# Returns the frame data associated with this BVH file.
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def frames; motion.frames; end
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# Returns the last frame associated with this animation.
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def last_frame; frames.last; end
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# Returns the amount of time, in seconds, each frame occupies. Most BVH files have this set to
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# 0.333333, which is equal to 30 frames per second.
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def frame_time; motion.frame_time; end
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# Sets the amount of time, in seconds, each frame occupies. Most BVH files have this set to
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# 0.333333, which is equal to 30 frames per second.
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def frame_time=(a); motion.frame_time = a; end
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# Returns the frames per second calculated by (1 / frame_time)
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def frames_per_second; motion.frames_per_second; end
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# Assigns the frame_time by calculating it from (1 / frames_per_second)
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def frames_per_second=(a); motion.frames_per_second = a; end
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# Returns the number of frames in the motion capture data.
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def frame_count; motion.frame_count; end
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# Returns the first (and usually the only) skeleton in the #skeletons array.
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def skeleton; @skeletons.first; end
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# Creates a new skeleton, adds it to the #skeletons array, and returns it.
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def create_skeleton!; (@skeletons << Bvh::Skeleton.new).last; end
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class << self
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# Instantiates a new BVH and imports its data from the specified file
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def import(file)
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bvh = self.new
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parser = Bvh::Parser.new(file)
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parser.parse(bvh)
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bvh
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end
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end
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# Exports this BVH into the specified file.
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def export(file)
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exporter = Bvh::Exporter.new(file)
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exporter.export(self)
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self
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end
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end
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data/lib/bvh/exporter.rb
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class Bvh
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class Exporter
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attr_reader :filename
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attr_reader :source
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def initialize(file)
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@filename = file
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end
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def export(bvh)
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#raise "File exists" if File.exist?(filename)
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unless bvh.frame_count == 0
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raise ArgumentError, "Frame time is 0; this would result in infinite FPS!" if bvh.frame_time == 0
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raise ArgumentError, "Frame time is #{bvh.frame_time}! Should be a positive number." if bvh.frame_time < 0
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end
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@bvh = bvh
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File.open(filename, "w+") do |file|
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@file = file
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file.puts "HIERARCHY"
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bvh.skeletons.each { |skel| export_skeleton(skel) }
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export_motion(bvh.motion)
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file.puts # end with a blank line
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end
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end
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private
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attr_reader :bvh, :file
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# export HIERARCHY data
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def export_skeleton(skele)
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export_root skele.root
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end
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# export ROOT node and its joints
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def export_root(root)
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file.puts "ROOT #{root.name}"
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file.puts "{"
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export_bone_data(root)
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file.puts "}"
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end
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# export JOINT node, or End Site if joint has no joints
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# level defines number of preceding tab stops
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def export_joint(bone, level = 1)
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tabs = "\t"*level
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header = if bone.end_site? then "End Site"
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else "JOINT #{bone.name}"
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end
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file.puts "#{tabs}#{header}"
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file.puts "#{tabs}{"
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export_bone_data(bone, level)
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file.puts "#{tabs}}"
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end
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# exports bone data, regardless of type, including its joints
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# level defines number of preceding tab stops
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def export_bone_data(bone, level = 0)
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level += 1 # we're within a node, so it's one more tab than expected
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tabs = "\t"*level
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file.puts "#{tabs}OFFSET\t #{bone.offset.collect { |i| "%.6f" % i }.join("\t ")}"
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if bone.channels.length > 0
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chans = bone.channels.join(" ")
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file.puts("#{tabs}CHANNELS #{bone.channels.length} #{chans}")
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end
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bone.joints.each { |joint| export_joint(joint, level) }
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end
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# export MOTION data
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def export_motion(motion)
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file.puts "MOTION"
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file.puts "Frames: #{motion.frame_count}"
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file.puts "Frame Time: #{motion.frame_time}"
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motion.frames.each do |frame|
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line = ""
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# chan.bone.channels vs. chan.channels to maintain order
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frame.channel_data.each do |channel_data|
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channel_data.bone.channels.each do |i|
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chan = "%.6f" % channel_data[i]
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line = "#{line}#{chan}\t"
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end
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end
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file.puts line.strip
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end
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end
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end
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end
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data/lib/bvh/matrix.rb
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require 'matrix'
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# This adds a few methods to the default Ruby Matrix implementation.
