Switch-Toolbox/Switch_Toolbox_Library/Animations/Animation.cs

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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using OpenTK;
using SELib;
using Switch_Toolbox.Library.NodeWrappers;
using Switch_Toolbox.Library.IO;
namespace Switch_Toolbox.Library.Animations
{
public enum InterpolationType
{
LINEAR = 0,
CONSTANT,
HERMITE,
STEP,
STEPBOOL,
};
public class Animation : STGenericWrapper
{
//Use to load data when clicked on. Can potentially speed up load times
public virtual void OpenAnimationData() { }
//Used to apply back and calculate some necessary data
public virtual void UpdateAnimationData() { }
public override void Export(string FileName) {}
public override void Replace(string FileName) { }
public bool IsEdited { get; set; }
public bool IsBaked { get; set; }
public float Frame = 0;
public int FrameCount = 0;
public List<KeyNode> Bones = new List<KeyNode>();
public List<object> Children = new List<object>();
public Animation()
{
ImageKey = "anim";
SelectedImageKey = "anim";
}
public Animation(string Name)
{
Text = Name;
ImageKey = "anim";
SelectedImageKey = "anim";
}
public enum RotationType
{
EULER = 0,
QUATERNION
}
public class KeyNode : STGenericWrapper
{
public int Hash = -1;
public bool UseSegmentScaleCompensate = false;
public KeyGroup XPOS = new KeyGroup() { Text = "XPOS" };
public KeyGroup YPOS = new KeyGroup() { Text = "YPOS" };
public KeyGroup ZPOS = new KeyGroup() { Text = "ZPOS" };
public RotationType RotType = RotationType.QUATERNION;
public KeyGroup XROT = new KeyGroup() { Text = "XROT" };
public KeyGroup YROT = new KeyGroup() { Text = "YROT" };
public KeyGroup ZROT = new KeyGroup() { Text = "ZROT" };
public KeyGroup WROT = new KeyGroup() { Text = "WROT" };
public KeyGroup XSCA = new KeyGroup() { Text = "XSCA" };
public KeyGroup YSCA = new KeyGroup() { Text = "YSCA" };
public KeyGroup ZSCA = new KeyGroup() { Text = "ZSCA" };
public KeyNode(string bname)
{
Text = SearchDuplicateNames(bname);
if (bname != null && bname.Equals("")) Text = Hash.ToString("x");
ImageKey = "bone";
SelectedImageKey = "bone";
}
public Vector3 GetPosition(float frame)
{
Vector3 pos = new Vector3(0);
if (XPOS.HasAnimation()) pos.X = XPOS.GetValue(frame);
if (YPOS.HasAnimation()) pos.Y = YPOS.GetValue(frame);
if (ZPOS.HasAnimation()) pos.Z = ZPOS.GetValue(frame);
return pos;
}
public Quaternion GetRotation(float frame)
{
Quaternion rot = new Quaternion();
if (XROT.HasAnimation()) rot.X = XROT.GetValue(frame);
if (YROT.HasAnimation()) rot.Y = YROT.GetValue(frame);
if (ZROT.HasAnimation()) rot.Z = ZROT.GetValue(frame);
if (WROT.HasAnimation()) rot.W = WROT.GetValue(frame);
return rot;
}
public Vector3 GetScale(float frame)
{
Vector3 sca = new Vector3(1);
if (XSCA.HasAnimation()) sca.X = XSCA.GetValue(frame);
if (YSCA.HasAnimation()) sca.Y = YSCA.GetValue(frame);
if (ZSCA.HasAnimation()) sca.Z = ZSCA.GetValue(frame);
return sca;
}
public void SetKeyFromBone(float frame, STBone bone)
{
Vector3 rot = ANIM.quattoeul(bone.rot);
if (rot.X != bone.rotation[0] || rot.Y != bone.rotation[1] || rot.Z != bone.rotation[2])
{
XROT.GetKeyFrame(frame).Value = bone.rot.X;
YROT.GetKeyFrame(frame).Value = bone.rot.Y;
ZROT.GetKeyFrame(frame).Value = bone.rot.Z;
WROT.GetKeyFrame(frame).Value = bone.rot.W;
}
if (bone.pos.X != bone.position[0] || bone.pos.Y != bone.position[1] || bone.pos.Z != bone.position[2])
{
XPOS.GetKeyFrame(frame).Value = bone.pos.X;
YPOS.GetKeyFrame(frame).Value = bone.pos.Y;
ZPOS.GetKeyFrame(frame).Value = bone.pos.Z;
}
if (bone.sca.X != bone.scale[0] || bone.sca.Y != bone.scale[1] || bone.sca.Z != bone.scale[2])
{
XSCA.GetKeyFrame(frame).Value = bone.sca.X;
YSCA.GetKeyFrame(frame).Value = bone.sca.Y;
ZSCA.GetKeyFrame(frame).Value = bone.sca.Z;
}
}
}
public void ReplaceMe(Animation a)
{
Tag = null;
Nodes.Clear();
Bones.Clear();
Children.Clear();
Bones = a.Bones;
FrameCount = a.FrameCount;
}
public class KeyGroup : TreeNode
{
public InterpolationType InterpolationType = InterpolationType.HERMITE;
//Determines which data to use. Offset will shift for params.
