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animations and QOL
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using System.Numerics;
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namespace MshLib;
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public static class MshAnimationSampler
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{
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public static MshSampledPieceTransform SamplePieceAnimationAtTime(
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Msh0x01.Node node,
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IReadOnlyList<MshTransformKeyframe> keyframes,
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IReadOnlyList<MshAnimationMapEntry> animationMap,
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float sampleTime)
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{
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var defaultKeyframeIndex = node.DefaultKeyframeIndex0x08;
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if (defaultKeyframeIndex == ushort.MaxValue || defaultKeyframeIndex >= keyframes.Count)
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return MshSampledPieceTransform.Identity;
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var frameIndex = (int)MathF.Round(sampleTime - 0.5f, MidpointRounding.AwayFromZero);
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if (frameIndex < 0 ||
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node.AnimMapStart0x13 == ushort.MaxValue ||
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node.AnimMapStart0x13 + frameIndex >= animationMap.Count)
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{
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return FromKeyframe(keyframes[defaultKeyframeIndex]);
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}
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var keyframeIndex = animationMap[node.AnimMapStart0x13 + frameIndex].KeyframeIndex;
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if (keyframeIndex >= defaultKeyframeIndex ||
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keyframeIndex >= keyframes.Count ||
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keyframeIndex + 1 >= keyframes.Count)
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{
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return FromKeyframe(keyframes[defaultKeyframeIndex]);
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}
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var key0 = keyframes[keyframeIndex];
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var key1 = keyframes[keyframeIndex + 1];
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if (sampleTime == key0.Time)
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return FromKeyframe(key0);
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if (sampleTime == key1.Time)
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return FromKeyframe(key1);
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var duration = key1.Time - key0.Time;
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if (MathF.Abs(duration) < 1e-6f)
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return FromKeyframe(key0);
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var t = (sampleTime - key0.Time) / duration;
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return new MshSampledPieceTransform(
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Vector3.Lerp(ToNumericsVector3(key0.Position), ToNumericsVector3(key1.Position), t),
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Quaternion.Slerp(ToNumericsQuaternion(key0.Rotation), ToNumericsQuaternion(key1.Rotation), t));
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}
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public static Matrix4x4 ToMatrix(MshSampledPieceTransform transform)
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{
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var matrix = Matrix4x4.CreateFromQuaternion(transform.Rotation);
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matrix.Translation = transform.Position;
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return matrix;
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}
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public static MshSampledPieceTransform FromKeyframe(MshTransformKeyframe keyframe)
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{
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return new MshSampledPieceTransform(
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ToNumericsVector3(keyframe.Position),
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ToNumericsQuaternion(keyframe.Rotation));
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}
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private static Vector3 ToNumericsVector3(Common.Vector3 vector)
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{
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return new Vector3(vector.X, vector.Y, vector.Z);
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}
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private static Quaternion ToNumericsQuaternion(Common.UShortQuaternion packedQuaternion)
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{
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var q = new Quaternion(
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packedQuaternion.X / 32767f,
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packedQuaternion.Y / 32767f,
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packedQuaternion.Z / 32767f,
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packedQuaternion.W / 32767f);
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if (q.LengthSquared() < 1e-8f)
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return Quaternion.Identity;
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// MSH stores mesh-to-parent rotation; viewport composition uses the inverse.
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return Quaternion.Conjugate(Quaternion.Normalize(q));
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}
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}
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public readonly record struct MshSampledPieceTransform(
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Vector3 Position,
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Quaternion Rotation)
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{
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public static MshSampledPieceTransform Identity { get; } = new(Vector3.Zero, Quaternion.Identity);
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}
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