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FbxFunction.cpp 329.85 KB
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FelixWang810 提交于 2020-09-18 15:11 . 功能代码
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#include "FbxFunction.h"
FbxKinect20::FbxKinect20() {
m_TimeStep = 0.5;
}
bool FbxKinect20::CreateScene(FbxManager* pSdkManager, FbxScene* pScene, char* pSampleFileName, vector<vector<float>> Triangleinfo, vector<Point3d> skeletonPoints3D, vector<vector<vector<double>>> RotationMatrixSequence)
{
// create scene info
FbxDocumentInfo* sceneInfo = FbxDocumentInfo::Create(pSdkManager, "SceneInfo");
sceneInfo->mTitle = "Example scene";
sceneInfo->mSubject = "Illustrates the creation and animation of a deformed cylinder.";
sceneInfo->mAuthor = "ExportScene01.exe sample program.";
sceneInfo->mRevision = "rev. 1.0";
sceneInfo->mKeywords = "deformed cylinder";
sceneInfo->mComment = "no particular comments required.";
// that function is asking the scene for the sceneInfo.
pScene->SetSceneInfo(sceneInfo);
//FbxNode* lPatch = CreatePatch(pScene, "Patch");
FbxNode* lSkeletonRoot = CreateSkeleton(pScene, "Skeleton", skeletonPoints3D);
// Build the node tree.
FbxNode* lRootNode = pScene->GetRootNode();
//lRootNode->AddChild(lPatch);
lRootNode->AddChild(lSkeletonRoot);
FbxNode* lTriangle = CreateTriangle(pScene, "Triangle", Triangleinfo);
SetTriangleDefaultPosition(lTriangle, skeletonPoints3D);
// Build the node tree.
//FbxNode* lRootNode = pScene->GetRootNode();
lRootNode->AddChild(lTriangle);
// Store poses
LinkPatchToSkeleton(pScene, lTriangle, lSkeletonRoot, Triangleinfo, skeletonPoints3D);
StoreBindPose(pScene, lTriangle);
//StoreRestPose(pScene, lSkeletonRoot);
// Animation
// First animation stack.
FbxString lAnimStackName = "jump";
FbxAnimStack* lAnimStack = FbxAnimStack::Create(pScene, lAnimStackName);
// The animation nodes can only exist on AnimLayers therefore it is mandatory to
// add at least one AnimLayer to the AnimStack. And for the purpose of this example,
// one layer is all we need.
FbxAnimLayer* lAnimLayer = FbxAnimLayer::Create(pScene, "Base Layer");
lAnimStack->AddMember(lAnimLayer);
AnimateSkeleton(pScene, lSkeletonRoot, lAnimLayer, skeletonPoints3D, RotationMatrixSequence);
return true;
}
bool FbxKinect20::CreateSceneK2(FbxManager* pSdkManager, FbxScene* pScene, char* pSampleFileName, vector<vector<float>> Triangleinfo, vector<Point3d> skeletonPoints3D, vector<vector<vector<double>>> RotationMatrixSequence, std::vector<std::vector<float>> TriangleinfoColor)
{
// create scene info
FbxDocumentInfo* sceneInfo = FbxDocumentInfo::Create(pSdkManager, "SceneInfo");
sceneInfo->mTitle = "Example scene";
sceneInfo->mSubject = "Illustrates the creation and animation of a deformed cylinder.";
sceneInfo->mAuthor = "ExportScene01.exe sample program.";
sceneInfo->mRevision = "rev. 1.0";
sceneInfo->mKeywords = "deformed cylinder";
sceneInfo->mComment = "no particular comments required.";
// that function is asking the scene for the sceneInfo.
pScene->SetSceneInfo(sceneInfo);
//FbxNode* lPatch = CreatePatch(pScene, "Patch");
FbxNode* lSkeletonRoot = CreateSkeleton(pScene, "Skeleton", skeletonPoints3D);
// Build the node tree.
FbxNode* lRootNode = pScene->GetRootNode();
//lRootNode->AddChild(lPatch);
lRootNode->AddChild(lSkeletonRoot);
FbxNode* lTriangle = CreateTriangleK2(pScene, "Triangle", Triangleinfo, TriangleinfoColor);
SetTriangleDefaultPosition(lTriangle, skeletonPoints3D);
// Build the node tree.
//FbxNode* lRootNode = pScene->GetRootNode();
lRootNode->AddChild(lTriangle);
// Store poses
LinkPatchToSkeleton(pScene, lTriangle, lSkeletonRoot, Triangleinfo, skeletonPoints3D);
StoreBindPose(pScene, lTriangle);
//StoreRestPose(pScene, lSkeletonRoot);
// Animation
// First animation stack.
FbxString lAnimStackName = "jump";
FbxAnimStack* lAnimStack = FbxAnimStack::Create(pScene, lAnimStackName);
// The animation nodes can only exist on AnimLayers therefore it is mandatory to
// add at least one AnimLayer to the AnimStack. And for the purpose of this example,
// one layer is all we need.
FbxAnimLayer* lAnimLayer = FbxAnimLayer::Create(pScene, "Base Layer");
lAnimStack->AddMember(lAnimLayer);
AnimateSkeleton(pScene, lSkeletonRoot, lAnimLayer, skeletonPoints3D, RotationMatrixSequence);
return true;
}
FbxNode* FbxKinect20::CreateTriangle(FbxScene* pScene, const char* pName, vector<vector<float>> Triangleinfo)
{
FbxMesh* lMesh = FbxMesh::Create(pScene, pName);
// The vertices
vector<FbxVector4> vertices;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
FbxVector4 vert1(Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]);
FbxVector4 vert2(Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]);
FbxVector4 vert3(Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]);
vertices.push_back(vert1);
vertices.push_back(vert2);
vertices.push_back(vert3);
}
// Create control points.
lMesh->InitControlPoints(vertices.size());
FbxVector4* lControlPoints = lMesh->GetControlPoints();
for (int i = 0; i < Triangleinfo.size(); ++i)
{
lControlPoints[i * 3 + 0] = vertices[i * 3 + 0];
lControlPoints[i * 3 + 1] = vertices[i * 3 + 1];
lControlPoints[i * 3 + 2] = vertices[i * 3 + 2];
}
// specify normals per control point.
FbxVector4 lNormalP0(0.0, 0.0, 1.0);
FbxGeometryElementNormal* lNormalElement = lMesh->CreateElementNormal();
lNormalElement->SetMappingMode(FbxGeometryElement::eByControlPoint);
lNormalElement->SetReferenceMode(FbxGeometryElement::eDirect);
for (int i = 0; i < Triangleinfo.size(); ++i)
{
lNormalElement->GetDirectArray().Add(lNormalP0);
lNormalElement->GetDirectArray().Add(lNormalP0);
lNormalElement->GetDirectArray().Add(lNormalP0);
}
// Set material mapping.
FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial();
lMaterialElement->SetMappingMode(FbxGeometryElement::eByPolygon);
lMaterialElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
// Create UV for Diffuse channel
FbxGeometryElementUV* lUVDiffuseElement = lMesh->CreateElementUV(gDiffuseElementName);
FBX_ASSERT(lUVDiffuseElement != NULL);
lUVDiffuseElement->SetMappingMode(FbxGeometryElement::eByControlPoint);
lUVDiffuseElement->SetReferenceMode(FbxGeometryElement::eDirect);
for (int i = 0; i < Triangleinfo.size(); ++i)
{
double x, y;
x = (Triangleinfo[i][0] * camera_fx / Triangleinfo[i][2] + camera_cx) / 640.0;
y = (Triangleinfo[i][1] * camera_fy / Triangleinfo[i][2] + camera_cy) / 480.0;
if (x > 1)
x = 1;
if (x < 0)
x = 0;
if (y > 1)
y = 1;
if (y < 0)
y = 0;
FbxVector2 lVectors0(x, y);
x = (Triangleinfo[i][3] * camera_fx / Triangleinfo[i][5] + camera_cx) / 640.0;
y = (Triangleinfo[i][4] * camera_fy / Triangleinfo[i][5] + camera_cy) / 480.0;
if (x > 1)
x = 1;
if (x < 0)
x = 0;
if (y > 1)
y = 1;
if (y < 0)
y = 0;
FbxVector2 lVectors1(x, y);
x = (Triangleinfo[i][6] * camera_fx / Triangleinfo[i][8] + camera_cx) / 640.0;
y = (Triangleinfo[i][7] * camera_fy / Triangleinfo[i][8] + camera_cy) / 480.0;
if (x > 1)
x = 1;
if (x < 0)
x = 0;
if (y > 1)
y = 1;
if (y < 0)
y = 0;
FbxVector2 lVectors2(x, y);
lUVDiffuseElement->GetDirectArray().Add(lVectors0);
lUVDiffuseElement->GetDirectArray().Add(lVectors1);
lUVDiffuseElement->GetDirectArray().Add(lVectors2);
}
//FbxVector2 lVectors0, lVectors1, lVectors2, lVectors3;
//// Create UV for Ambient channel
//FbxGeometryElementUV* lUVAmbientElement = lMesh->CreateElementUV(gAmbientElementName);
//lUVAmbientElement->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
//lUVAmbientElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
//lVectors0.Set(0, 0);
//lVectors1.Set(1, 0);
//lVectors2.Set(0, 0.418586879968643);
//lVectors3.Set(1, 0.418586879968643);
//lUVAmbientElement->GetDirectArray().Add(lVectors0);
//lUVAmbientElement->GetDirectArray().Add(lVectors1);
//lUVAmbientElement->GetDirectArray().Add(lVectors2);
//lUVAmbientElement->GetDirectArray().Add(lVectors3);
//// Create UV for Emissive channel
//FbxGeometryElementUV* lUVEmissiveElement = lMesh->CreateElementUV(gEmissiveElementName);
//lUVEmissiveElement->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
//lUVEmissiveElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
//lVectors0.Set(0.2343, 0);
//lVectors1.Set(1, 0.555);
//lVectors2.Set(0.333, 0.999);
//lVectors3.Set(0.555, 0.666);
//lUVEmissiveElement->GetDirectArray().Add(lVectors0);
//lUVEmissiveElement->GetDirectArray().Add(lVectors1);
//lUVEmissiveElement->GetDirectArray().Add(lVectors2);
//lUVEmissiveElement->GetDirectArray().Add(lVectors3);
//Now we have set the UVs as eIndexToDirect reference and in eByPolygonVertex mapping mode
//we must update the size of the index array.
lUVDiffuseElement->GetIndexArray().SetCount(vertices.size());
//lUVAmbientElement->GetIndexArray().SetCount(vertices.size());
//lUVEmissiveElement->GetIndexArray().SetCount(vertices.size());
// Create the triangle's polygon
for (int i = 0; i < Triangleinfo.size(); ++i)
{
//lMesh->BeginPolygon(-1, -1, false);
lMesh->BeginPolygon(i);
for (int j = 0; j < 3; ++j)
{
lMesh->AddPolygon(i * 3 + j); // Control point
//Now we have to update the index array of the UVs for diffuse, ambient and emissive
//lUVDiffuseElement->GetIndexArray().SetAt(i * 3 + j, j);
//lUVAmbientElement->GetIndexArray().SetAt(i * 3 + j, j);
//lUVEmissiveElement->GetIndexArray().SetAt(i * 3 + j, j);
}
lMesh->EndPolygon();
}
FbxNode* lNode = FbxNode::Create(pScene, pName);
lNode->SetNodeAttribute(lMesh);
lNode->SetShadingMode(FbxNode::eTextureShading);
//CreateMaterials(pScene, lMesh, Triangleinfo);
CreateTexture(pScene, lMesh);
return lNode;
}
FbxNode* FbxKinect20::CreateTriangleK2(FbxScene* pScene, const char* pName, vector<vector<float>> Triangleinfo, std::vector<std::vector<float>> TriangleinfoColor)
{
FbxMesh* lMesh = FbxMesh::Create(pScene, pName);
// The vertices
vector<FbxVector4> vertices;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
FbxVector4 vert1(Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]);
FbxVector4 vert2(Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]);
FbxVector4 vert3(Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]);
vertices.push_back(vert1);
vertices.push_back(vert2);
vertices.push_back(vert3);
}
// Create control points.
lMesh->InitControlPoints(vertices.size());
FbxVector4* lControlPoints = lMesh->GetControlPoints();
for (int i = 0; i < Triangleinfo.size(); ++i)
{
lControlPoints[i * 3 + 0] = vertices[i * 3 + 0];
lControlPoints[i * 3 + 1] = vertices[i * 3 + 1];
lControlPoints[i * 3 + 2] = vertices[i * 3 + 2];
}
// specify normals per control point.