//Some values detmine the type ie (SRT) or (XYZW)
public uint AnimDataOffset;
public bool Constant = false;
public float Scale { get; set; }
public float Offset { get; set; }
public float StartFrame { get; set; }
public float EndFrame { get; set; }
public float Delta { get; set; }
public float CalculateDelta()
{
if (Keys.Count >= 2)
{
float startValue = GetValue(0);
float endValue = GetValue(FrameCount);
return endValue - startValue;
}
else
return 0;
}
public bool HasAnimation()
{
return Keys.Count > 0;
}
public List<KeyFrame> Keys = new List<KeyFrame>();
public float FrameCount
{
get
{
float fc = 0;
foreach (KeyFrame k in Keys)
if (k.Frame > fc) fc = k.Frame;
return fc;
}
}
public KeyFrame GetKeyFrame(float frame)
{
KeyFrame key = null;
int i;
for (i = 0; i < Keys.Count; i++)
{
if (Keys[i].Frame == frame)
{
key = Keys[i];
break;
}
if (Keys[i].Frame > frame)
{
break;
}
}
if (key == null)
{
key = new KeyFrame();
key.Frame = frame;
Keys.Insert(i, key);
}
return key;
}
public bool SetValue(float Value, int frame)
{
for (int i = 0; i < Keys.Count; i++)
{
KeyFrame key = Keys[i];
if (key.Frame == frame)
{
key.Value = Value;
return true;
}
}
return false;
}
public KeyFrame GetLeft(int frame)
{
KeyFrame prev = Keys[0];
for (int i = 0; i < Keys.Count - 1; i++)
{
KeyFrame key = Keys[i];
if (key.Frame > frame && prev.Frame <= frame)
break;
prev = key;
}
return prev;
}
public KeyFrame GetRight(int frame)
{
KeyFrame cur = Keys[0];
KeyFrame prev = Keys[0];
for (int i = 1; i < Keys.Count; i++)
{
KeyFrame key = Keys[i];
cur = key;
if (key.Frame > frame && prev.Frame <= frame)
break;
prev = key;
}
return cur;
}
int LastFound = 0;
float LastFrame;
public float GetValue(float frame)
{
if (Keys.Count == 0)
return 0;
KeyFrame k1 = (KeyFrame)Keys[0], k2 = (KeyFrame)Keys[0];
int i = 0;
if (frame < LastFrame)
LastFound = 0;
for (i = LastFound; i < Keys.Count; i++)
{
LastFound = i % (Keys.Count);
KeyFrame k = Keys[LastFound];
if (k.Frame < frame)
{
k1 = k;
}
else
{
k2 = k;
break;
}
}
LastFound -= 1;
if (LastFound < 0)
LastFound = 0;
if (LastFound >= Keys.Count - 2)
LastFound = 0;
LastFrame = frame;
if (k1.InterType == InterpolationType.CONSTANT)
return k1.Value;
if (k1.InterType == InterpolationType.STEP)
return k1.Value;
if (k1.InterType == InterpolationType.LINEAR)
{
return Lerp(k1.Value, k2.Value, k1.Frame, k2.Frame, frame);
}
if (k1.InterType == InterpolationType.HERMITE)
{
float val = Hermite(frame, k1.Frame, k2.Frame, k1.In, k1.Out != -1 ? k1.Out : k2.In, k1.Value, k2.Value) * (k1.Degrees ? (float)Math.PI / 180 : 1);
if (float.IsNaN(val)) val = k1._value;
if (frame == k1.Frame) return k1.Value;
if (frame == k2.Frame) return k2.Value;
float distance = frame - k1.Frame;
float invDuration = 1f / (k2.Frame - k1.Frame);
float t = distance * invDuration;
float p0 = k1.Value;
float p1 = k2.Value;
float s0 = k1.Out * distance;
float s1 = k2.In * distance;
float cf0 = (p0 * 2) + (p1 * -2) + (s0 * 1) + (s1 * 1);
float cf1 = (p0 * -3) + (p1 * 3) + (s0 * -2) + (s1 * -1);
float cf2 = (p0 * 0) + (p1 * 0) + (s0 * 1) + (s1 * 0);
float cf3 = (p0 * 1) + (p1 * 0) + (s0 * 0) + (s1 * 0);
return val;//k1.Out != -1 ? k1.Out :
return CubicEval(cf0, cf1, cf2, cf3, t);
}
return k1.Value;
}
public KeyFrame[] GetFrame(float frame)
