mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 06:20:24 +00:00
282 lines
No EOL
8.3 KiB
C#
282 lines
No EOL
8.3 KiB
C#
using System;
|
|
using System.Drawing;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using System.Windows.Forms;
|
|
using OpenTK;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using GL_Core;
|
|
using GL_Core.Interfaces;
|
|
|
|
namespace Switch_Toolbox.Library
|
|
{
|
|
public class STSkeleton : AbstractGlDrawable
|
|
{
|
|
public override void Prepare(GL_ControlModern control)
|
|
{
|
|
}
|
|
public override void Prepare(GL_ControlLegacy control)
|
|
{
|
|
|
|
}
|
|
public override void Draw(GL_ControlLegacy control)
|
|
{
|
|
control.ResetModelMatrix();
|
|
|
|
foreach (STBone bn in bones)
|
|
{
|
|
bn.Render();
|
|
}
|
|
}
|
|
public override void Draw(GL_ControlModern control)
|
|
{
|
|
foreach (STBone bn in bones)
|
|
{
|
|
bn.Render();
|
|
}
|
|
}
|
|
|
|
public List<STBone> bones = new List<STBone>();
|
|
|
|
public List<STBone> getBoneTreeOrder()
|
|
{
|
|
List<STBone> bone = new List<STBone>();
|
|
Queue<STBone> q = new Queue<STBone>();
|
|
|
|
q.Enqueue(bones[0]);
|
|
|
|
while (q.Count > 0)
|
|
{
|
|
STBone b = q.Dequeue();
|
|
foreach (STBone bo in b.GetChildren())
|
|
q.Enqueue(bo);
|
|
bone.Add(b);
|
|
}
|
|
return bone;
|
|
}
|
|
|
|
public int boneIndex(string name)
|
|
{
|
|
for (int i = 0; i < bones.Count; i++)
|
|
{
|
|
if (bones[i].Text.Equals(name))
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
public void reset(bool Main = true)
|
|
{
|
|
for (int i = 0; i < bones.Count; i++)
|
|
{
|
|
bones[i].pos = new Vector3(bones[i].position[0], bones[i].position[1], bones[i].position[2]);
|
|
|
|
if (bones[i].boneRotationType == 1)
|
|
{
|
|
bones[i].rot = (FromQuaternionAngles(bones[i].rotation[2], bones[i].rotation[1], bones[i].rotation[0], bones[i].rotation[3]));
|
|
}
|
|
else
|
|
{
|
|
bones[i].rot = (FromEulerAngles(bones[i].rotation[2], bones[i].rotation[1], bones[i].rotation[0]));
|
|
}
|
|
bones[i].sca = new Vector3(bones[i].scale[0], bones[i].scale[1], bones[i].scale[2]);
|
|
}
|
|
update(true);
|
|
for (int i = 0; i < bones.Count; i++)
|
|
{
|
|
try
|
|
{
|
|
bones[i].invert = Matrix4.Invert(bones[i].transform);
|
|
}
|
|
catch (InvalidOperationException)
|
|
{
|
|
bones[i].invert = Matrix4.Zero;
|
|
}
|
|
}
|
|
update();
|
|
}
|
|
|
|
public STBone getBone(String name)
|
|
{
|
|
foreach (STBone bo in bones)
|
|
if (bo.Text.Equals(name))
|
|
return bo;
|
|
return null;
|
|
}
|
|
|
|
public static Quaternion FromQuaternionAngles(float z, float y, float x, float w)
|
|
{
|
|
{
|
|
Quaternion q = new Quaternion();
|
|
q.X = x;
|
|
q.Y = y;
|
|
q.Z = z;
|
|
q.W = w;
|
|
|
|
if (q.W < 0)
|
|
q *= -1;
|
|
|
|
//return xRotation * yRotation * zRotation;
|
|
return q;
|
|
}
|
|
}
|
|
|
|
public static Quaternion FromEulerAngles(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;
|
|
}
|
|
}
|
|
|
|
private bool Updated = false;
|
|
public void update(bool reset = false)
|
|
{
|
|
Updated = true;
|
|
List<STBone> nodesToProcess = new List<STBone>();
|
|
// Add all root nodes from the VBN
|
|
foreach (STBone b in bones)
|
|
if (b.Parent == null)
|
|
nodesToProcess.Add(b);
|
|
|
|
// some special processing for the root bones before we start
|
|
foreach (STBone b in nodesToProcess)
|
|
{
|
|
b.transform = Matrix4.CreateScale(b.sca) * Matrix4.CreateFromQuaternion(b.rot) * Matrix4.CreateTranslation(b.pos);
|
|
// scale down the model in its entirety only when mid-animation (i.e. reset == false)
|
|
if (!reset) b.transform *= Matrix4.CreateScale(1);
|
|
}
|
|
|
|
// Process as a tree from the root node's children and beyond. These
|
|
// all use the same processing, unlike the root nodes.