FbxVector4 lNormalP0(0.0, 0.0, 1.0);
FbxGeometryElementNormal* lNormalElement = lMesh->CreateElementNormal();
lNormalElement->SetMappingMode(FbxGeometryElement::eByControlPoint);
lNormalElement->SetReferenceMode(FbxGeometryElement::eDirect);
for (int i = 0; i < Triangleinfo.size(); ++i)
{
lNormalElement->GetDirectArray().Add(lNormalP0);
lNormalElement->GetDirectArray().Add(lNormalP0);
lNormalElement->GetDirectArray().Add(lNormalP0);
}
// Set material mapping.
FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial();
lMaterialElement->SetMappingMode(FbxGeometryElement::eByPolygon);
lMaterialElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
// Create UV for Diffuse channel
FbxGeometryElementUV* lUVDiffuseElement = lMesh->CreateElementUV(gDiffuseElementName);
FBX_ASSERT(lUVDiffuseElement != NULL);
lUVDiffuseElement->SetMappingMode(FbxGeometryElement::eByControlPoint);
lUVDiffuseElement->SetReferenceMode(FbxGeometryElement::eDirect);
for (int i = 0; i < Triangleinfo.size(); ++i)
{
double x, y;
x = TriangleinfoColor[i][0] / 1920.0;
y = (1080.0 - TriangleinfoColor[i][1]) / 1080.0;
if (x > 1)
x = 1;
if (x < 0)
x = 0;
if (y > 1)
y = 1;
if (y < 0)
y = 0;
FbxVector2 lVectors0(x, y);
x = TriangleinfoColor[i][2] / 1920.0;
y = (1080.0 - TriangleinfoColor[i][3]) / 1080.0;
if (x > 1)
x = 1;
if (x < 0)
x = 0;
if (y > 1)
y = 1;
if (y < 0)
y = 0;
FbxVector2 lVectors1(x, y);
x = TriangleinfoColor[i][4] / 1920.0;
y = (1080.0 - TriangleinfoColor[i][5]) / 1080.0;
if (x > 1)
x = 1;
if (x < 0)
x = 0;
if (y > 1)
y = 1;
if (y < 0)
y = 0;
FbxVector2 lVectors2(x, y);
lUVDiffuseElement->GetDirectArray().Add(lVectors0);
lUVDiffuseElement->GetDirectArray().Add(lVectors1);
lUVDiffuseElement->GetDirectArray().Add(lVectors2);
}
//FbxVector2 lVectors0, lVectors1, lVectors2, lVectors3;
//// Create UV for Ambient channel
//FbxGeometryElementUV* lUVAmbientElement = lMesh->CreateElementUV(gAmbientElementName);
//lUVAmbientElement->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
//lUVAmbientElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
//lVectors0.Set(0, 0);
//lVectors1.Set(1, 0);
//lVectors2.Set(0, 0.418586879968643);
//lVectors3.Set(1, 0.418586879968643);
//lUVAmbientElement->GetDirectArray().Add(lVectors0);
//lUVAmbientElement->GetDirectArray().Add(lVectors1);
//lUVAmbientElement->GetDirectArray().Add(lVectors2);
//lUVAmbientElement->GetDirectArray().Add(lVectors3);
//// Create UV for Emissive channel
//FbxGeometryElementUV* lUVEmissiveElement = lMesh->CreateElementUV(gEmissiveElementName);
//lUVEmissiveElement->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
//lUVEmissiveElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
//lVectors0.Set(0.2343, 0);
//lVectors1.Set(1, 0.555);
//lVectors2.Set(0.333, 0.999);
//lVectors3.Set(0.555, 0.666);
//lUVEmissiveElement->GetDirectArray().Add(lVectors0);
//lUVEmissiveElement->GetDirectArray().Add(lVectors1);
//lUVEmissiveElement->GetDirectArray().Add(lVectors2);
//lUVEmissiveElement->GetDirectArray().Add(lVectors3);
//Now we have set the UVs as eIndexToDirect reference and in eByPolygonVertex mapping mode
//we must update the size of the index array.
lUVDiffuseElement->GetIndexArray().SetCount(vertices.size());
//lUVAmbientElement->GetIndexArray().SetCount(vertices.size());
//lUVEmissiveElement->GetIndexArray().SetCount(vertices.size());
// Create the triangle's polygon
for (int i = 0; i < Triangleinfo.size(); ++i)
{
//lMesh->BeginPolygon(-1, -1, false);
lMesh->BeginPolygon(i);
for (int j = 0; j < 3; ++j)
{
lMesh->AddPolygon(i * 3 + j); // Control point
//Now we have to update the index array of the UVs for diffuse, ambient and emissive
//lUVDiffuseElement->GetIndexArray().SetAt(i * 3 + j, j);
//lUVAmbientElement->GetIndexArray().SetAt(i * 3 + j, j);
//lUVEmissiveElement->GetIndexArray().SetAt(i * 3 + j, j);
}
lMesh->EndPolygon();
}
FbxNode* lNode = FbxNode::Create(pScene, pName);
lNode->SetNodeAttribute(lMesh);
lNode->SetShadingMode(FbxNode::eTextureShading);
//CreateMaterials(pScene, lMesh, Triangleinfo);
CreateTexture(pScene, lMesh);
return lNode;
}
void FbxKinect20::Animate(FbxNode* pNode, FbxAnimLayer* pAnimLayer)
{
FbxAnimCurve* lCurve = NULL;
FbxTime lTime;
int lKeyIndex = 0;
lCurve = pNode->LclRotation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(0.5);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 90.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(1.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 180.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(1.5);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 270.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(2.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 360.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lCurve->KeyModifyEnd();
}
lCurve = pNode->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(2.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, -100.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(4.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lCurve->KeyModifyEnd();
}
lCurve = pNode->LclRotation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(2.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(2.5);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 90.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(3.5);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, -90.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(4.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lCurve->KeyModifyEnd();
}
lCurve = pNode->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 75.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(2.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(4.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, -75.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lCurve->KeyModifyEnd();
}
// The upside down shape is at index 0 because it is the only one.
// The cube has no shape so the function returns NULL is this case.
//先通过MapShapeOnPyramid创建好要转化的形状,0-100为转化的过程,100为完全转化为shape中设定的形状
FbxGeometry* lGeometry = (FbxGeometry*)pNode->GetNodeAttribute();
lCurve = lGeometry->GetShapeChannel(0, 0, pAnimLayer, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(2.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 100.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(4.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lCurve->KeyModifyEnd();
}
}
// Create materials.
void FbxKinect20::CreateMaterials(FbxScene* pScene, FbxMesh* pMesh, vector<vector<float>> Triangles)
{
//int i=0;
for (int i = 0; i < Triangles.size(); i++)
{
FbxString lMaterialName = "material";
FbxString lShadingName = "Phong";
lMaterialName += i;
FbxDouble3 lBlack(0.0, 0.0, 0.0);
FbxDouble3 lRed(1.0, 0.0, 0.0);
FbxDouble3 lColor;
FbxSurfacePhong *lMaterial = FbxSurfacePhong::Create(pScene, lMaterialName.Buffer());
// Generate triangle and secondary colors.
lMaterial->Emissive.Set(lBlack);
lMaterial->Ambient.Set(lRed);
lColor = FbxDouble3(Triangles[i][11] / 255.0, Triangles[i][10] / 255.0, Triangles[i][9] / 255.0);
lMaterial->Diffuse.Set(lColor);
lMaterial->TransparencyFactor.Set(0.0);
lMaterial->ShadingModel.Set(lShadingName);
lMaterial->Shininess.Set(0.5);
//get the node of mesh, add material for it.
FbxNode* lNode = pMesh->GetNode();
if (lNode)
lNode->AddMaterial(lMaterial);
}
}
void FbxKinect20::SetTriangleDefaultPosition(FbxNode* pTriangle, vector<Point3d> skeletonPoints3D)
{
pTriangle->LclTranslation.Set(FbxVector4(0.0, 0.0, 0.0));
pTriangle->LclRotation.Set(FbxVector4(0.0, 0.0, 0.0));
pTriangle->LclScaling.Set(FbxVector4(1.0, 1.0, 1.0));
}
// Create texture.
void FbxKinect20::CreateTexture(FbxScene* pScene, FbxMesh* pMesh)
{
// A texture need to be connected to a property on the material,
// so let's use the material (if it exists) or create a new one
FbxSurfacePhong* lMaterial = NULL;
//get the node of mesh, add material for it.
FbxNode* lNode = pMesh->GetNode();
if (lNode)
{
lMaterial = lNode->GetSrcObject<FbxSurfacePhong>(0);
if (lMaterial == NULL)
{
FbxString lMaterialName = "toto";
FbxString lShadingName = "Phong";
FbxDouble3 lBlack(0.0, 0.0, 0.0);
FbxDouble3 lRed(1.0, 0.0, 0.0);
FbxDouble3 lDiffuseColor(1.0, 1.0, 1.0);
FbxLayer* lLayer = pMesh->GetLayer(0);
// Create a layer element material to handle proper mapping.
FbxLayerElementMaterial* lLayerElementMaterial = FbxLayerElementMaterial::Create(pMesh, lMaterialName.Buffer());
// This allows us to control where the materials are mapped. Using eAllSame
// means that all faces/polygons of the mesh will be assigned the same material.
lLayerElementMaterial->SetMappingMode(FbxLayerElement::eAllSame);
lLayerElementMaterial->SetReferenceMode(FbxLayerElement::eIndexToDirect);
// Save the material on the layer
lLayer->SetMaterials(lLayerElementMaterial);
// Add an index to the lLayerElementMaterial. Since we have only one, and are using eAllSame mapping mode,
// we only need to add one.
lLayerElementMaterial->GetIndexArray().Add(0);
lMaterial = FbxSurfacePhong::Create(pScene, lMaterialName.Buffer());
// Generate primary and secondary colors.
lMaterial->Emissive.Set(lBlack);
lMaterial->Ambient.Set(lRed);
lMaterial->AmbientFactor.Set(1.);
// Add texture for diffuse channel
lMaterial->Diffuse.Set(lDiffuseColor);
lMaterial->DiffuseFactor.Set(1.0);
lMaterial->TransparencyFactor.Set(1.0);
lMaterial->ShadingModel.Set(lShadingName);
lMaterial->Shininess.Set(0.5);
lMaterial->Specular.Set(lBlack);
lMaterial->SpecularFactor.Set(0.3);
lNode->AddMaterial(lMaterial);
}
}
FbxFileTexture* lTexture = FbxFileTexture::Create(pScene, "Diffuse Texture");
// Set texture properties.
lTexture->SetFileName("colorImg.png"); // Resource file is in current directory.
lTexture->SetTextureUse(FbxTexture::eStandard);
lTexture->SetMappingType(FbxTexture::eUV);
lTexture->SetMaterialUse(FbxFileTexture::eModelMaterial);
lTexture->SetSwapUV(false);
lTexture->SetTranslation(0.0, 0.0);
lTexture->SetScale(1.0, 1.0);
lTexture->SetRotation(0.0, 0.0);
lTexture->UVSet.Set(FbxString(gDiffuseElementName)); // Connect texture to the proper UV
// don't forget to connect the texture to the corresponding property of the material
if (lMaterial)
lMaterial->Diffuse.ConnectSrcObject(lTexture);
//lTexture = FbxFileTexture::Create(pScene, "Ambient Texture");
//// Set texture properties.
//lTexture->SetFileName("gradient.jpg"); // Resource file is in current directory.
//lTexture->SetTextureUse(FbxTexture::eStandard);
//lTexture->SetMappingType(FbxTexture::eUV);
//lTexture->SetMaterialUse(FbxFileTexture::eModelMaterial);
//lTexture->SetSwapUV(false);
//lTexture->SetTranslation(0.0, 0.0);
//lTexture->SetScale(1.0, 1.0);
//lTexture->SetRotation(0.0, 0.0);
//lTexture->UVSet.Set(FbxString(gAmbientElementName)); // Connect texture to the proper UV
//// don't forget to connect the texture to the corresponding property of the material
//if (lMaterial)
// lMaterial->Ambient.ConnectSrcObject(lTexture);
//lTexture = FbxFileTexture::Create(pScene, "Emissive Texture");
//// Set texture properties.
//lTexture->SetFileName("spotty.jpg"); // Resource file is in current directory.