{
if (Keys.Count == 0) return null;
KeyFrame k1 = (KeyFrame)Keys[0], k2 = (KeyFrame)Keys[0];
foreach (KeyFrame k in Keys)
{
if (k.Frame < frame)
{
k1 = k;
}
else
{
k2 = k;
break;
}
}
return new KeyFrame[] { k1, k2 };
}
public void ExpandNodes()
{
Nodes.Clear();
foreach (KeyFrame v in Keys)
{
Nodes.Add(v.GetNode());
}
}
}
public class KeyFrame
{
public bool IsKeyed = false;
public float Value1, Value2, Value3, Value4;
public float Value
{
get { if (Degrees) return _value * 180 / (float)Math.PI; else return _value; }
set { _value = value; }
}
public float _value;
public float Frame
{
get { return _frame; }
set { _frame = value; }
}
public String Text;
public float _frame;
public float In = 0, Out = -1;
public bool Weighted = false;
public bool Degrees = false; // Use Degrees
public InterpolationType InterType = InterpolationType.LINEAR;
public KeyFrame(float value, float frame)
{
Value = value;
Frame = frame;
}
public KeyFrame()
{
}
public TreeNode GetNode()
{
TreeNode t = new TreeNode();
t.Text = Frame + " : " + Value + (In != 0 ? " " + In.ToString() : "");
t.Tag = this;
return t;
}
public override string ToString()
{
return Frame + " " + Value;
}
}
public void SetFrame(float frame)
{
Frame = frame;
}
public int Size()
{
return FrameCount;
}
private void ToSeanim()
{
foreach (var bone in Bones)
{
for (int Frame = 0; Frame < FrameCount; Frame++)
{
}
}
}
public void NextFrame(STSkeleton skeleton, bool isChild = false)
{
if (Frame >= FrameCount) return;
if (Frame == 0 && !isChild)
skeleton.reset();
foreach (object child in Children)
{
if (child is Animation)
{
((Animation)child).SetFrame(Frame);
((Animation)child).NextFrame(skeleton, isChild: true);
}
}
bool Updated = false; // no need to update skeleton of animations that didn't change
foreach (KeyNode node in Bones)
{
// Get Skeleton Node
STBone b = null;
b = skeleton.GetBone(node.Text);
if (b == null) continue;
b.UseSegmentScaleCompensate = node.UseSegmentScaleCompensate;
Updated = true;
if (node.XPOS.HasAnimation())
b.pos.X = node.XPOS.GetValue(Frame);
if (node.YPOS.HasAnimation())
b.pos.Y = node.YPOS.GetValue(Frame);
if (node.ZPOS.HasAnimation())
b.pos.Z = node.ZPOS.GetValue(Frame);
if (node.XSCA.HasAnimation())
b.sca.X = node.XSCA.GetValue(Frame);
else b.sca.X = 1;
if (node.YSCA.HasAnimation())
b.sca.Y = node.YSCA.GetValue(Frame);
else b.sca.Y = 1;
if (node.ZSCA.HasAnimation())
b.sca.Z = node.ZSCA.GetValue(Frame);
else b.sca.Z = 1;
if (node.XROT.HasAnimation() || node.YROT.HasAnimation() || node.ZROT.HasAnimation())
{
if (node.RotType == RotationType.QUATERNION)
{
KeyFrame[] x = node.XROT.GetFrame(Frame);
KeyFrame[] y = node.YROT.GetFrame(Frame);
KeyFrame[] z = node.ZROT.GetFrame(Frame);
KeyFrame[] w = node.WROT.GetFrame(Frame);
Quaternion q1 = new Quaternion(x[0].Value, y[0].Value, z[0].Value, w[0].Value);
Quaternion q2 = new Quaternion(x[1].Value, y[1].Value, z[1].Value, w[1].Value);
if (x[0].Frame == Frame)
b.rot = q1;
else
if (x[1].Frame == Frame)
b.rot = q2;
else
b.rot = Quaternion.Slerp(q1, q2, (Frame - x[0].Frame) / (x[1].Frame - x[0].Frame));
}
else
if (node.RotType == RotationType.EULER)
{
float x = node.XROT.HasAnimation() ? node.XROT.GetValue(Frame) : b.rotation[0];
float y = node.YROT.HasAnimation() ? node.YROT.GetValue(Frame) : b.rotation[1];