|
|
int numRootNodes = nodesToProcess.Count;
|
|
for (int i = 0; i < numRootNodes; i++)
|
|
{
|
|
nodesToProcess.AddRange(nodesToProcess[0].GetChildren());
|
|
nodesToProcess.RemoveAt(0);
|
|
}
|
|
while (nodesToProcess.Count > 0)
|
|
{
|
|
// DFS
|
|
STBone currentBone = nodesToProcess[0];
|
|
nodesToProcess.RemoveAt(0);
|
|
nodesToProcess.AddRange(currentBone.GetChildren());
|
|
|
|
// Process this node
|
|
currentBone.transform = Matrix4.CreateScale(currentBone.sca) * Matrix4.CreateFromQuaternion(currentBone.rot) * Matrix4.CreateTranslation(currentBone.pos);
|
|
if (currentBone.Parent != null)
|
|
{
|
|
currentBone.transform = currentBone.transform * ((STBone)currentBone.Parent).transform;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public class STBone : TreeNodeCustom
|
|
{
|
|
public STSkeleton skeletonParent;
|
|
public UInt32 boneRotationType;
|
|
public int BillboardIndex;
|
|
public float[] position = new float[] { 0, 0, 0 };
|
|
public float[] rotation = new float[] { 0, 0, 0 };
|
|
public float[] scale = new float[] { 1, 1, 1 };
|
|
|
|
public Vector3 pos = Vector3.Zero, sca = new Vector3(1f, 1f, 1f);
|
|
public Quaternion rot = Quaternion.FromMatrix(Matrix3.Zero);
|
|
public Matrix4 transform, invert;
|
|
|
|
public override void OnClick(TreeView treeView)
|
|
{
|
|
|
|
}
|
|
|
|
public enum BoneRotationType
|
|
{
|
|
Euler,
|
|
Quaternion,
|
|
}
|
|
|
|
public int parentIndex
|
|
{
|
|
set
|
|
{
|
|
if (Parent != null) Parent.Nodes.Remove(this);
|
|
if (value > -1 && value < skeletonParent.bones.Count)
|
|
{
|
|
skeletonParent.bones[value].Nodes.Add(this);
|
|
}
|
|
}
|
|
|
|
get
|
|
{
|
|
if (Parent == null)
|
|
return -1;
|
|
return skeletonParent.bones.IndexOf((STBone)Parent);
|
|
}
|
|
}
|
|
|
|
public List<STBone> GetChildren()
|
|
{
|
|
List<STBone> l = new List<STBone>();
|
|
foreach (STBone b in skeletonParent.bones)
|
|
if (b.Parent == this)
|
|
l.Add(b);
|
|
return l;
|
|
}
|
|
|
|
public STBone(STSkeleton skl)
|
|
{
|
|
skeletonParent = skl;
|
|
ImageKey = "bone";
|
|
SelectedImageKey = "bone";
|
|
}
|
|
|
|
public STBone()
|
|
{
|
|
ImageKey = "bone";
|
|
SelectedImageKey = "bone";
|
|
}
|
|
|
|
public void Render()
|
|
{
|
|
Vector3 pos_c = Vector3.TransformPosition(Vector3.Zero, transform);
|
|
|
|
if (IsSelected)
|
|
{
|
|
GL.Color3(Color.Red);
|
|
}
|
|
else
|
|
GL.Color3(Color.GreenYellow);
|
|
|
|
RenderTools.DrawCube(pos_c, 0.1f);
|
|
|
|
// now draw line between parent
|
|
GL.Color3(Color.LightBlue);
|
|
GL.LineWidth(2f);
|
|
|
|
GL.Begin(PrimitiveType.Lines);
|
|
if (Parent != null && Parent is STBone)
|
|
{
|
|
Vector3 pos_p = Vector3.TransformPosition(Vector3.Zero, ((STBone)Parent).transform);
|
|
GL.Vertex3(pos_c);
|
|
GL.Color3(Color.Blue);
|
|
GL.Vertex3(pos_p);
|
|
}
|
|
GL.End();
|
|
}
|
|
}
|
|
} |