//lTexture->SetTextureUse(FbxTexture::eStandard);
//lTexture->SetMappingType(FbxTexture::eUV);
//lTexture->SetMaterialUse(FbxFileTexture::eModelMaterial);
//lTexture->SetSwapUV(false);
//lTexture->SetTranslation(0.0, 0.0);
//lTexture->SetScale(1.0, 1.0);
//lTexture->SetRotation(0.0, 0.0);
//lTexture->UVSet.Set(FbxString(gEmissiveElementName)); // Connect texture to the proper UV
//// don't forget to connect the texture to the corresponding property of the material
//if (lMaterial)
// lMaterial->Emissive.ConnectSrcObject(lTexture);
}
// Create patch.
FbxNode* FbxKinect20::CreatePatch(FbxScene* pScene, const char* pName)
{
FbxPatch* lPatch = FbxPatch::Create(pScene, pName);
// Set patch properties.
lPatch->InitControlPoints(8, FbxPatch::eBSpline, 7, FbxPatch::eBSpline);
lPatch->SetStep(4, 4);//相邻控制点之间的划分数,越小分辨率越差;1*1即为控制点
lPatch->SetClosed(true, false);
FbxVector4* lVector4 = lPatch->GetControlPoints();//vector大小对应lPatch->InitControlPoints(8, FbxPatch::eBSpline, 7, FbxPatch::eBSpline);中的参数1和参数3
int i;
for (i = 0; i < 7; i++)//设置控点在空间中的位置
{
double lRadius = 10.0;
double lSegmentLength = 20.0;
lVector4[8 * i + 0].Set(lRadius, 0.0, (i - 3)*lSegmentLength);
lVector4[8 * i + 1].Set(lRadius*sqrtf(2), -lRadius * sqrtf(2), (i - 3)*lSegmentLength);
lVector4[8 * i + 2].Set(0.0, -lRadius, (i - 3)*lSegmentLength);
lVector4[8 * i + 3].Set(-lRadius * sqrtf(2), -lRadius * sqrtf(2), (i - 3)*lSegmentLength);
lVector4[8 * i + 4].Set(-lRadius, 0.0, (i - 3)*lSegmentLength);
lVector4[8 * i + 5].Set(-lRadius * sqrtf(2), lRadius * sqrtf(2), (i - 3)*lSegmentLength);
lVector4[8 * i + 6].Set(0.0, lRadius, (i - 3)*lSegmentLength);
lVector4[8 * i + 7].Set(lRadius * sqrtf(2), lRadius * sqrtf(2), (i - 3)*lSegmentLength);
}
FbxNode* lNode = FbxNode::Create(pScene, pName);
// Rotate the cylinder along the X axis so the axis
// of the cylinder is the same as the bone axis (Y axis)竖起来
FbxVector4 lR(-90.0, 0.0, 0.0);
lNode->LclRotation.Set(lR);
lNode->SetNodeAttribute(lPatch);
return lNode;
}
// Create a skeleton.
FbxNode* FbxKinect20::CreateSkeleton(FbxScene* pScene, const char* pName, vector<Point3d> skeletonPoints3D)
{
FbxString lRootName(pName);
lRootName += "HipCenterRoot";
FbxSkeleton* lHipCenterRootAttribute = FbxSkeleton::Create(pScene, pName);
lHipCenterRootAttribute->SetSkeletonType(FbxSkeleton::eRoot);
FbxNode* lHipCenterRoot = FbxNode::Create(pScene, lRootName.Buffer());
lHipCenterRoot->SetNodeAttribute(lHipCenterRootAttribute);
lHipCenterRoot->LclTranslation.Set(FbxVector4(skeletonPoints3D[0].x, skeletonPoints3D[0].y, skeletonPoints3D[0].z));
FbxString lLimbNodeName1(pName);
lLimbNodeName1 += "Spine";
FbxSkeleton* lSpineAttribute1 = FbxSkeleton::Create(pScene, lLimbNodeName1);
lSpineAttribute1->SetSkeletonType(FbxSkeleton::eLimbNode);
lSpineAttribute1->Size.Set(1.0);
FbxNode* lSpine = FbxNode::Create(pScene, lLimbNodeName1.Buffer());
lSpine->SetNodeAttribute(lSpineAttribute1);
lSpine->LclTranslation.Set(FbxVector4(skeletonPoints3D[1].x - skeletonPoints3D[0].x, skeletonPoints3D[1].y - skeletonPoints3D[0].y, skeletonPoints3D[1].z - skeletonPoints3D[0].z));
lHipCenterRoot->AddChild(lSpine);
FbxString lLimbNodeName2(pName);
lLimbNodeName2 += "ShoulderCenter";
FbxSkeleton* lShoulderCenterAttribute2 = FbxSkeleton::Create(pScene, lLimbNodeName2);
lShoulderCenterAttribute2->SetSkeletonType(FbxSkeleton::eLimbNode);
lShoulderCenterAttribute2->Size.Set(1.0);
FbxNode* lShoulderCenter = FbxNode::Create(pScene, lLimbNodeName2.Buffer());
lShoulderCenter->SetNodeAttribute(lShoulderCenterAttribute2);
lShoulderCenter->LclTranslation.Set(FbxVector4(skeletonPoints3D[2].x - skeletonPoints3D[1].x, skeletonPoints3D[2].y - skeletonPoints3D[1].y, skeletonPoints3D[2].z - skeletonPoints3D[1].z));
lSpine->AddChild(lShoulderCenter);
FbxString lLimbNodeName3(pName);
lLimbNodeName3 += "Head";
FbxSkeleton* lHeadAttribute3 = FbxSkeleton::Create(pScene, lLimbNodeName3);
lHeadAttribute3->SetSkeletonType(FbxSkeleton::eLimbNode);
lHeadAttribute3->Size.Set(1.0);
FbxNode* lHead = FbxNode::Create(pScene, lLimbNodeName3.Buffer());
lHead->SetNodeAttribute(lHeadAttribute3);
lHead->LclTranslation.Set(FbxVector4(skeletonPoints3D[3].x - skeletonPoints3D[2].x, skeletonPoints3D[3].y - skeletonPoints3D[2].y, skeletonPoints3D[3].z - skeletonPoints3D[2].z));
lShoulderCenter->AddChild(lHead);
FbxString lLimbNodeName4(pName);
lLimbNodeName4 += "ShoulderLeft";
FbxSkeleton* lShoulderLeftAttribute4 = FbxSkeleton::Create(pScene, lLimbNodeName4);
lShoulderLeftAttribute4->SetSkeletonType(FbxSkeleton::eLimbNode);
lShoulderLeftAttribute4->Size.Set(1.0);
FbxNode* lShoulderLeft = FbxNode::Create(pScene, lLimbNodeName4.Buffer());
lShoulderLeft->SetNodeAttribute(lShoulderLeftAttribute4);
lShoulderLeft->LclTranslation.Set(FbxVector4(skeletonPoints3D[4].x - skeletonPoints3D[2].x, skeletonPoints3D[4].y - skeletonPoints3D[2].y, skeletonPoints3D[4].z - skeletonPoints3D[2].z));
lShoulderCenter->AddChild(lShoulderLeft);
FbxString lLimbNodeName5(pName);
lLimbNodeName5 += "ElbowLeft";
FbxSkeleton* lElbowLeftAttribute5 = FbxSkeleton::Create(pScene, lLimbNodeName5);
lElbowLeftAttribute5->SetSkeletonType(FbxSkeleton::eLimbNode);
lElbowLeftAttribute5->Size.Set(1.0);
FbxNode* lElbowLeft = FbxNode::Create(pScene, lLimbNodeName5.Buffer());
lElbowLeft->SetNodeAttribute(lElbowLeftAttribute5);
lElbowLeft->LclTranslation.Set(FbxVector4(skeletonPoints3D[5].x - skeletonPoints3D[4].x, skeletonPoints3D[5].y - skeletonPoints3D[4].y, skeletonPoints3D[5].z - skeletonPoints3D[4].z));
lShoulderLeft->AddChild(lElbowLeft);
FbxString lLimbNodeName6(pName);
lLimbNodeName6 += "WristLeft";
FbxSkeleton* lWristLeftAttribute6 = FbxSkeleton::Create(pScene, lLimbNodeName6);
lWristLeftAttribute6->SetSkeletonType(FbxSkeleton::eLimbNode);
lWristLeftAttribute6->Size.Set(1.0);
FbxNode* lWristLeft = FbxNode::Create(pScene, lLimbNodeName6.Buffer());
lWristLeft->SetNodeAttribute(lWristLeftAttribute6);
lWristLeft->LclTranslation.Set(FbxVector4(skeletonPoints3D[6].x - skeletonPoints3D[5].x, skeletonPoints3D[6].y - skeletonPoints3D[5].y, skeletonPoints3D[6].z - skeletonPoints3D[5].z));
lElbowLeft->AddChild(lWristLeft);
FbxString lLimbNodeName7(pName);
lLimbNodeName7 += "HandLeft";
FbxSkeleton* lHandLeftAttribute7 = FbxSkeleton::Create(pScene, lLimbNodeName7);
lHandLeftAttribute7->SetSkeletonType(FbxSkeleton::eLimbNode);
lHandLeftAttribute7->Size.Set(1.0);
FbxNode* lHandLeft = FbxNode::Create(pScene, lLimbNodeName7.Buffer());
lHandLeft->SetNodeAttribute(lHandLeftAttribute7);
lHandLeft->LclTranslation.Set(FbxVector4(skeletonPoints3D[7].x - skeletonPoints3D[6].x, skeletonPoints3D[7].y - skeletonPoints3D[6].y, skeletonPoints3D[7].z - skeletonPoints3D[6].z));
lWristLeft->AddChild(lHandLeft);
FbxString lLimbNodeName8(pName);
lLimbNodeName8 += "ShoulderRight";
FbxSkeleton* lShoulderRightAttribute8 = FbxSkeleton::Create(pScene, lLimbNodeName8);
lShoulderRightAttribute8->SetSkeletonType(FbxSkeleton::eLimbNode);
lShoulderRightAttribute8->Size.Set(1.0);
FbxNode* lShoulderRight = FbxNode::Create(pScene, lLimbNodeName8.Buffer());
lShoulderRight->SetNodeAttribute(lShoulderRightAttribute8);
lShoulderRight->LclTranslation.Set(FbxVector4(skeletonPoints3D[8].x - skeletonPoints3D[2].x, skeletonPoints3D[8].y - skeletonPoints3D[2].y, skeletonPoints3D[8].z - skeletonPoints3D[2].z));
lShoulderCenter->AddChild(lShoulderRight);
FbxString lLimbNodeName9(pName);
lLimbNodeName9 += "ElbowRight";
FbxSkeleton* lElbowRightAttribute9 = FbxSkeleton::Create(pScene, lLimbNodeName9);
lElbowRightAttribute9->SetSkeletonType(FbxSkeleton::eLimbNode);
lElbowRightAttribute9->Size.Set(1.0);
FbxNode* lElbowRight = FbxNode::Create(pScene, lLimbNodeName9.Buffer());
lElbowRight->SetNodeAttribute(lElbowRightAttribute9);
lElbowRight->LclTranslation.Set(FbxVector4(skeletonPoints3D[9].x - skeletonPoints3D[8].x, skeletonPoints3D[9].y - skeletonPoints3D[8].y, skeletonPoints3D[9].z - skeletonPoints3D[8].z));
lShoulderRight->AddChild(lElbowRight);
FbxString lLimbNodeName10(pName);
lLimbNodeName10 += "WristRight";
FbxSkeleton* lWristRightAttribute10 = FbxSkeleton::Create(pScene, lLimbNodeName10);
lWristRightAttribute10->SetSkeletonType(FbxSkeleton::eLimbNode);
lWristRightAttribute10->Size.Set(1.0);
FbxNode* lWristRight = FbxNode::Create(pScene, lLimbNodeName10.Buffer());
lWristRight->SetNodeAttribute(lWristRightAttribute10);
lWristRight->LclTranslation.Set(FbxVector4(skeletonPoints3D[10].x - skeletonPoints3D[9].x, skeletonPoints3D[10].y - skeletonPoints3D[9].y, skeletonPoints3D[10].z - skeletonPoints3D[9].z));
lElbowRight->AddChild(lWristRight);
FbxString lLimbNodeName11(pName);
lLimbNodeName11 += "HandRight";
FbxSkeleton* lHandRightAttribute11 = FbxSkeleton::Create(pScene, lLimbNodeName11);
lHandRightAttribute11->SetSkeletonType(FbxSkeleton::eLimbNode);
lHandRightAttribute11->Size.Set(1.0);
FbxNode* lHandRight = FbxNode::Create(pScene, lLimbNodeName11.Buffer());
lHandRight->SetNodeAttribute(lHandRightAttribute11);
lHandRight->LclTranslation.Set(FbxVector4(skeletonPoints3D[11].x - skeletonPoints3D[10].x, skeletonPoints3D[11].y - skeletonPoints3D[10].y, skeletonPoints3D[11].z - skeletonPoints3D[10].z));
lWristRight->AddChild(lHandRight);
FbxString lLimbNodeName12(pName);
lLimbNodeName12 += "HipLeft";
FbxSkeleton* lHipLeftAttribute12 = FbxSkeleton::Create(pScene, lLimbNodeName12);
lHipLeftAttribute12->SetSkeletonType(FbxSkeleton::eLimbNode);
lHipLeftAttribute12->Size.Set(1.0);
FbxNode* lHipLeft = FbxNode::Create(pScene, lLimbNodeName12.Buffer());
lHipLeft->SetNodeAttribute(lHipLeftAttribute12);
lHipLeft->LclTranslation.Set(FbxVector4(skeletonPoints3D[12].x - skeletonPoints3D[0].x, skeletonPoints3D[12].y - skeletonPoints3D[0].y, skeletonPoints3D[12].z - skeletonPoints3D[0].z));
lHipCenterRoot->AddChild(lHipLeft);
FbxString lLimbNodeName13(pName);
lLimbNodeName13 += "KneeLeft";
FbxSkeleton* lKneeLeftAttribute13 = FbxSkeleton::Create(pScene, lLimbNodeName13);
lKneeLeftAttribute13->SetSkeletonType(FbxSkeleton::eLimbNode);
lKneeLeftAttribute13->Size.Set(1.0);
FbxNode* lKneeLeft = FbxNode::Create(pScene, lLimbNodeName13.Buffer());
lKneeLeft->SetNodeAttribute(lKneeLeftAttribute13);
lKneeLeft->LclTranslation.Set(FbxVector4(skeletonPoints3D[13].x - skeletonPoints3D[12].x, skeletonPoints3D[13].y - skeletonPoints3D[12].y, skeletonPoints3D[13].z - skeletonPoints3D[12].z));
