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o3de/Tools/motionbuilder/cryLib.py

140 lines
4.2 KiB
Python

#
# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
# its licensors.
#
# For complete copyright and license terms please see the LICENSE at the root of this
# distribution (the "License"). All use of this software is governed by the License,
# or, if provided, by the license below or the license accompanying this file. Do not
# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
#
#cryLib.py
#some useful functions and classes
from pyfbsdk import *
from euclid import *
#casts point3 strings to pyEuclid vectors
def vec3(point3):
return Vector3(point3[0], point3[1], point3[2])
#casts a pyEuclid vector to FBVector3d
def fbv(point3):
return FBVector3d(point3.x, point3.y, point3.z)
#returns average position of an FBModelList as FBVector3d
def avgPos(models):
mLen = len(models)
if mLen == 1:
return models[0].Translation
total = vec3(models[0].Translation)
for i in range (1, mLen):
total += vec3(models[i].Translation)
avgTranslation = total/mLen
return fbv(avgTranslation)
#returns an array of models when given an array of model names
#useful with external apps/telnetlib ui
def modelsFromStrings(modelNames):
output = []
for name in modelNames:
output.append(FBFindModelByName(name))
return output
#stabilizes face markers, input 4 FBModelList arrays, leaveOrig <bool> for lraving original markers
def stab(right,left,center,markers,leaveOrig):
pMatrix = FBMatrix()
lSystem=FBSystem()
lScene = lSystem.Scene
newMarkers = []
def faceOrient():
lScene.Evaluate()
Rpos = vec3(avgPos(right))
Lpos = vec3(avgPos(left))
Cpos = vec3(avgPos(center))
faceAttach.GetMatrix(pMatrix)
xVec = (Cpos - Rpos)
xVec = xVec.normalize()
zVec = ((Cpos - vec3(faceAttach.Translation)).normalize()).cross(xVec)
zVec = zVec.normalize()
yVec = xVec.cross(zVec)
yVec = yVec.normalize()
facePos = (Rpos + Lpos)/2
pMatrix[0] = xVec.x
pMatrix[1] = xVec.y
pMatrix[2] = xVec.z
pMatrix[4] = yVec.x
pMatrix[5] = yVec.y
pMatrix[6] = yVec.z
pMatrix[8] = zVec.x
pMatrix[9] = zVec.y
pMatrix[10] = zVec.z
pMatrix[12] = facePos.x
pMatrix[13] = facePos.y
pMatrix[14] = facePos.z
faceAttach.SetMatrix(pMatrix,FBModelTransformationMatrix.kModelTransformation,True)
lScene.Evaluate()
def keyTransRot(animNodeList):
for lNode in animNodeList:
if (lNode.Name == 'Lcl Translation'):
lNode.KeyCandidate()
if (lNode.Name == 'Lcl Rotation'):
lNode.KeyCandidate()
Rpos = vec3(avgPos(right))
Lpos = vec3(avgPos(left))
Cpos = vec3(avgPos(center))
faceAttach = FBModelNull("faceAttach")
faceAttach.Show = True
faceAttach.Translation = fbv((Rpos + Lpos)/2)
faceOrient()
for obj in markers:
new = FBModelNull(obj.Name + '_stab')
newTran = vec3(obj.Translation)
new.Translation = fbv(newTran)
new.Show = True
new.Size = 20
new.Parent = faceAttach
newMarkers.append(new)
Take = lScene.Takes[1]
FStart = int(Take.LocalTimeSpan.GetStart().GetFrame(True))
FStop = int(Take.LocalTimeSpan.GetStop().GetFrame(True)+1)
lPlayerControl = FBPlayerControl()
lPlayerControl.GotoStart()
animNodes = faceAttach.AnimationNode.Nodes
lFbp = FBProgress()
lFbp.Caption = "Stabilization"
lFbp.Text = "Progress..."
for frame in range(FStart,FStop):
faceOrient()
for m in range (0,len(newMarkers)):
markerAnimNodes = newMarkers[m].AnimationNode.Nodes
newMarkers[m].SetVector(markers[m].Translation.Data)
lScene.Evaluate()
keyTransRot(markerAnimNodes)
keyTransRot(animNodes)
lPlayerControl.StepForward()
lVal = (frame/FStop)*10
lFbp.Percent = lVal