Switch-Toolbox/Switch_Toolbox_Library/Generics/Skeleton.cs
2019-03-24 11:31:19 -04:00

665 lines
No EOL
20 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_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using GL_EditorFramework.EditorDrawables;
namespace Switch_Toolbox.Library
{
public class STSkeleton : EditableObject
{
public Vector3 Position = new Vector3(0, 0, 0);
protected bool Selected = false;
protected bool Hovered = false;
public override bool IsSelected() => Selected;
public bool IsHovered() => Selected;
public ShaderProgram solidColorShaderProgram;
public override void Prepare(GL_ControlModern control)
{
var solidColorFrag = new FragmentShader(
@"#version 330
uniform vec4 boneColor;
out vec4 FragColor;
void main(){
FragColor = boneColor;
}");
var solidColorVert = new VertexShader(
@"#version 330
in vec4 point;
uniform mat4 mtxCam;
uniform mat4 mtxMdl;
uniform mat4 previewScale;
uniform mat4 bone;
uniform mat4 parent;
uniform mat4 rotation;
uniform int hasParent;
uniform float scale;
void main(){
vec4 position = bone * rotation * vec4(point.xyz * scale, 1);
if (hasParent == 1)
{
if (point.w == 0)
position = parent * rotation * vec4(point.xyz * scale, 1);
else
position = bone * rotation * vec4((point.xyz - vec3(0, 1, 0)) * scale, 1);
}
gl_Position = mtxCam * mtxMdl * previewScale * vec4(position.xyz, 1);
}");
solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
}
public override void Prepare(GL_ControlLegacy control)
{
}
int vbo_position;
public void Destroy()
{
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
return;
GL.DeleteBuffer(vbo_position);
}
public override void Draw(GL_ControlLegacy control, Pass pass, EditorScene editorScene)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
foreach (STBone bn in bones)
{
bn.Render();
}
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
foreach (STBone bn in bones)
{
bn.Render();
}
}
private static List<Vector4> screenPositions = new List<Vector4>()
{
/* new Vector4(-1f, 1f, -1f, 0),
new Vector4(1f, 1f, -1f, 0),
new Vector4(1f, 1f, 1f, 0),
new Vector4(-1f, 1f, 1f, 0),
new Vector4(-1f, -1f, 1f, 0),
new Vector4(1f, -1f, 1f, 0),
new Vector4(1f, -1f, -1f, 0),
new Vector4(-1f, -1f, -1f, 0),
new Vector4(-1f, 1f, 1f, 0),
new Vector4(1f, 1f, 1f, 0),
new Vector4(1f, -1f, 1f, 0),
new Vector4(-1f, -1f, 1f, 0),
new Vector4(1f, 1f, -1f, 0),
new Vector4(-1f, 1f, -1f, 0),
new Vector4(-1f, -1f, -1f, 0),
new Vector4(1f, -1f, -1f, 0),
new Vector4(1f, 1f, 1f, 0),
new Vector4(1f, 1f, -1f, 0),
new Vector4(1f, -1f, -1f, 0),
new Vector4(1f, -1f, 1f, 0),
new Vector4(-1f, 1f, -1f, 0),
new Vector4(-1f, 1f, 1f, 0),
new Vector4(-1f, -1f, 1f, 0),
new Vector4(-1f, -1f, -1f, 0),
*/
// cube
new Vector4(0f, 0f, -1f, 0),
new Vector4(1f, 0f, 0f, 0),
new Vector4(1f, 0f, 0f, 0),
new Vector4(0f, 0f, 1f, 0),
new Vector4(0f, 0f, 1f, 0),
new Vector4(-1f, 0f, 0f, 0),
new Vector4(-1f, 0f, 0f, 0),
new Vector4(0f, 0f, -1f, 0),
//point top parentless
new Vector4(0f, 0f, -1f, 0),
new Vector4(0f, 1f, 0f, 0),
new Vector4(0f, 0f, 1f, 0),
new Vector4(0f, 1f, 0f, 0),
new Vector4(1f, 0f, 0f, 0),
new Vector4(0f, 1f, 0f, 0),
new Vector4(-1f, 0f, 0f, 0),
new Vector4(0f, 1f, 0f, 0),
//point top
new Vector4(0f, 0f, -1f, 0),
new Vector4(0f, 1f, 0f, 1),
new Vector4(0f, 0f, 1f, 0),
new Vector4(0f, 1f, 0f, 1),
new Vector4(1f, 0f, 0f, 0),
new Vector4(0f, 1f, 0f, 1),
new Vector4(-1f, 0f, 0f, 0),
new Vector4(0f, 1f, 0f, 1),
//point bottom
new Vector4(0f, 0f, -1f, 0),
new Vector4(0f, -1f, 0f, 0),
new Vector4(0f, 0f, 1f, 0),
new Vector4(0f, -1f, 0f, 0),
new Vector4(1f, 0f, 0f, 0),
new Vector4(0f, -1f, 0f, 0),
new Vector4(-1f, 0f, 0f, 0),
new Vector4(0f, -1f, 0f, 0),
};
Vector4[] Vertices
{
get
{
return screenPositions.ToArray();
}
}
public void UpdateVertexData()
{
GL.GenBuffers(1, out vbo_position);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<Vector4>(BufferTarget.ArrayBuffer,
new IntPtr(Vertices.Length * Vector4.SizeInBytes),
Vertices, BufferUsageHint.StaticDraw);
}
private static Matrix4 prismRotation = Matrix4.CreateFromAxisAngle(new Vector3(0, 0, 1), 1.5708f);
private void CheckBuffers()
{
if (!Runtime.OpenTKInitialized)
return;
bool buffersWereInitialized = vbo_position != 0;
if (!buffersWereInitialized)
{
GL.GenBuffers(1, out vbo_position);
UpdateVertexData();
}
}
public override void Draw(GL_ControlModern control, Pass pass)
{
}
Color boneColor = Color.FromArgb(255, 240, 240, 0);
Color selectedBoneColor = Color.FromArgb(255, 240, 240, 240);
public override void Draw(GL_ControlModern control, Pass pass, EditorScene editorScene)
{
CheckBuffers();
if (!Runtime.OpenTKInitialized || !Runtime.renderBones || solidColorShaderProgram == null)