lHipLeft->AddChild(lKneeLeft);
FbxString lLimbNodeName14(pName);
lLimbNodeName14 += "AnkleLeft";
FbxSkeleton* lAnkleLeftAttribute14 = FbxSkeleton::Create(pScene, lLimbNodeName14);
lAnkleLeftAttribute14->SetSkeletonType(FbxSkeleton::eLimbNode);
lAnkleLeftAttribute14->Size.Set(1.0);
FbxNode* lAnkleLeft = FbxNode::Create(pScene, lLimbNodeName14.Buffer());
lAnkleLeft->SetNodeAttribute(lAnkleLeftAttribute14);
lAnkleLeft->LclTranslation.Set(FbxVector4(skeletonPoints3D[14].x - skeletonPoints3D[13].x, skeletonPoints3D[14].y - skeletonPoints3D[13].y, skeletonPoints3D[14].z - skeletonPoints3D[13].z));
lKneeLeft->AddChild(lAnkleLeft);
FbxString lLimbNodeName15(pName);
lLimbNodeName15 += "FootLeft";
FbxSkeleton* lFootLeftAttribute15 = FbxSkeleton::Create(pScene, lLimbNodeName15);
lFootLeftAttribute15->SetSkeletonType(FbxSkeleton::eLimbNode);
lFootLeftAttribute15->Size.Set(1.0);
FbxNode* lFootLeft = FbxNode::Create(pScene, lLimbNodeName15.Buffer());
lFootLeft->SetNodeAttribute(lFootLeftAttribute15);
lFootLeft->LclTranslation.Set(FbxVector4(skeletonPoints3D[15].x - skeletonPoints3D[14].x, skeletonPoints3D[15].y - skeletonPoints3D[14].y, skeletonPoints3D[15].z - skeletonPoints3D[14].z));
lAnkleLeft->AddChild(lFootLeft);
FbxString lLimbNodeName16(pName);
lLimbNodeName16 += "HipRight";
FbxSkeleton* lHipRightAttribute16 = FbxSkeleton::Create(pScene, lLimbNodeName16);
lHipRightAttribute16->SetSkeletonType(FbxSkeleton::eLimbNode);
lHipRightAttribute16->Size.Set(1.0);
FbxNode* lHipRight = FbxNode::Create(pScene, lLimbNodeName16.Buffer());
lHipRight->SetNodeAttribute(lHipRightAttribute16);
lHipRight->LclTranslation.Set(FbxVector4(skeletonPoints3D[16].x - skeletonPoints3D[0].x, skeletonPoints3D[16].y - skeletonPoints3D[0].y, skeletonPoints3D[16].z - skeletonPoints3D[0].z));
lHipCenterRoot->AddChild(lHipRight);
FbxString lLimbNodeName17(pName);
lLimbNodeName17 += "KneeRight";
FbxSkeleton* lKneeRightAttribute17 = FbxSkeleton::Create(pScene, lLimbNodeName17);
lKneeRightAttribute17->SetSkeletonType(FbxSkeleton::eLimbNode);
lKneeRightAttribute17->Size.Set(1.0);
FbxNode* lKneeRight = FbxNode::Create(pScene, lLimbNodeName17.Buffer());
lKneeRight->SetNodeAttribute(lKneeRightAttribute17);
lKneeRight->LclTranslation.Set(FbxVector4(skeletonPoints3D[17].x - skeletonPoints3D[16].x, skeletonPoints3D[17].y - skeletonPoints3D[16].y, skeletonPoints3D[17].z - skeletonPoints3D[16].z));
lHipRight->AddChild(lKneeRight);
FbxString lLimbNodeName18(pName);
lLimbNodeName18 += "AnkleRight";
FbxSkeleton* lAnkleRightAttribute18 = FbxSkeleton::Create(pScene, lLimbNodeName18);
lAnkleRightAttribute18->SetSkeletonType(FbxSkeleton::eLimbNode);
lAnkleRightAttribute18->Size.Set(1.0);
FbxNode* lAnkleRight = FbxNode::Create(pScene, lLimbNodeName18.Buffer());
lAnkleRight->SetNodeAttribute(lAnkleRightAttribute18);
lAnkleRight->LclTranslation.Set(FbxVector4(skeletonPoints3D[18].x - skeletonPoints3D[17].x, skeletonPoints3D[18].y - skeletonPoints3D[17].y, skeletonPoints3D[18].z - skeletonPoints3D[17].z));
lKneeRight->AddChild(lAnkleRight);
FbxString lLimbNodeName19(pName);
lLimbNodeName19 += "FootRight";
FbxSkeleton* lFootRightAttribute19 = FbxSkeleton::Create(pScene, lLimbNodeName19);
lFootRightAttribute19->SetSkeletonType(FbxSkeleton::eLimbNode);
lFootRightAttribute19->Size.Set(1.0);
FbxNode* lFootRight = FbxNode::Create(pScene, lLimbNodeName19.Buffer());
lFootRight->SetNodeAttribute(lFootRightAttribute19);
lFootRight->LclTranslation.Set(FbxVector4(skeletonPoints3D[19].x - skeletonPoints3D[18].x, skeletonPoints3D[19].y - skeletonPoints3D[18].y, skeletonPoints3D[19].z - skeletonPoints3D[18].z));
lAnkleRight->AddChild(lFootRight);
return lHipCenterRoot;
}
// Set the influence of the skeleton segments over the cylinder.
// The link mode is FbxCluster::eTotalOne which means the total
// of the weights assigned to a given control point must equal 1.
void FbxKinect20::LinkPatchToSkeleton(FbxScene* pScene, FbxNode* pPatch, FbxNode* pSkeletonRoot, vector<vector<float>> Triangleinfo, vector<Point3d> skeletonPoints)
{
//int i, j;
FbxAMatrix lXMatrix;
FbxNode* lHipCenterRoot = pSkeletonRoot;
FbxNode* lSpine = lHipCenterRoot->GetChild(0);
FbxNode* lShoulderCenter = lSpine->GetChild(0);
FbxNode* lHead = lShoulderCenter->GetChild(0);
FbxNode* lShoulderLeft = lShoulderCenter->GetChild(1);
FbxNode* lElbowLeft = lShoulderLeft->GetChild(0);
FbxNode* lWristLeft = lElbowLeft->GetChild(0);
FbxNode* lHandLeft = lWristLeft->GetChild(0);
FbxNode* lShoulderRight = lShoulderCenter->GetChild(2);
FbxNode* lElbowRight = lShoulderRight->GetChild(0);
FbxNode* lWristRight = lElbowRight->GetChild(0);
FbxNode* lHandRight = lWristRight->GetChild(0);
FbxNode* lHipLeft = lHipCenterRoot->GetChild(1);
FbxNode* lKneeLeft = lHipLeft->GetChild(0);
FbxNode* lAnkleLeft = lKneeLeft->GetChild(0);
FbxNode* lFootLeft = lAnkleLeft->GetChild(0);
FbxNode* lHipRight = lHipCenterRoot->GetChild(2);
FbxNode* lKneeRight = lHipRight->GetChild(0);
FbxNode* lAnkleRight = lKneeRight->GetChild(0);
FbxNode* lFootRight = lAnkleRight->GetChild(0);
float threshold1, threshold2, threshold3, threshold4, threshold5, threshold6;
threshold1 = 30;
threshold2 = 20;
threshold3 = 15;
threshold4 = 10;
threshold5 = 5;
threshold6 = 3;
vector<vector<int>> ControlPointInfo(Triangleinfo.size(), vector<int>(3, 0));
// Spine.
FbxCluster *lClusterToSpine = FbxCluster::Create(pScene, "");
lClusterToSpine->SetLink(lSpine);
lClusterToSpine->SetLinkMode(FbxCluster::eNormalize);
int skeletonIndex = 1;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
//if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
//{
// lClusterToSpine->AddControlPointIndex(i * 3 + 0, 0.5);
// lClusterToSpine->AddControlPointIndex(i * 3 + 1, 0.5);
// lClusterToSpine->AddControlPointIndex(i * 3 + 2, 0.5);
//}
//if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
//{
// lClusterToSpine->AddControlPointIndex(i * 3 + 0, 1.0);
// lClusterToSpine->AddControlPointIndex(i * 3 + 1, 1.0);
// lClusterToSpine->AddControlPointIndex(i * 3 + 2, 1.0);
//}
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][0], Triangleinfo[i][1]) < 60 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
{
lClusterToSpine->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][3], Triangleinfo[i][4]) < 60 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
{
lClusterToSpine->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][6], Triangleinfo[i][7]) < 60 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
{
lClusterToSpine->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][0], Triangleinfo[i][1]) < 30 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToSpine->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][3], Triangleinfo[i][4]) < 30 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToSpine->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][6], Triangleinfo[i][7]) < 30 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[0].x, skeletonPoints[0].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToSpine->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold1)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 0, 0.25);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold1)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 1, 0.25);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold1)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 2, 0.25);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold2)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold2)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold2)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToSpine->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Shoulder Center.
FbxCluster *lClusterToShoulderCenter = FbxCluster::Create(pScene, "");
lClusterToShoulderCenter->SetLink(lShoulderCenter);
lClusterToShoulderCenter->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 2;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][0], Triangleinfo[i][1]) < 60 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][3], Triangleinfo[i][4]) < 60 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][6], Triangleinfo[i][7]) < 60 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][0], Triangleinfo[i][1]) < 30 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][3], Triangleinfo[i][4]) < 30 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][6], Triangleinfo[i][7]) < 30 && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[1].x, skeletonPoints[1].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold1)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 0, 0.25);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold1)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 1, 0.25);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold1)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 2, 0.25);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold2)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold2)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold2)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[1].x, skeletonPoints[1].y, skeletonPoints[1].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Shoulder Right.
FbxCluster *lClusterToShoulderRight = FbxCluster::Create(pScene, "");
lClusterToShoulderRight->SetLink(lShoulderRight);
lClusterToShoulderRight->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 8;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][3], Triangleinfo[i][4]))
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][3], Triangleinfo[i][4]))
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[9].x, skeletonPoints[9].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[9].x, skeletonPoints[9].y, skeletonPoints[9].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[9].x, skeletonPoints[9].y, skeletonPoints[9].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[9].x, skeletonPoints[9].y, skeletonPoints[9].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[9].x, skeletonPoints[9].y, skeletonPoints[9].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[9].x, skeletonPoints[9].y, skeletonPoints[9].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[9].x, skeletonPoints[9].y, skeletonPoints[9].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Elbow Right.
