mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-29 22:33:08 +00:00
249 lines
7.6 KiB
C#
249 lines
7.6 KiB
C#
using Gl_EditorFramework;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Switch_Toolbox.Library.IO;
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using static GL_EditorFramework.EditorDrawables.EditorSceneBase;
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using FirstPlugin.Turbo.CourseMuuntStructs;
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namespace GL_EditorFramework.EditorDrawables
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{
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public class RenderablePathPoint : EditableObject
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{
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public bool CanConnect = true;
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public object NodeObject;
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public bool IsNormalTanTransform = false;
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protected Vector3 position = new Vector3(0, 0, 0);
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protected Vector3 scale = new Vector3(1, 1, 1);
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protected Vector3 rotate = new Vector3(0, 0, 0);
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protected Vector3 Normal = new Vector3(0, 0, 0);
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protected Vector3 Tangent = new Vector3(0, 0, 0);
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protected bool Selected = false;
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public override bool IsSelected() => Selected;
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public override bool IsSelected(int partIndex) => Selected;
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public Vector4 Color = new Vector4(0f, 0.25f, 1f, 1f);
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public RenderablePathPoint(Vector4 color, Vector3 pos, Vector3 rot, Vector3 sca, object nodeObject) {
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NodeObject = nodeObject;
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Color = color;
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UpdateTransform(pos, rot, sca);
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}
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public RenderablePathPoint(Vector3 pos, Vector3 normal, Vector3 tangent, Vector3 sca) {
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UpdateTransform(pos, normal, tangent, sca);
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}
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public void UpdateTransform(Vector3 pos, Vector3 rot, Vector3 sca)
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{
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position = pos;
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rotate = rot;
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scale = new Vector3(sca / 2);
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}
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public void UpdateTransform(Vector3 pos, Vector3 normal, Vector3 tangent, Vector3 scale)
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{
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IsNormalTanTransform = true;
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Normal = normal;
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Tangent = tangent;
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scale = new Vector3(scale / 2);
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}
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public override void Draw(GL_ControlModern control, Pass pass, EditorSceneBase editorScene)
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{
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if (pass == Pass.TRANSPARENT)
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return;
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bool hovered = editorScene.hovered == this;
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if (IsNormalTanTransform)
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{
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control.UpdateModelMatrix(Matrix4.CreateScale(scale) *
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MatrixExenstion.CreateRotation(Normal, Tangent) *
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Matrix4.CreateTranslation(Selected ? editorScene.currentAction.newPos(Position) : Position));
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}
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else
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{
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control.UpdateModelMatrix(Matrix4.CreateScale(scale) *
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(Matrix4.CreateRotationX(rotate.X) *
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Matrix4.CreateRotationY(rotate.Y) *
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Matrix4.CreateRotationZ(rotate.Z)) *
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Matrix4.CreateTranslation(Selected ? editorScene.currentAction.newPos(Position) : Position));
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}
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Vector4 blockColor;
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Vector4 lineColor;
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if (hovered && Selected)
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lineColor = hoverColor;
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else if (hovered || Selected)
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lineColor = selectColor;
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else
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lineColor = Color;
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if (hovered && Selected)
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blockColor = Color * 0.5f + hoverColor * 0.5f;
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else if (hovered || Selected)
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blockColor = Color * 0.5f + selectColor * 0.5f;
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else
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blockColor = Color;
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Renderers.ColorBlockRenderer.Draw(control, pass, blockColor, lineColor, control.nextPickingColor());
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}
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public override void Draw(GL_ControlModern control, Pass pass)
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{
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if (pass == Pass.TRANSPARENT)
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return;
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control.UpdateModelMatrix(Matrix4.CreateScale(0.5f) *
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Matrix4.CreateTranslation(position));
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Renderers.ColorBlockRenderer.Draw(control, pass, Color, Color, control.nextPickingColor());
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}
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public override void Draw(GL_ControlLegacy control, Pass pass, EditorSceneBase editorScene)
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{
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if (pass == Pass.TRANSPARENT)
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return;
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bool hovered = editorScene.hovered == this;
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control.UpdateModelMatrix(Matrix4.CreateScale(0.5f) *
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Matrix4.CreateTranslation(Selected ? editorScene.currentAction.newPos(position) : position));
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Vector4 blockColor;
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Vector4 lineColor;
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if (hovered && Selected)
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lineColor = hoverColor;
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else if (hovered || Selected)
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lineColor = selectColor;
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else
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lineColor = Color;
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if (hovered && Selected)
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blockColor = Color * 0.5f + hoverColor * 0.5f;
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else if (hovered || Selected)
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blockColor = Color * 0.5f + selectColor * 0.5f;
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else
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blockColor = Color;
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Renderers.ColorBlockRenderer.Draw(control, pass, blockColor, lineColor, control.nextPickingColor());
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}
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public override void Draw(GL_ControlLegacy control, Pass pass)
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{
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if (pass == Pass.TRANSPARENT)
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return;
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control.UpdateModelMatrix(Matrix4.CreateScale(0.5f) *
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Matrix4.CreateTranslation(position));
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Renderers.ColorBlockRenderer.Draw(control, pass, Color, Color, control.nextPickingColor());
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}
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public override void Prepare(GL_ControlModern control)
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{
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Renderers.ColorBlockRenderer.Initialize();
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}
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public override void Prepare(GL_ControlLegacy control)
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{
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}
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public virtual void Translate(Vector3 lastPos, Vector3 translate, int subObj)
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{
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position = lastPos + translate;
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UpdateNodePosition();
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}
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public virtual void UpdatePosition(int subObj) {
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}
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public override bool CanStartDragging() => true;
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public override BoundingBox GetSelectionBox() => new BoundingBox(
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position.X - scale.X,
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position.X + scale.X,
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position.Y - scale.Y,
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position.Y + scale.Y,
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position.Z - scale.Z,
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position.Z + scale.Z
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);
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public override uint SelectAll(GL_ControlBase control)
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{
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Selected = true;
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return REDRAW;
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}
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public override uint SelectDefault(GL_ControlBase control)
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{
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Selected = true;
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return REDRAW;
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}
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public override uint Select(int partIndex, GL_ControlBase control)
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{
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Selected = true;
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return REDRAW;
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}
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public override uint Deselect(int partIndex, GL_ControlBase control)
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{
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Selected = false;
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return REDRAW;
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}
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public override uint DeselectAll(GL_ControlBase control)
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{
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Selected = false;
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return REDRAW;
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}
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public override void ApplyTransformActionToSelection(AbstractTransformAction transformAction)
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{
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position = transformAction.newPos(position);
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UpdateNodePosition();
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}
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private void UpdateNodePosition()
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{
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if (NodeObject is BasePathPoint)
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{
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((BasePathPoint)NodeObject).Translate = position;
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((BasePathPoint)NodeObject).Scale = scale;
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((BasePathPoint)NodeObject).Rotate = rotate;
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if (((BasePathPoint)NodeObject).OnPathMoved != null)
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((BasePathPoint)NodeObject).OnPathMoved();
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}
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}
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public override Vector3 Position
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{
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get
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{
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return position;
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}
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set
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{
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position = value;
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}
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}
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}
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}
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