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class Matrix
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# Sets row "i", column "j", to the value "x".
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def []=(i,j,x)
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@rows[i][j] = x
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end
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# Turns this matrix into an identity matrix, erasing all previous values.
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def load_identity!
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row_size.times do |r|
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column_size.times do |c|
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self[r, c] = (r == c ? 1 : 0)
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end
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end
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self
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end
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end
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data/lib/bvh/motion.rb
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class Bvh
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class Motion
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# The amount of time that passes for each frame. Most BVH files have this set to 0.0333, or 30 frames per second.
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# The following calculations might also be useful to you:
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# frame_time = 1 / frames_per_second # => 0.0333 = 1 / 30
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# frames_per_second = 1 / frame_time # => 30 = 1 / 0.0333
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attr_accessor :frame_time
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# The array of frames in this animation. You can modify this directly if you wish.
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attr_reader :frames
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# Returns the frames per second calculated by (1 / frame_time)
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def frames_per_second; 1 / frame_time; end
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# Assigns the frame_time by calculating it from (1 / frames_per_second)
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def frames_per_second=(a); self.frame_time = 1 / a; end
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def initialize
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@frames = []
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end
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# Returns the number of frames in this animation.
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def frame_count
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frames.length
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end
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# Adds the specified frame or frames to the end of this animation.
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def add_frame(*frames)
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self.frames.concat frames.flatten
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end
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# Creates a single frame that is an exact copy of the last frame in this animation.
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def create_frame
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frames.last.copy
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end
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# Creates N frames via #create_frame.
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def create_frames(n)
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r = []
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n.times { r << create_frame }
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r
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end
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# Creates enough frames to fill the specified number of seconds, adds them to the animation, and returns self.
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#
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# target_frame is the state at which the animation should be in upon reaching the final frame of the alotted time.
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# If it contains data that is different from the last frame in this animation, then the result will be an
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# interpolation between the two over the course of the alotted time.
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#
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# You can use this method to specify key points in the animation, and produce a fluid result.
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def add_time(seconds, target_frame = frames.last)
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raise "Can't calculate frames from seconds: frame_time is zero!" if frame_time == 0
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num_frames = (seconds / frame_time).to_i
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return self if num_frames == 0
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# buf holds the amount to change each frame
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buf = (frames.last - target_frame) / num_frames.to_f
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num_frames.times do |i|
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if i == (num_frames-1) then add_frame(target_frame.copy) # last iteration, last frame... we can cheat.
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else add_frame(create_frame + buf) # create_frame clones the last frame, and buf moves it closer to target
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end
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end
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self
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end
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# Chops the specified amount of time off of the end of this animation and then returns self.
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def truncate_time(seconds)
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raise "Can't calculate frames from seconds: frame_time is zero!" if frame_time == 0
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num_frames = (seconds / frame_time).to_i
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return self if num_frames == 0
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frames[-1..-num_frames].each { |i| frames.delete i }
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self
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end
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alias add_frames add_frame
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end
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end
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@@ -0,0 +1,147 @@
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class Bvh
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class Motion
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class ChannelData < Hash
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# The bone that is related to this channel data.
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attr_reader :bone
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def initialize(bone, *args, &block)
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@bone = bone
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super(*args, &block)
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end
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# call-seq:
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# channel_data + channel_data => new_channel_data
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# channel_data - channel_data => new_channel_data
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# channel_data / channel_data => new_channel_data
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# channel_data * channel_data => new_channel_data
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# channel_data + number => new_channel_data
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# channel_data - number => new_channel_data
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# channel_data / number => new_channel_data
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# channel_data * number => new_channel_data
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#
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# Performs arithmetic on this frame with the target. The second operand may be either a number or another
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# ChannelData. If the target is a number, then that number is added to, subtracted from, multiplied with, or
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# divided against each channel of this ChannelData.