FbxCluster *lClusterToElbowRight = FbxCluster::Create(pScene, "");
lClusterToElbowRight->SetLink(lElbowRight);
lClusterToElbowRight->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 9;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4]))
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToElbowRight->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToElbowRight->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4]))
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToElbowRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToElbowRight->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1], 5))
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4], 5))
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][6], Triangleinfo[i][7], 5))
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[10].x, skeletonPoints[10].y, skeletonPoints[10].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[10].x, skeletonPoints[10].y, skeletonPoints[10].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[10].x, skeletonPoints[10].y, skeletonPoints[10].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[10].x, skeletonPoints[10].y, skeletonPoints[10].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[10].x, skeletonPoints[10].y, skeletonPoints[10].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[10].x, skeletonPoints[10].y, skeletonPoints[10].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToElbowRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Wrist Right.
FbxCluster *lClusterToWristRight = FbxCluster::Create(pScene, "");
lClusterToWristRight->SetLink(lWristRight);
lClusterToWristRight->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 10;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][3], Triangleinfo[i][4]))
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToWristRight->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToWristRight->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][3], Triangleinfo[i][4]))
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToWristRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToWristRight->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][0], Triangleinfo[i][1], 2))
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][3], Triangleinfo[i][4], 2))
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][6], Triangleinfo[i][7], 2))
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[11].x, skeletonPoints[11].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[11].x, skeletonPoints[11].y, skeletonPoints[11].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[11].x, skeletonPoints[11].y, skeletonPoints[11].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[11].x, skeletonPoints[11].y, skeletonPoints[11].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[11].x, skeletonPoints[11].y, skeletonPoints[11].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold6)
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[11].x, skeletonPoints[11].y, skeletonPoints[11].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold6)
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[11].x, skeletonPoints[11].y, skeletonPoints[11].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold6)
{
lClusterToWristRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Hand Right.
FbxCluster *lClusterToHandRight = FbxCluster::Create(pScene, "");
lClusterToHandRight->SetLink(lHandRight);
lClusterToHandRight->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 11;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToHandRight->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToHandRight->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToHandRight->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToHandRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHandRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHandRight->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
//if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
//{
// lClusterToHandRight->AddControlPointIndex(i * 3 + 0, 0.5);
// ControlPointInfo[i][0] = 1;
//}
//if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
//{
// lClusterToHandRight->AddControlPointIndex(i * 3 + 1, 0.5);
// ControlPointInfo[i][1] = 1;
//}
//if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
//{
// lClusterToHandRight->AddControlPointIndex(i * 3 + 2, 0.5);
// ControlPointInfo[i][2] = 1;
//}
//if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
//{
// lClusterToHandRight->AddControlPointIndex(i * 3 + 0, 1.0);
// ControlPointInfo[i][0] = 1;
//}
//if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
//{
// lClusterToHandRight->AddControlPointIndex(i * 3 + 1, 1.0);
// ControlPointInfo[i][1] = 1;
//}
//if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[10].x, skeletonPoints[10].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
//{
// lClusterToHandRight->AddControlPointIndex(i * 3 + 2, 1.0);
// ControlPointInfo[i][2] = 1;
//}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToHandRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToHandRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToHandRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold6)
{
lClusterToHandRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold6)
{
lClusterToHandRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold6)
{
lClusterToHandRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Head.
FbxCluster *lClusterToHead = FbxCluster::Create(pScene, "");
lClusterToHead->SetLink(lHead);
lClusterToHead->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 3;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/* if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToHead->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToHead->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToHead->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToHead->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHead->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHead->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
//if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
//{
// lClusterToHead->AddControlPointIndex(i * 3 + 0, 0.5);
// ControlPointInfo[i][0] = 1;
//}
//if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
//{
// lClusterToHead->AddControlPointIndex(i * 3 + 1, 0.5);
// ControlPointInfo[i][1] = 1;
//}
//if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
//{
// lClusterToHead->AddControlPointIndex(i * 3 + 2, 0.5);
// ControlPointInfo[i][2] = 1;
//}
//if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
//{
// lClusterToHead->AddControlPointIndex(i * 3 + 0, 1.0);
// ControlPointInfo[i][0] = 1;
//}
//if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
//{
// lClusterToHead->AddControlPointIndex(i * 3 + 1, 1.0);
// ControlPointInfo[i][1] = 1;
//}
//if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
//{
// lClusterToHead->AddControlPointIndex(i * 3 + 2, 1.0);
// ControlPointInfo[i][2] = 1;
//}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold2)
{
lClusterToHead->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold2)
{
lClusterToHead->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold2)
{
lClusterToHead->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold3)
{
lClusterToHead->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold3)
{
lClusterToHead->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold3)
{
lClusterToHead->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Shoulder Left.
FbxCluster *lClusterToShoulderLeft = FbxCluster::Create(pScene, "");
lClusterToShoulderLeft->SetLink(lShoulderLeft);
lClusterToShoulderLeft->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 4;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[5].x, skeletonPoints[5].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[5].x, skeletonPoints[5].y, skeletonPoints[5].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[5].x, skeletonPoints[5].y, skeletonPoints[5].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[5].x, skeletonPoints[5].y, skeletonPoints[5].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[5].x, skeletonPoints[5].y, skeletonPoints[5].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[5].x, skeletonPoints[5].y, skeletonPoints[5].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[5].x, skeletonPoints[5].y, skeletonPoints[5].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Elbow Left.
FbxCluster *lClusterToElbowLeft = FbxCluster::Create(pScene, "");
lClusterToElbowLeft->SetLink(lElbowLeft);
lClusterToElbowLeft->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 5;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1], 5))
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4], 5))
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][6], Triangleinfo[i][7], 5))
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[6].x, skeletonPoints[6].y, skeletonPoints[6].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[6].x, skeletonPoints[6].y, skeletonPoints[6].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[6].x, skeletonPoints[6].y, skeletonPoints[6].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[6].x, skeletonPoints[6].y, skeletonPoints[6].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[6].x, skeletonPoints[6].y, skeletonPoints[6].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[6].x, skeletonPoints[6].y, skeletonPoints[6].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Wrist Left.
FbxCluster *lClusterToWristLeft = FbxCluster::Create(pScene, "");
lClusterToWristLeft->SetLink(lWristLeft);
lClusterToWristLeft->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 6;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToWristLeft->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToWristLeft->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToWristLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToWristLeft->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][0], Triangleinfo[i][1], 2))
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][3], Triangleinfo[i][4], 2))
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][6], Triangleinfo[i][7], 2))
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[7].x, skeletonPoints[7].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[7].x, skeletonPoints[7].y, skeletonPoints[7].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[7].x, skeletonPoints[7].y, skeletonPoints[7].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[7].x, skeletonPoints[7].y, skeletonPoints[7].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[7].x, skeletonPoints[7].y, skeletonPoints[7].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold6)
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[7].x, skeletonPoints[7].y, skeletonPoints[7].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold6)
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[7].x, skeletonPoints[7].y, skeletonPoints[7].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold6)
{
lClusterToWristLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Hand Left.
FbxCluster *lClusterToHandLeft = FbxCluster::Create(pScene, "");
lClusterToHandLeft->SetLink(lHandLeft);
lClusterToHandLeft->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 7;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToHandLeft->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToHandLeft->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHandLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHandLeft->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/* if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[6].x, skeletonPoints[6].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold6)
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold6)
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold6)
{
lClusterToHandLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Hip Center.
FbxCluster *lClusterToHipCenter = FbxCluster::Create(pScene, "");
lClusterToHipCenter->SetLink(lHipCenterRoot);
lClusterToHipCenter->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 0;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToHipCenter->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToHipCenter->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHipCenter->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHipCenter->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/* if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold1)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 0, 0.25);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold1)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 1, 0.25);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold1)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 2, 0.25);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold2)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold2)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold2)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToHipCenter->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Hip Right.
FbxCluster *lClusterToHipRight = FbxCluster::Create(pScene, "");
lClusterToHipRight->SetLink(lHipRight);
lClusterToHipRight->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 16;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToHipRight->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToHipRight->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHipRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHipRight->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[17].x, skeletonPoints[17].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[17].x, skeletonPoints[17].y, skeletonPoints[17].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold3)
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[17].x, skeletonPoints[17].y, skeletonPoints[17].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold3)
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[17].x, skeletonPoints[17].y, skeletonPoints[17].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold3)
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[17].x, skeletonPoints[17].y, skeletonPoints[17].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[17].x, skeletonPoints[17].y, skeletonPoints[17].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[17].x, skeletonPoints[17].y, skeletonPoints[17].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToHipRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Knee Right.
FbxCluster *lClusterToKneeRight = FbxCluster::Create(pScene, "");
lClusterToKneeRight->SetLink(lKneeRight);
lClusterToKneeRight->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 17;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToKneeRight->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToKneeRight->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToKneeRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToKneeRight->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/* if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[18].x, skeletonPoints[18].y, skeletonPoints[18].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold3)
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[18].x, skeletonPoints[18].y, skeletonPoints[18].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold3)
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[18].x, skeletonPoints[18].y, skeletonPoints[18].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold3)
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[18].x, skeletonPoints[18].y, skeletonPoints[18].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[18].x, skeletonPoints[18].y, skeletonPoints[18].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[18].x, skeletonPoints[18].y, skeletonPoints[18].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToKneeRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Ankle Right.
FbxCluster *lClusterToAnkleRight = FbxCluster::Create(pScene, "");
lClusterToAnkleRight->SetLink(lAnkleRight);
lClusterToAnkleRight->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 18;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/* if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[19].x, skeletonPoints[19].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[19].x, skeletonPoints[19].y, skeletonPoints[19].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold3)
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[19].x, skeletonPoints[19].y, skeletonPoints[19].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold3)
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[19].x, skeletonPoints[19].y, skeletonPoints[19].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold3)
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[19].x, skeletonPoints[19].y, skeletonPoints[19].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[19].x, skeletonPoints[19].y, skeletonPoints[19].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[19].x, skeletonPoints[19].y, skeletonPoints[19].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Foot Right.
FbxCluster *lClusterToFootRight = FbxCluster::Create(pScene, "");
lClusterToFootRight->SetLink(lFootRight);
lClusterToFootRight->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 19;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToFootRight->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToFootRight->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToFootRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToFootRight->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][3], Triangleinfo[i][4], 5))
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[18].x, skeletonPoints[18].y, Triangleinfo[i][6], Triangleinfo[i][7], 5))
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToFootRight->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Hip Left.
FbxCluster *lClusterToHipLeft = FbxCluster::Create(pScene, "");
lClusterToHipLeft->SetLink(lHipLeft);
lClusterToHipLeft->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 12;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToHipLeft->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToHipLeft->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToHipLeft->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToHipLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHipLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHipLeft->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
//{
// lClusterToHipLeft->AddControlPointIndex(i * 3 + 0, 0.5);
// ControlPointInfo[i][0] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
//{
// lClusterToHipLeft->AddControlPointIndex(i * 3 + 1, 0.5);
// ControlPointInfo[i][1] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
//{
// lClusterToHipLeft->AddControlPointIndex(i * 3 + 2, 0.5);
// ControlPointInfo[i][2] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
//{
// lClusterToHipLeft->AddControlPointIndex(i * 3 + 0, 1.0);
// ControlPointInfo[i][0] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
//{
// lClusterToHipLeft->AddControlPointIndex(i * 3 + 1, 1.0);
// ControlPointInfo[i][1] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[13].x, skeletonPoints[13].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
//{
// lClusterToHipLeft->AddControlPointIndex(i * 3 + 2, 1.0);
// ControlPointInfo[i][2] = 1;
//}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[13].x, skeletonPoints[13].y, skeletonPoints[13].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold3)
{
lClusterToHipLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[13].x, skeletonPoints[13].y, skeletonPoints[13].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold3)
{
lClusterToHipLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[13].x, skeletonPoints[13].y, skeletonPoints[13].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold3)
{
lClusterToHipLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[13].x, skeletonPoints[13].y, skeletonPoints[13].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToHipLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[13].x, skeletonPoints[13].y, skeletonPoints[13].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToHipLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[13].x, skeletonPoints[13].y, skeletonPoints[13].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToHipLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Knee Left.