return;
GL.UseProgram(0);
GL.Disable(EnableCap.CullFace);
if (Runtime.boneXrayDisplay)
GL.Disable(EnableCap.DepthTest);
control.CurrentShader = solidColorShaderProgram;
Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
solidColorShaderProgram.EnableVertexAttributes();
solidColorShaderProgram.SetMatrix4x4("rotation", ref prismRotation);
solidColorShaderProgram.SetMatrix4x4("previewScale", ref previewScale);
foreach (STBone bn in bones)
{
solidColorShaderProgram.SetVector4("boneColor", ColorUtility.ToVector4(boneColor));
solidColorShaderProgram.SetFloat("scale", Runtime.bonePointSize);
Matrix4 transform = bn.Transform;
solidColorShaderProgram.SetMatrix4x4("bone", ref transform);
solidColorShaderProgram.SetInt("hasParent", bn.parentIndex != -1 ? 1 : 0);
if (bn.parentIndex != -1)
{
var transformParent = ((STBone)bn.Parent).Transform;
solidColorShaderProgram.SetMatrix4x4("parent", ref transformParent);
}
Draw(solidColorShaderProgram);
if (Runtime.SelectedBoneIndex == bn.GetIndex())
solidColorShaderProgram.SetVector4("boneColor", ColorUtility.ToVector4(selectedBoneColor));
solidColorShaderProgram.SetInt("hasParent", 0);
Draw(solidColorShaderProgram);
}
solidColorShaderProgram.DisableVertexAttributes();
GL.UseProgram(0);
GL.Enable(EnableCap.CullFace);
GL.Enable(EnableCap.DepthTest);
}
private void Attributes(ShaderProgram shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribute("point"), 4, VertexAttribPointerType.Float, false, 16, 0);
}
private void Draw(ShaderProgram shader)
{
Attributes(shader);
GL.DrawArrays(PrimitiveType.Lines, 0, Vertices.Length);
}
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].RotationType == STBone.BoneRotationType.Quaternion)
{
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.parentIndex == -1)
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 Bone = nodesToProcess[0];
nodesToProcess.RemoveAt(0);
nodesToProcess.AddRange(Bone.GetChildren());
// Process this node
Bone.Transform = Matrix4.CreateScale(Bone.sca) * Matrix4.CreateFromQuaternion(Bone.rot) * Matrix4.CreateTranslation(Bone.pos);
if (Bone.parentIndex != -1)
{
if (Bone.UseSegmentScaleCompensate && Bone.Parent != null
&& Bone.Parent is STBone)
{
Bone.Transform *= Matrix4.CreateScale(
1f / ((STBone)Bone.Parent).GetScale().X,
1f / ((STBone)Bone.Parent).GetScale().Y,
1f / ((STBone)Bone.Parent).GetScale().Z);
Bone.Transform *= ((STBone)Bone.Parent).Transform;
}
else
{
Bone.Transform = Bone.Transform * ((STBone)Bone.Parent).Transform;
}
}
}
}
public override void ApplyTransformationToSelection(DeltaTransform deltaTransform)
{
Position += deltaTransform.Translation;
}
public override bool CanStartDragging() => true;
public override Vector3 GetSelectionCenter()
{
return Position;
}
public override uint Select(int index, I3DControl control)
{
Selected = true;
control.AttachPickingRedrawer();
return 0;
}
public override uint SelectDefault(I3DControl control)
{
Selected = true;
control.AttachPickingRedrawer();
return 0;
}
public override uint SelectAll(I3DControl control)
{
Selected = true;
control.AttachPickingRedrawer();
return 0;
}
public override uint Deselect(int index, I3DControl control)
{
Selected = false;
control.DetachPickingRedrawer();
return 0;
}
public override uint DeselectAll(I3DControl control)
{
Selected = false;
control.DetachPickingRedrawer();
return 0;
}
}
public class STBone : TreeNodeCustom
{
private bool visbile = true;
public bool Visible
{
get
{
return visbile;
}
set
{
visbile = value;
}
}
public bool UseSegmentScaleCompensate;
public STSkeleton skeletonParent;
public BoneRotationType RotationType;
public ushort BillboardIndex;
public short RigidMatrixIndex;
public short SmoothMatrixIndex;
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 Vector3 GetPosition()
{
return pos;
}
public Quaternion GetRotation()
{
return rot;
}
public Vector3 GetScale()
{
return sca;
}
public int GetIndex()
{
if (skeletonParent != null)
return skeletonParent.bones.IndexOf(this);
else
return -1;
}
public void ConvertToQuaternion()
{
if (RotationType == BoneRotationType.Quaternion)
return;
}
public void ConvertToEular()
{
if (RotationType == BoneRotationType.Euler)
return;
}
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 || !(Parent is STBone))
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 Matrix4 CalculateSmoothMatrix()
{
Matrix4 mat4 = new Matrix4();
return Transform * invert;
}
public Matrix4 CalculateRigidMatrix()
{
Matrix4 mat4 = new Matrix4();
return mat4;
}
public void Render()
{
if (!Runtime.OpenTKInitialized || !Runtime.renderBones)
return;
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();
}
}
}