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#
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+
# If the target is another ChannelData, the arithmetic looks something like this:
|
27
|
+
# return_value['Xposition'] = channel_data_one['Xposition'] * channel_data_two['Xposition']
|
28
|
+
# return_value['Yposition'] = channel_data_one['Yposition'] * channel_data_two['Yposition']
|
29
|
+
# return_value['Zposition'] = channel_data_one['Zposition'] * channel_data_two['Zposition']
|
30
|
+
# . . .
|
31
|
+
#
|
32
|
+
# Both objects must contain the same number of channels, and must also reference the same bone.
|
33
|
+
#
|
34
|
+
# Returns a new instance of ChannelData containing the result.
|
35
|
+
#
|
36
|
+
def arithmetic_proc(target)
|
37
|
+
# Fooled you again! I metaprogrammed it to save some typing!
|
38
|
+
end
|
39
|
+
undef arithmetic_proc
|
40
|
+
|
41
|
+
[:+, :-, :/, :*].each do |operator|
|
42
|
+
define_method operator do |target|
|
43
|
+
ret = ChannelData.new(bone)
|
44
|
+
if target.kind_of?(ChannelData)
|
45
|
+
target.each { |key, value| ret[key] = 0.send(operator, value) }
|
46
|
+
self.each do |key, value|
|
47
|
+
ret[key] = value.send(operator, 0)
|
48
|
+
ret[key] = value.send(operator, target[key]) if target.key?(key)
|
49
|
+
end
|
50
|
+
else
|
51
|
+
self.each { |key, value| ret[key] = value.send(operator, target) }
|
52
|
+
end
|
53
|
+
ret
|
54
|
+
end
|
55
|
+
end
|
56
|
+
|
57
|
+
# Sets the specified channel to a value of theta, and then returns self.
|
58
|
+
def set_channel(channel, theta)
|
59
|
+
channel = channel.to_s if channel.kind_of? Symbol
|
60
|
+
raise "Channel not found: #{channel} (expected one of #{self.keys.inspect})" unless self.keys.include? channel
|
61
|
+
self[channel] = theta
|
62
|
+
end
|
63
|
+
|
64
|
+
# Retrieves and returns the specified channel datum, raising an error if its key is not found.
|
65
|
+
# If the channel key is a symbol, it is converted to a string before the lookup is performed.
|
66
|
+
def get_channel(channel)
|
67
|
+
channel = channel.to_s if channel.kind_of?(Symbol)
|
68
|
+
raise "Channel not found: #{channel} (expected one of #{self.keys.inspect})" unless self.keys.include?(channel)
|
69
|
+
self[channel]
|
70
|
+
end
|
71
|
+
|
72
|
+
# Modifies the specified channel datum, resulting in a rotation around the specified channel.
|
73
|
+
def rotate!(channel, theta)
|
74
|
+
theta = get_channel(channel)+theta
|
75
|
+
# this doesn't really have an effect, but may help keep the file from getting junked.
|
76
|
+
if theta >= 360 then theta %= 360
|
77
|
+
elsif theta <= -360 then theta %= -360
|
78
|
+
end
|
79
|
+
set_channel(channel, theta)
|
80
|
+
end
|
81
|
+
|
82
|
+
# Adds x, y and z to the X, Y and Z position channels, resulting in a "movement" or translation.
|
83
|
+
def translate!(x, y, z)
|
84
|
+
set_channel('Xposition', get_channel('Xposition')+x)
|
85
|
+
set_channel('Yposition', get_channel('Yposition')+y)
|
86
|
+
set_channel('Zposition', get_channel('Zposition')+z)