FbxCluster *lClusterToKneeLeft = FbxCluster::Create(pScene, "");
lClusterToKneeLeft->SetLink(lKneeLeft);
lClusterToKneeLeft->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 13;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
//{
// lClusterToKneeLeft->AddControlPointIndex(i * 3 + 0, 0.5);
// ControlPointInfo[i][0] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
//{
// lClusterToKneeLeft->AddControlPointIndex(i * 3 + 1, 0.5);
// ControlPointInfo[i][1] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
//{
// lClusterToKneeLeft->AddControlPointIndex(i * 3 + 2, 0.5);
// ControlPointInfo[i][2] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
//{
// lClusterToKneeLeft->AddControlPointIndex(i * 3 + 0, 1.0);
// ControlPointInfo[i][0] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
//{
// lClusterToKneeLeft->AddControlPointIndex(i * 3 + 1, 1.0);
// ControlPointInfo[i][1] = 1;
//}
//if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
//{
// lClusterToKneeLeft->AddControlPointIndex(i * 3 + 2, 1.0);
// ControlPointInfo[i][2] = 1;
//}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[14].x, skeletonPoints[14].y, skeletonPoints[14].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold3)
{
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[14].x, skeletonPoints[14].y, skeletonPoints[14].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold3)
{
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[14].x, skeletonPoints[14].y, skeletonPoints[14].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold3)
{
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[14].x, skeletonPoints[14].y, skeletonPoints[14].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[14].x, skeletonPoints[14].y, skeletonPoints[14].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[14].x, skeletonPoints[14].y, skeletonPoints[14].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Ankle Left.
FbxCluster *lClusterToAnkleLeft = FbxCluster::Create(pScene, "");
lClusterToAnkleLeft->SetLink(lAnkleLeft);
lClusterToAnkleLeft->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 14;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLinesL(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][0], Triangleinfo[i][1]) && PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][3], Triangleinfo[i][4])&& PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][6], Triangleinfo[i][7]))
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][0], Triangleinfo[i][1], 10))
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][3], Triangleinfo[i][4], 10))
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold3&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][6], Triangleinfo[i][7], 10))
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][0], Triangleinfo[i][1]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][3], Triangleinfo[i][4]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][6], Triangleinfo[i][7]) < threshold4&&PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[15].x, skeletonPoints[15].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[15].x, skeletonPoints[15].y, skeletonPoints[15].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold3)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[15].x, skeletonPoints[15].y, skeletonPoints[15].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold3)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[15].x, skeletonPoints[15].y, skeletonPoints[15].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold3)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[15].x, skeletonPoints[15].y, skeletonPoints[15].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[15].x, skeletonPoints[15].y, skeletonPoints[15].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[15].x, skeletonPoints[15].y, skeletonPoints[15].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
// Foot Left.
FbxCluster *lClusterToFootLeft = FbxCluster::Create(pScene, "");
lClusterToFootLeft->SetLink(lFootLeft);
lClusterToFootLeft->SetLinkMode(FbxCluster::eNormalize);
skeletonIndex = 15;
for (int i = 0; i < Triangleinfo.size(); ++i)
{
/*if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1)
{
lClusterToFootLeft->AddControlPointIndex(i * 3 + 0, 0.5);
lClusterToFootLeft->AddControlPointIndex(i * 3 + 1, 0.5);
lClusterToFootLeft->AddControlPointIndex(i * 3 + 2, 0.5);
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2)
{
lClusterToFootLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToFootLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToFootLeft->AddControlPointIndex(i * 3 + 2, 1.0);
}*/
/*if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1], 0))
{
lClusterToFootLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4], 0))
{
lClusterToFootLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold1 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][6], Triangleinfo[i][7], 0))
{
lClusterToFootLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePoints(Triangleinfo[i][0], Triangleinfo[i][1], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][0], Triangleinfo[i][1], 5))
{
lClusterToFootLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePoints(Triangleinfo[i][3], Triangleinfo[i][4], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][3], Triangleinfo[i][4], 5))
{
lClusterToFootLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePoints(Triangleinfo[i][6], Triangleinfo[i][7], skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y) < threshold2 && !PointBetweenLines(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[14].x, skeletonPoints[14].y, Triangleinfo[i][6], Triangleinfo[i][7], 5))
{
lClusterToFootLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}*/
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold4)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 0.5);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold4)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 0.5);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold4)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 0.5);
ControlPointInfo[i][2] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2]) < threshold5)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 1.0);
ControlPointInfo[i][0] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5]) < threshold5)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 1.0);
ControlPointInfo[i][1] = 1;
}
if (DistancePointToLine3D(skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, skeletonPoints[skeletonIndex].x, skeletonPoints[skeletonIndex].y, skeletonPoints[skeletonIndex].z, Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8]) < threshold5)
{
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 1.0);
ControlPointInfo[i][2] = 1;
}
}
vector<Point2f> skeletonJoints;
Point2f Joint(0, 0);
Joint.x = (skeletonPoints[1].x + skeletonPoints[0].x) / 2.0;
Joint.y = (skeletonPoints[1].y + skeletonPoints[0].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[2].x + skeletonPoints[1].x) / 2.0;
Joint.y = (skeletonPoints[2].y + skeletonPoints[1].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[8].x + skeletonPoints[9].x) / 2.0;
Joint.y = (skeletonPoints[8].y + skeletonPoints[9].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[9].x + skeletonPoints[10].x) / 2.0;
Joint.y = (skeletonPoints[9].y + skeletonPoints[10].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[10].x;
Joint.y = skeletonPoints[10].y;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[11].x;
Joint.y = skeletonPoints[11].y;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[3].x;
Joint.y = skeletonPoints[3].y;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[4].x + skeletonPoints[5].x) / 2.0;
Joint.y = (skeletonPoints[4].y + skeletonPoints[5].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[5].x + skeletonPoints[6].x) / 2.0;
Joint.y = (skeletonPoints[5].y + skeletonPoints[6].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[6].x;
Joint.y = skeletonPoints[6].y;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[7].x;
Joint.y = skeletonPoints[7].y;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[0].x;
Joint.y = skeletonPoints[0].y;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[16].x + skeletonPoints[17].x) / 2.0;
Joint.y = (skeletonPoints[16].y + skeletonPoints[17].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[17].x + skeletonPoints[18].x) / 2.0;
Joint.y = (skeletonPoints[17].y + skeletonPoints[18].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[18].x;
Joint.y = skeletonPoints[18].y;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[19].x;
Joint.y = skeletonPoints[19].y;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[12].x + skeletonPoints[13].x) / 2.0;
Joint.y = (skeletonPoints[12].y + skeletonPoints[13].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = (skeletonPoints[13].x + skeletonPoints[14].x) / 2.0;
Joint.y = (skeletonPoints[13].y + skeletonPoints[14].y) / 2.0;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[14].x;
Joint.y = skeletonPoints[14].y;
skeletonJoints.push_back(Joint);
Joint.x = skeletonPoints[15].x;
Joint.y = skeletonPoints[15].x;
skeletonJoints.push_back(Joint);
int count = 0;
int count1 = 0;
for (int i = 0; i < ControlPointInfo.size(); ++i)
{
for (int j = 0; j < 3; ++j)
{
if (ControlPointInfo[i][j] == 0)
{
count++;
}
if (ControlPointInfo[i][j] == 1)
{
count1++;
}
}
}
for (int i = 0; i < ControlPointInfo.size(); ++i)
{
for (int j = 0; j < 3; ++j)
{
if (ControlPointInfo[i][j] == 0)
{
float mindis = 10000;
int index = 0;
for (int k = 0; k < skeletonJoints.size(); ++k)
{
float dis = DistancePoints(Triangleinfo[i][j * 3], Triangleinfo[i][j * 3 + 1], skeletonJoints[k].x, skeletonJoints[k].y);
if (mindis > dis)
{
mindis = dis;
index = k;
}
}
switch (index)
{
case 0:
lClusterToSpine->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 1:
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 2:
lClusterToShoulderRight->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 3:
lClusterToElbowRight->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 4:
lClusterToWristRight->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 5:
lClusterToHandRight->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 6:
lClusterToHead->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 7:
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 8:
lClusterToElbowLeft->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 9:
lClusterToWristLeft->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 10:
lClusterToHandLeft->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 11:
lClusterToHipCenter->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 12:
lClusterToHipRight->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 13:
lClusterToKneeRight->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 14:
lClusterToAnkleRight->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 15:
lClusterToFootRight->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 16:
lClusterToHipLeft->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 17:
lClusterToKneeLeft->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 18:
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + j, 0.5);
break;
case 19:
lClusterToFootLeft->AddControlPointIndex(i * 3 + j, 0.5);
break;
default:
break;
}
}
}
}
/*for (int i = 0; i < Triangleinfo.size(); ++i)
{
float mindis = DistancePoints3D(Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2], skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z)+ DistancePoints3D(Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5], skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z)+ DistancePoints3D(Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8], skeletonPoints[0].x, skeletonPoints[0].y, skeletonPoints[0].z);
int minindex = 0;
for (int j = 1; j < skeletonPoints.size(); ++j)
{
float dis = DistancePoints3D(Triangleinfo[i][0], Triangleinfo[i][1], Triangleinfo[i][2], skeletonPoints[j].x, skeletonPoints[j].y, skeletonPoints[j].z) + DistancePoints3D(Triangleinfo[i][3], Triangleinfo[i][4], Triangleinfo[i][5], skeletonPoints[j].x, skeletonPoints[j].y, skeletonPoints[j].z) + DistancePoints3D(Triangleinfo[i][6], Triangleinfo[i][7], Triangleinfo[i][8], skeletonPoints[j].x, skeletonPoints[j].y, skeletonPoints[j].z);
if (mindis > dis)
{
mindis = dis;
minindex = j;
}
}
switch (minindex)
{
case 0:
lClusterToHipCenter->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHipCenter->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHipCenter->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 1:
lClusterToSpine->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToSpine->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToSpine->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 2:
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToShoulderCenter->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 3:
lClusterToHead->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHead->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHead->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 4:
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToShoulderLeft->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 5:
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToElbowLeft->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 6:
lClusterToWristLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToWristLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToWristLeft->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 7:
lClusterToHandLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHandLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHandLeft->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 8:
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToShoulderRight->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 9:
lClusterToElbowRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToElbowRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToElbowRight->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 10:
lClusterToWristRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToWristRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToWristRight->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 11:
lClusterToHandRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHandRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHandRight->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 12:
lClusterToHipLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHipLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHipLeft->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 13:
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToKneeLeft->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 14:
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToAnkleLeft->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 15:
lClusterToFootLeft->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToFootLeft->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToFootLeft->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 16:
lClusterToHipRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToHipRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToHipRight->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 17:
lClusterToKneeRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToKneeRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToKneeRight->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 18:
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToAnkleRight->AddControlPointIndex(i * 3 + 2, 1.0);
break;
case 19:
lClusterToFootRight->AddControlPointIndex(i * 3 + 0, 1.0);
lClusterToFootRight->AddControlPointIndex(i * 3 + 1, 1.0);
lClusterToFootRight->AddControlPointIndex(i * 3 + 2, 1.0);
break;
default:
break;
}
}*/
// Now we have the Patch and the skeleton correctly positioned,
// set the Transform and TransformLink matrix accordingly.