float z = node.ZROT.HasAnimation() ? node.ZROT.GetValue(Frame) : b.rotation[2];
b.rot = EulerToQuat(z, y, x);
}
}
}
if (!isChild && Updated)
{
skeleton.update();
}
}
public void ExpandBones()
{
Nodes.Clear();
foreach (var v in Bones)
Nodes.Add(v);
}
public bool HasBone(String name)
{
foreach (var v in Bones)
if (v.Text.Equals(name))
return true;
return false;
}
public KeyNode GetBone(String name)
{
foreach (var v in Bones)
if (v.Text.Equals(name))
return v;
return null;
}
#region Interpolation
public static float CubicEval(float cf0, float cf1, float cf2, float cf3, float t)
{
return (((cf0 * t + cf1) * t + cf2) * t + cf3);
}
public static float Hermite(float frame, float frame1, float frame2, float outslope, float inslope, float val1, float val2)
{
/*float offset = frame - frame1;
float span = frame2 - frame1;
if (offset == 0) return val1;
if (offset == span) return val2;
float diff = val2 - val1;
float time = offset / span;
//bool prevDouble = prevframe1 >= 0 && prevframe1 == frame1 - 1;
//bool nextDouble = next._next._index >= 0 && next._next._index == next._index + 1;
bool oneApart = frame2 == frame1 + 1;
float tan = outslope, nextTan = inslope;
if (oneApart)
tan = (val2 - val1) / (frame2 - frame1);
//if (oneApart)
nextTan = (val2 - val1) / (frame2 - frame1);
float inv = time - 1.0f; //-1 to 0
return val1
+ (offset * inv * ((inv * tan) + (time * nextTan)))
+ ((time * time) * (3.0f - 2.0f * time) * diff);*/
if (frame == frame1) return val1;
if (frame == frame2) return val2;
float distance = frame - frame1;
float invDuration = 1f / (frame2 - frame1);
float t = distance * invDuration;
float t1 = t - 1f;
return (val1 + ((((val1 - val2) * ((2f * t) - 3f)) * t) * t)) + ((distance * t1) * ((t1 * outslope) + (t * inslope)));
}
public static float Lerp(float av, float bv, float v0, float v1, float t)
{
if (v0 == v1) return av;
if (t == v0) return av;
if (t == v1) return bv;
float mu = (t - v0) / (v1 - v0);
return ((av * (1 - mu)) + (bv * mu));
}
public static Quaternion Slerp(Vector4 v0, Vector4 v1, double t)
{
v0.Normalize();
v1.Normalize();
double dot = Vector4.Dot(v0, v1);
const double DOT_THRESHOLD = 0.9995;
if (Math.Abs(dot) > DOT_THRESHOLD)
{
Vector4 result = v0 + new Vector4((float)t) * (v1 - v0);
result.Normalize();
return new Quaternion(result.Xyz, result.W);
}
if (dot < 0.0f)
{
v1 = -v1;
dot = -dot;
}
if (dot < -1) dot = -1;
if (dot > 1) dot = 1;
double theta_0 = Math.Acos(dot); // theta_0 = angle between input vectors
double theta = theta_0 * t; // theta = angle between v0 and result
Vector4 v2 = v1 - v0 * new Vector4((float)dot);
v2.Normalize(); // { v0, v2 } is now an orthonormal basis
Vector4 res = v0 * new Vector4((float)Math.Cos(theta)) + v2 * new Vector4((float)Math.Sign(theta));
return new Quaternion(res.Xyz, res.W);
}
public static Quaternion EulerToQuat(float z, float y, float x)
{
{
Quaternion xRotation = Quaternion.FromAxisAngle(Vector3.UnitX, x);
Quaternion yRotation = Quaternion.FromAxisAngle(Vector3.UnitY, y);
Quaternion zRotation = Quaternion.FromAxisAngle(Vector3.UnitZ, z);
Quaternion q = (zRotation * yRotation * xRotation);
if (q.W < 0)
q *= -1;
//return xRotation * yRotation * zRotation;
return q;
}
}
#endregion
}
}