|
87
|
+
end
|
88
|
+
|
89
|
+
# Returns the transform matrix for this bone's channel data. See also
|
90
|
+
# Frame#relative_transform_matrix and Frame#absolute_transform_matrix.
|
91
|
+
#
|
92
|
+
# The resultant matrix needs to be multiplied against the parent bone's transform matrix in order
|
93
|
+
# to be accurate to worldspace. Otherwise it's only accurate in local space. If you're not sure what
|
94
|
+
# that means, then use Frame#absolute_transform_matrix instead.
|
95
|
+
def relative_transform_matrix()
|
96
|
+
# theta is retrieved from the set of numbers loaded from the BVH file, or is supplied directly
|
97
|
+
#
|
98
|
+
# R is the matrix calculated for a rotation of theta degrees around the vector V
|
99
|
+
# This is performed on right, view and up vectors, multiplying the three matrices together
|
100
|
+
# to construct the rotation matrix for this bone. Since the calculations are done in world
|
101
|
+
# space, the right, up and view vectors are [1,0,0]; [0,1,0]; [0,0,1], respectively. No reason
|
102
|
+
# we couldn't attach a Camera object to this bone and figure it out that way, but it'd actually
|
103
|
+
# be more work to create and maintain the camera than to just calculate the matrix. Obviously,
|
104
|
+
# the resultant matrix needs to be multiplied against the parent bone's rotation matrix in order
|
105
|
+
# to be accurate to worldspace. Otherwise it's only accurate in local space.
|
106
|
+
#
|
107
|
+
# R = [tx^2 + c, txy - sz, txz + sy, 0]
|
108
|
+
# [txy + sz, ty^2 + c, tyz - sx, 0]
|
109
|
+
# [txz - sy, tyz + sx, tz^2 + c, 0]
|
110
|
+
# [ 0, 0, 0, 1]
|
111
|
+
#
|
112
|
+
# where c = cos theta,
|
113
|
+
# s = sin theta,
|
114
|
+
# t = 1 - c
|
115
|
+
# [x,y,z] = a unit vector on the axis of rotation
|
116
|
+
|
117
|
+
# bone.channels.each so that we don't lose order of operation
|
118
|
+
r = Matrix.identity(4)
|
119
|
+
bone.channels.each do |chan|
|
120
|
+
v = nil
|
121
|
+
case chan
|
122
|
+
when 'Xrotation' then v = [1,0,0] # right vector
|
123
|
+
when 'Yrotation' then v = [0,1,0] # up vector
|
124
|
+
when 'Zrotation' then v = [0,0,1] # view vector
|
125
|
+
else next # ignore nonrotational values. To my knowledge, this includes only position values.
|
126
|
+
end
|
127
|
+
theta = self[chan]
|
128
|
+
x, y, z = v
|
129
|
+
c, s, t = Math.cos(theta), Math.sin(theta), 1 - Math.cos(theta)
|
130
|
+
mat = Matrix.identity(4)
|
131
|
+
mat[0,0], mat[0,1], mat[0,2] = t*(x**2) + c, t*x*y - s*z, t*x*z + s*y
|
132
|
+
mat[1,0], mat[1,1], mat[1,2] = t*x*y + s*z, t*(y**2) + c, t*y*z - s*x
|
133
|
+
mat[2,0], mat[2,1], mat[2,2] = t*x*z - s*y, t*y*z + s*x, t*(z**2) + c
|
134
|
+
r *= mat
|
135
|
+
end
|
136
|
+
|
137
|
+
# Finally, the last row is simply set to the translation and/or bone offset.
|
138
|
+
r[0,3] = bone.offset[0] + (self.key?("Xposition") ? self['Xposition'] : 0)
|
139
|
+
r[1,3] = bone.offset[1] + (self.key?("Yposition") ? self['Yposition'] : 0)
|
140
|
+
r[2,3] = bone.offset[2] + (self.key?("Zposition") ? self['Zposition'] : 0)
|
141
|
+
r
|
142
|
+
end
|
143
|
+
|
144
|
+
alias local_transform_matrix relative_transform_matrix
|
145
|
+
end
|
146
|
+
end
|
147
|
+
end
|