FbxScene* lScene = pPatch->GetScene();
if (lScene) lXMatrix = pPatch->EvaluateGlobalTransform();
//Transform matrix
lClusterToSpine->SetTransformMatrix(lXMatrix);
lClusterToShoulderCenter->SetTransformMatrix(lXMatrix);
lClusterToShoulderRight->SetTransformMatrix(lXMatrix);
lClusterToElbowRight->SetTransformMatrix(lXMatrix);
lClusterToWristRight->SetTransformMatrix(lXMatrix);
lClusterToHandRight->SetTransformMatrix(lXMatrix);
lClusterToHead->SetTransformMatrix(lXMatrix);
lClusterToShoulderLeft->SetTransformMatrix(lXMatrix);
lClusterToElbowLeft->SetTransformMatrix(lXMatrix);
lClusterToWristLeft->SetTransformMatrix(lXMatrix);
lClusterToHandLeft->SetTransformMatrix(lXMatrix);
lClusterToHipCenter->SetTransformMatrix(lXMatrix);
lClusterToHipRight->SetTransformMatrix(lXMatrix);
lClusterToKneeRight->SetTransformMatrix(lXMatrix);
lClusterToAnkleRight->SetTransformMatrix(lXMatrix);
lClusterToFootRight->SetTransformMatrix(lXMatrix);
lClusterToHipLeft->SetTransformMatrix(lXMatrix);
lClusterToKneeLeft->SetTransformMatrix(lXMatrix);
lClusterToAnkleLeft->SetTransformMatrix(lXMatrix);
lClusterToFootLeft->SetTransformMatrix(lXMatrix);
//TransformLink matrix
if (lScene) lXMatrix = lSpine->EvaluateGlobalTransform();
lClusterToSpine->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lShoulderCenter->EvaluateGlobalTransform();
lClusterToShoulderCenter->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lShoulderRight->EvaluateGlobalTransform();
lClusterToShoulderRight->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lElbowRight->EvaluateGlobalTransform();
lClusterToElbowRight->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lWristRight->EvaluateGlobalTransform();
lClusterToWristRight->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lHandRight->EvaluateGlobalTransform();
lClusterToHandRight->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lHead->EvaluateGlobalTransform();
lClusterToHead->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lShoulderLeft->EvaluateGlobalTransform();
lClusterToShoulderLeft->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lElbowLeft->EvaluateGlobalTransform();
lClusterToElbowLeft->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lWristLeft->EvaluateGlobalTransform();
lClusterToWristLeft->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lHandLeft->EvaluateGlobalTransform();
lClusterToHandLeft->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lHipCenterRoot->EvaluateGlobalTransform();
lClusterToHipCenter->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lHipRight->EvaluateGlobalTransform();
lClusterToHipRight->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lKneeRight->EvaluateGlobalTransform();
lClusterToKneeRight->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lAnkleRight->EvaluateGlobalTransform();
lClusterToAnkleRight->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lFootRight->EvaluateGlobalTransform();
lClusterToFootRight->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lHipLeft->EvaluateGlobalTransform();
lClusterToHipLeft->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lKneeLeft->EvaluateGlobalTransform();
lClusterToKneeLeft->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lAnkleLeft->EvaluateGlobalTransform();
lClusterToAnkleLeft->SetTransformLinkMatrix(lXMatrix);
if (lScene) lXMatrix = lFootLeft->EvaluateGlobalTransform();
lClusterToFootLeft->SetTransformLinkMatrix(lXMatrix);
// Add the clusters to the patch by creating a skin and adding those clusters to that skin.
// After add that skin.
FbxGeometry* lPatchAttribute = (FbxGeometry*)pPatch->GetNodeAttribute();
FbxSkin* lSkin = FbxSkin::Create(pScene, "");
lSkin->AddCluster(lClusterToSpine);
lSkin->AddCluster(lClusterToShoulderCenter);
lSkin->AddCluster(lClusterToShoulderRight);
lSkin->AddCluster(lClusterToElbowRight);
lSkin->AddCluster(lClusterToWristRight);
lSkin->AddCluster(lClusterToHandRight);
lSkin->AddCluster(lClusterToHead);
lSkin->AddCluster(lClusterToShoulderLeft);
lSkin->AddCluster(lClusterToElbowLeft);
lSkin->AddCluster(lClusterToWristLeft);
lSkin->AddCluster(lClusterToHandLeft);
lSkin->AddCluster(lClusterToHipCenter);
lSkin->AddCluster(lClusterToHipRight);
lSkin->AddCluster(lClusterToKneeRight);
lSkin->AddCluster(lClusterToAnkleRight);
lSkin->AddCluster(lClusterToFootRight);
lSkin->AddCluster(lClusterToHipLeft);
lSkin->AddCluster(lClusterToKneeLeft);
lSkin->AddCluster(lClusterToAnkleLeft);
lSkin->AddCluster(lClusterToFootLeft);
lPatchAttribute->AddDeformer(lSkin);
}
// Create animation stack.
void FbxKinect20::AnimateSkeleton(FbxScene* pScene, FbxNode* pSkeletonRoot, FbxAnimLayer* lAnimLayer, vector<Point3d> skeletonPoints3D, vector<vector<vector<double>>> RotationMatrixSequence)
{
FbxTime lTime;
int lKeyIndex = 0;
FbxNode* lHipCenter = pSkeletonRoot;
FbxNode* lSpine = lHipCenter->GetChild(0);
FbxNode* lShoulderCenter = lSpine->GetChild(0);
FbxNode* lHead = lShoulderCenter->GetChild(0);
FbxNode* lShoulderLeft = lShoulderCenter->GetChild(1);
FbxNode* lElbowLeft = lShoulderLeft->GetChild(0);
FbxNode* lWristLeft = lElbowLeft->GetChild(0);
FbxNode* lHandLeft = lWristLeft->GetChild(0);
FbxNode* lShoulderRight = lShoulderCenter->GetChild(2);
FbxNode* lElbowRight = lShoulderRight->GetChild(0);
FbxNode* lWristRight = lElbowRight->GetChild(0);
FbxNode* lHandRight = lWristRight->GetChild(0);
FbxNode* lHipLeft = lHipCenter->GetChild(1);
FbxNode* lKneeLeft = lHipLeft->GetChild(0);
FbxNode* lAnkleLeft = lKneeLeft->GetChild(0);
FbxNode* lFootLeft = lAnkleLeft->GetChild(0);
FbxNode* lHipRight = lHipCenter->GetChild(2);
FbxNode* lKneeRight = lHipRight->GetChild(0);
FbxNode* lAnkleRight = lKneeRight->GetChild(0);
FbxNode* lFootRight = lAnkleRight->GetChild(0);
FbxAnimCurve* lCurve;
lCurve = lHipCenter->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][0]- RotationMatrixSequence[0][0][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipCenter->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
if (i == 0)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[1][0][1] - RotationMatrixSequence[1][0][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
else
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][1] - RotationMatrixSequence[1][0][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
}
lCurve = lHipCenter->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][2] - RotationMatrixSequence[0][0][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipCenter->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[0].x - skeletonPoints3D[15].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][0][3] - RotationMatrixSequence[i - 1][0][3]) < positionthreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i-1][0][3]);
// RotationMatrixSequence[i][0][3] = RotationMatrixSequence[i - 1][0][3];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][3]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][3] - skeletonPoints3D[15].x);//RotationMatrixSequence[i][0][3] - skeletonPoints3D[15].x
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipCenter->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[0].y - skeletonPoints3D[15].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][0][4] - RotationMatrixSequence[i - 1][0][4]) < positionthreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][0][4]);
// RotationMatrixSequence[i][0][4] = RotationMatrixSequence[i - 1][0][4];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][4]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][4] - skeletonPoints3D[15].y);//RotationMatrixSequence[i][0][4] - skeletonPoints3D[15].y
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipCenter->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[0].z - skeletonPoints3D[15].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][0][5] - RotationMatrixSequence[i - 1][0][5]) < positionthreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][0][5]);
// RotationMatrixSequence[i][0][5] = RotationMatrixSequence[i - 1][0][5];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][5]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][0][5] - skeletonPoints3D[15].z);//RotationMatrixSequence[i][0][5] - skeletonPoints3D[15].z
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lSpine->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][1][0] - RotationMatrixSequence[i - 1][1][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i-1][1][0]);
// RotationMatrixSequence[i][1][0] = RotationMatrixSequence[i - 1][1][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lSpine->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][1][1] - RotationMatrixSequence[i - 1][1][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][1][1]);
// RotationMatrixSequence[i][1][1] = RotationMatrixSequence[i - 1][1][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lSpine->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][1][2] - RotationMatrixSequence[i - 1][1][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][1][2]);
// RotationMatrixSequence[i][1][2] = RotationMatrixSequence[i - 1][1][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lSpine->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[1].x- skeletonPoints3D[0].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lSpine->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[1].y- skeletonPoints3D[0].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lSpine->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[1].z- skeletonPoints3D[0].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][1][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lShoulderCenter->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][2][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderCenter->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
if (i == 0)
{
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[1][2][1]- RotationMatrixSequence[1][2][1]);
}
else
{
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][2][1] - RotationMatrixSequence[1][2][1]);
}
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderCenter->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][2][2] - RotationMatrixSequence[i - 1][2][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][2][2]);
// RotationMatrixSequence[i][2][2] = RotationMatrixSequence[i - 1][2][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][2][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][2][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lShoulderCenter->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[2].x - skeletonPoints3D[1].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][2][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderCenter->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[2].y - skeletonPoints3D[1].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][2][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderCenter->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[2].z - skeletonPoints3D[1].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][2][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lHead->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][3][0] - RotationMatrixSequence[i - 1][3][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][3][0]);
// RotationMatrixSequence[i][3][0] = RotationMatrixSequence[i - 1][3][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHead->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][3][1] - RotationMatrixSequence[i - 1][3][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][3][1]);
// RotationMatrixSequence[i][3][1] = RotationMatrixSequence[i - 1][3][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHead->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][3][2] - RotationMatrixSequence[i - 1][3][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][3][2]);
// RotationMatrixSequence[i][3][2] = RotationMatrixSequence[i - 1][3][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lHead->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[3].x - skeletonPoints3D[2].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHead->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[3].y - skeletonPoints3D[2].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHead->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[3].z - skeletonPoints3D[2].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][3][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lShoulderLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][5][0] - RotationMatrixSequence[i - 1][5][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][5][0]);
// RotationMatrixSequence[i][5][0] = RotationMatrixSequence[i - 1][5][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][5][1] - RotationMatrixSequence[i - 1][5][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][5][1]);
// RotationMatrixSequence[i][5][1] = RotationMatrixSequence[i - 1][5][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][5][2] - RotationMatrixSequence[i - 1][5][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][5][2]);
// RotationMatrixSequence[i][5][2] = RotationMatrixSequence[i - 1][5][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lShoulderLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[4].x - skeletonPoints3D[2].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][4][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[4].y - skeletonPoints3D[2].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][4][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[4].z - skeletonPoints3D[2].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][4][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lElbowLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][6][0] - RotationMatrixSequence[i - 1][6][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][6][0]);
// RotationMatrixSequence[i][6][0] = RotationMatrixSequence[i - 1][6][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lElbowLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][6][1] - RotationMatrixSequence[i - 1][6][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][6][1]);
// RotationMatrixSequence[i][6][1] = RotationMatrixSequence[i - 1][6][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lElbowLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][6][2] - RotationMatrixSequence[i - 1][6][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][6][2]);
// RotationMatrixSequence[i][6][2] = RotationMatrixSequence[i - 1][6][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lElbowLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[5].x - skeletonPoints3D[4].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lElbowLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[5].y - skeletonPoints3D[4].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lElbowLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[5].z - skeletonPoints3D[4].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][5][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lWristLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][7][0] - RotationMatrixSequence[i - 1][7][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][7][0]);
// RotationMatrixSequence[i][7][0] = RotationMatrixSequence[i - 1][7][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lWristLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][7][1] - RotationMatrixSequence[i - 1][7][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][7][1]);
// RotationMatrixSequence[i][7][1] = RotationMatrixSequence[i - 1][7][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lWristLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][7][2] - RotationMatrixSequence[i - 1][7][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][7][2]);
// RotationMatrixSequence[i][7][2] = RotationMatrixSequence[i - 1][7][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lWristLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[6].x - skeletonPoints3D[5].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lWristLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[6].y - skeletonPoints3D[5].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lWristLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[6].z - skeletonPoints3D[5].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][6][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lHandLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHandLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHandLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lHandLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[7].x - skeletonPoints3D[6].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHandLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[7].y - skeletonPoints3D[6].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHandLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[7].z - skeletonPoints3D[6].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][7][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lShoulderRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][9][0] - RotationMatrixSequence[i - 1][9][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][9][0]);
// RotationMatrixSequence[i][9][0] = RotationMatrixSequence[i - 1][9][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][9][1] - RotationMatrixSequence[i - 1][9][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][9][1]);
// RotationMatrixSequence[i][9][1] = RotationMatrixSequence[i - 1][9][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][9][2] - RotationMatrixSequence[i - 1][9][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][9][2]);
// RotationMatrixSequence[i][9][2] = RotationMatrixSequence[i - 1][9][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/* lCurve = lShoulderRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[8].x - skeletonPoints3D[2].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][8][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[8].y - skeletonPoints3D[2].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][8][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lShoulderRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[8].z - skeletonPoints3D[2].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][8][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lElbowRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][10][0] - RotationMatrixSequence[i - 1][10][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][10][0]);
// RotationMatrixSequence[i][10][0] = RotationMatrixSequence[i - 1][10][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lElbowRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][10][1] - RotationMatrixSequence[i - 1][10][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][10][1]);
// RotationMatrixSequence[i][10][1] = RotationMatrixSequence[i - 1][10][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lElbowRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][10][2] - RotationMatrixSequence[i - 1][10][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][10][2]);
// RotationMatrixSequence[i][10][2] = RotationMatrixSequence[i - 1][10][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lElbowRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[9].x - skeletonPoints3D[8].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lElbowRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[9].y - skeletonPoints3D[8].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lElbowRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[9].z - skeletonPoints3D[8].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][9][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lWristRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][11][0] - RotationMatrixSequence[i - 1][11][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][11][0]);
// RotationMatrixSequence[i][11][0] = RotationMatrixSequence[i - 1][11][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lWristRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][11][1] - RotationMatrixSequence[i - 1][11][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][11][1]);
// RotationMatrixSequence[i][11][1] = RotationMatrixSequence[i - 1][11][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lWristRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][11][2] - RotationMatrixSequence[i - 1][11][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][11][2]);
// RotationMatrixSequence[i][11][2] = RotationMatrixSequence[i - 1][11][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lWristRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[10].x - skeletonPoints3D[9].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lWristRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[10].y - skeletonPoints3D[9].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lWristRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[10].z - skeletonPoints3D[9].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][10][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lHandRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHandRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHandRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/* lCurve = lHandRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[11].x - skeletonPoints3D[10].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHandRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[11].y - skeletonPoints3D[10].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHandRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[11].z - skeletonPoints3D[10].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][11][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lHipLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][13][0] - RotationMatrixSequence[i - 1][13][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][13][0]);
// RotationMatrixSequence[i][13][0] = RotationMatrixSequence[i - 1][13][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][13][1] - RotationMatrixSequence[i - 1][13][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][13][1]);
// RotationMatrixSequence[i][13][1] = RotationMatrixSequence[i - 1][13][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][13][2] - RotationMatrixSequence[i - 1][13][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][13][2]);
// RotationMatrixSequence[i][13][2] = RotationMatrixSequence[i - 1][13][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[12].x - skeletonPoints3D[0].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][12][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[12].y - skeletonPoints3D[0].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][12][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[12].z - skeletonPoints3D[0].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][12][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lKneeLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][14][0] - RotationMatrixSequence[i - 1][14][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][14][0]);
// RotationMatrixSequence[i][14][0] = RotationMatrixSequence[i - 1][14][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lKneeLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][14][1] - RotationMatrixSequence[i - 1][14][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][14][1]);
// RotationMatrixSequence[i][14][1] = RotationMatrixSequence[i - 1][14][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lKneeLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][14][2] - RotationMatrixSequence[i - 1][14][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][14][2]);
// RotationMatrixSequence[i][14][2] = RotationMatrixSequence[i - 1][14][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
//lCurve = lKneeLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[13].x - skeletonPoints3D[12].x);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][3]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
//lCurve = lKneeLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[13].y - skeletonPoints3D[12].y);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][4]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
//lCurve = lKneeLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[13].z - skeletonPoints3D[12].z);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][13][5]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
lCurve = lAnkleLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][15][0] - RotationMatrixSequence[i - 1][15][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][15][0]);
// RotationMatrixSequence[i][15][0] = RotationMatrixSequence[i - 1][15][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lAnkleLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][15][1] - RotationMatrixSequence[i - 1][15][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][15][1]);
// RotationMatrixSequence[i][15][1] = RotationMatrixSequence[i - 1][15][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lAnkleLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][15][2] - RotationMatrixSequence[i - 1][15][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][15][2]);
// RotationMatrixSequence[i][15][2] = RotationMatrixSequence[i - 1][15][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
//lCurve = lAnkleLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[14].x - skeletonPoints3D[13].x);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][3]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
//lCurve = lAnkleLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[14].y - skeletonPoints3D[13].y);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][4]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
//lCurve = lAnkleLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[14].z - skeletonPoints3D[13].z);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][14][5]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
lCurve = lFootLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lFootLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lFootLeft->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
//lCurve = lFootLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[15].x - skeletonPoints3D[14].x);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][3]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
//lCurve = lFootLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[15].y - skeletonPoints3D[14].y);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][4]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
//lCurve = lFootLeft->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
//if (lCurve)
//{
// lCurve->KeyModifyBegin();
// lTime.SetSecondDouble(0.0);
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[15].z - skeletonPoints3D[14].z);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
//
// for (int i = 0; i < RotationMatrixSequence.size(); ++i)
// {
// lTime.SetSecondDouble(m_TimeStep*(i + 1));
// lKeyIndex = lCurve->KeyAdd(lTime);
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][15][5]);
// lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
// }
//}
lCurve = lHipRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][17][0] - RotationMatrixSequence[i - 1][17][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][17][0]);
// RotationMatrixSequence[i][17][0] = RotationMatrixSequence[i - 1][17][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][17][1] - RotationMatrixSequence[i - 1][17][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][17][1]);
// RotationMatrixSequence[i][17][1] = RotationMatrixSequence[i - 1][17][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][17][2] - RotationMatrixSequence[i - 1][17][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][17][2]);
// RotationMatrixSequence[i][17][2] = RotationMatrixSequence[i - 1][17][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[16].x - skeletonPoints3D[0].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][16][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[16].y - skeletonPoints3D[0].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][16][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lHipRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[16].z - skeletonPoints3D[0].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][16][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lKneeRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][18][0] - RotationMatrixSequence[i - 1][18][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][18][0]);
// RotationMatrixSequence[i][18][0] = RotationMatrixSequence[i - 1][18][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lKneeRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][18][1] - RotationMatrixSequence[i - 1][18][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][18][1]);
// RotationMatrixSequence[i][18][1] = RotationMatrixSequence[i - 1][18][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lKneeRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][18][2] - RotationMatrixSequence[i - 1][18][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][18][2]);
// RotationMatrixSequence[i][18][2] = RotationMatrixSequence[i - 1][18][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lKneeRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[17].x - skeletonPoints3D[16].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lKneeRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[17].y - skeletonPoints3D[16].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lKneeRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[17].z - skeletonPoints3D[16].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][17][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lAnkleRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][19][0] - RotationMatrixSequence[i - 1][19][0]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][19][0]);
// RotationMatrixSequence[i][19][0] = RotationMatrixSequence[i - 1][19][0];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][0]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][0]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lAnkleRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][19][1] - RotationMatrixSequence[i - 1][19][1]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][19][1]);
// RotationMatrixSequence[i][19][1] = RotationMatrixSequence[i - 1][19][1];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][1]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][1]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lAnkleRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
//if (i != 0 && fabs(RotationMatrixSequence[i][19][2] - RotationMatrixSequence[i - 1][19][2]) < anglethreshold)
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i - 1][19][2]);
// RotationMatrixSequence[i][19][2] = RotationMatrixSequence[i - 1][19][2];
//}
//else
//{
// lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][2]);
//}
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][2]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/*lCurve = lAnkleRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[18].x - skeletonPoints3D[17].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][3]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lAnkleRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[18].y - skeletonPoints3D[17].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lAnkleRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[18].z - skeletonPoints3D[17].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][18][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
lCurve = lFootRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lFootRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lFootRight->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
/* lCurve = lFootRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[19].x - skeletonPoints3D[18].x);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][3]);
}
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
lCurve = lFootRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[19].y - skeletonPoints3D[18].y);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][4]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}
lCurve = lFootRight->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, skeletonPoints3D[19].z - skeletonPoints3D[18].z);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
for (int i = 0; i < RotationMatrixSequence.size(); ++i)
{
lTime.SetSecondDouble(m_TimeStep*(i + 1));
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, RotationMatrixSequence[i][19][5]);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
}
}*/
}
// Store the Bind Pose
void FbxKinect20::StoreBindPose(FbxScene* pScene, FbxNode* pPatch)
{
// In the bind pose, we must store all the link's global matrix at the time of the bind.
// Plus, we must store all the parent(s) global matrix of a link, even if they are not
// themselves deforming any model.
// In this example, since there is only one model deformed, we don't need walk through
// the scene
//
// Now list the all the link involve in the patch deformation
FbxArray<FbxNode*> lClusteredFbxNodes;
int i, j;
if (pPatch && pPatch->GetNodeAttribute())
{
int lSkinCount = 0;
int lClusterCount = 0;
switch (pPatch->GetNodeAttribute()->GetAttributeType())
{
default:
break;
case FbxNodeAttribute::eMesh:
case FbxNodeAttribute::eNurbs:
case FbxNodeAttribute::ePatch:
lSkinCount = ((FbxGeometry*)pPatch->GetNodeAttribute())->GetDeformerCount(FbxDeformer::eSkin);
//Go through all the skins and count them
//then go through each skin and get their cluster count
for (i = 0; i < lSkinCount; ++i)
{
FbxSkin *lSkin = (FbxSkin*)((FbxGeometry*)pPatch->GetNodeAttribute())->GetDeformer(i, FbxDeformer::eSkin);
lClusterCount += lSkin->GetClusterCount();
}
break;
}
//if we found some clusters we must add the node
if (lClusterCount)
{
//Again, go through all the skins get each cluster link and add them
for (i = 0; i < lSkinCount; ++i)
{
FbxSkin *lSkin = (FbxSkin*)((FbxGeometry*)pPatch->GetNodeAttribute())->GetDeformer(i, FbxDeformer::eSkin);
lClusterCount = lSkin->GetClusterCount();
for (j = 0; j < lClusterCount; ++j)
{
FbxNode* lClusterNode = lSkin->GetCluster(j)->GetLink();
AddNodeRecursively(lClusteredFbxNodes, lClusterNode);
}
}
// Add the patch to the pose
lClusteredFbxNodes.Add(pPatch);
}
}
// Now create a bind pose with the link list
if (lClusteredFbxNodes.GetCount())
{
// A pose must be named. Arbitrarily use the name of the patch node.
FbxPose* lPose = FbxPose::Create(pScene, pPatch->GetName());
// default pose type is rest pose, so we need to set the type as bind pose
lPose->SetIsBindPose(true);
for (i = 0; i < lClusteredFbxNodes.GetCount(); i++)
{
FbxNode* lKFbxNode = lClusteredFbxNodes.GetAt(i);
FbxMatrix lBindMatrix = lKFbxNode->EvaluateGlobalTransform();
lPose->Add(lKFbxNode, lBindMatrix);
}
// Add the pose to the scene
pScene->AddPose(lPose);
}
}
// Store a Rest Pose
void FbxKinect20::StoreRestPose(FbxScene* pScene, FbxNode* pSkeletonRoot)
{
// This example show an arbitrary rest pose assignment.
// This rest pose will set the bone rotation to the same value
// as time 1 second in the first stack of animation, but the
// position of the bone will be set elsewhere in the scene.
FbxString lNodeName;
FbxNode* lKFbxNode;
FbxMatrix lTransformMatrix;
FbxVector4 lT, lR, lS(1.0, 1.0, 1.0);
// Create the rest pose
FbxPose* lPose = FbxPose::Create(pScene, "A Bind Pose");
// Set the skeleton root node to the global position (10, 10, 10)
// and global rotation of 45deg along the Z axis.
lT.Set(10.0, 10.0, 10.0);
lR.Set(0.0, 0.0, 45.0);
lTransformMatrix.SetTRS(lT, lR, lS);
// Add the skeleton root node to the pose
lKFbxNode = pSkeletonRoot;
lPose->Add(lKFbxNode, lTransformMatrix, false /*it's a global matrix*/);
// Set the lLimbNode1 node to the local position of (0, 40, 0)
// and local rotation of -90deg along the Z axis. This show that
// you can mix local and global coordinates in a rest pose.
lT.Set(0.0, 40.0, 0.0);
lR.Set(0.0, 0.0, -90.0);
lTransformMatrix.SetTRS(lT, lR, lS);
// Add the skeleton second node to the pose
lKFbxNode = lKFbxNode->GetChild(0);
lPose->Add(lKFbxNode, lTransformMatrix, true /*it's a local matrix*/);
// Set the lLimbNode2 node to the local position of (0, 40, 0)
// and local rotation of 45deg along the Z axis.
lT.Set(0.0, 40.0, 0.0);
lR.Set(0.0, 0.0, 45.0);
lTransformMatrix.SetTRS(lT, lR, lS);
// Add the skeleton second node to the pose
lKFbxNode = lKFbxNode->GetChild(0);
lNodeName = lKFbxNode->GetName();
lPose->Add(lKFbxNode, lTransformMatrix, true /*it's a local matrix*/);
// Now add the pose to the scene
pScene->AddPose(lPose);
}
// Add the specified node to the node array. Also, add recursively
// all the parent node of the specified node to the array.
void FbxKinect20::AddNodeRecursively(FbxArray<FbxNode*>& pNodeArray, FbxNode* pNode)
{
if (pNode)
{
AddNodeRecursively(pNodeArray, pNode->GetParent());
if (pNodeArray.Find(pNode) == -1)
{
// Node not in the list, add it
pNodeArray.Add(pNode);
}
}
}
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kinect-motion-capture-software
Kinect动作捕捉软件
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