Switch-Toolbox/Switch_Toolbox_Library/Generics/STSkeleton.cs
KillzXGaming 921b267b44 Improve legacy support and a few fixes.
Cursor for param editing doesn't reset anymore to the top right of the screen.
Fixed some direct c tex issues with loading.
2019-05-31 15:08:14 -04:00

512 lines
No EOL
16 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;
using Switch_Toolbox.Library.Rendering;
using SF = SFGraphics.GLObjects.Shaders;
using static GL_EditorFramework.EditorDrawables.EditorSceneBase;
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 override bool IsSelected(int partIndex) => Selected;
public bool IsHovered() => Selected;
public override void Prepare(GL_ControlModern control)
{
}
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, EditorSceneBase editorScene)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
if (Runtime.boneXrayDisplay)
GL.Disable(EnableCap.DepthTest);
GL.Disable(EnableCap.Texture2D);
foreach (STBone bn in bones)
{
bn.RenderLegacy();
}
GL.Enable(EnableCap.Texture2D);
GL.Enable(EnableCap.DepthTest);
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
if (Runtime.boneXrayDisplay)
GL.Disable(EnableCap.DepthTest);
GL.Disable(EnableCap.Texture2D);
foreach (STBone bn in bones)
{
bn.RenderLegacy();
}
GL.Enable(EnableCap.Texture2D);
GL.Enable(EnableCap.DepthTest);
}
private static List<Vector4> screenPositions = new List<Vector4>()
{
// 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);
private void DrawBoundingBoxes()
{
var boundings = GetSelectionBox();
DrawableBoundingBox.DrawBoundingBox(
new Vector3(boundings.minX, boundings.minY, boundings.minZ),
new Vector3(boundings.maxX, boundings.maxY, boundings.maxZ),
new Vector3(0)
);
return;
}
public override void Draw(GL_ControlModern control, Pass pass, EditorSceneBase editorScene)
{
CheckBuffers();
if (!Runtime.OpenTKInitialized || !Runtime.renderBones)
return;
SF.Shader shader = OpenTKSharedResources.shaders["BONE"];
shader.UseProgram();
GL.Disable(EnableCap.CullFace);
if (Runtime.boneXrayDisplay)
GL.Disable(EnableCap.DepthTest);
if (Runtime.renderBoundingBoxes)
DrawBoundingBoxes();
control.UpdateModelMatrix(
Matrix4.CreateScale(Runtime.previewScale) *
Matrix4.CreateTranslation(Selected ? editorScene.CurrentAction.NewPos(position) : position));
shader.EnableVertexAttributes();
shader.SetMatrix4x4("rotation", ref prismRotation);
Matrix4 camMat = control.CameraMatrix;
Matrix4 mdlMat = control.ModelMatrix;
Matrix4 projMat = control.ProjectionMatrix;
Matrix4 computedCamMtx = camMat * projMat;
shader.SetMatrix4x4("mtxCam", ref computedCamMtx);
shader.SetMatrix4x4("mtxMdl", ref mdlMat);
foreach (STBone bn in bones)
{
if (!bn.Checked)
continue;
shader.SetVector4("boneColor", ColorUtility.ToVector4(boneColor));
shader.SetFloat("scale", Runtime.bonePointSize);
shader.SetMatrix4x4("ModelMatrix", ref bn.ModelMatrix);
Matrix4 transform = bn.Transform;
shader.SetMatrix4x4("bone", ref transform);
shader.SetInt("hasParent", bn.parentIndex != -1 ? 1 : 0);
if (bn.parentIndex != -1)
{
var transformParent = ((STBone)bn.Parent).Transform;
shader.SetMatrix4x4("parent", ref transformParent);
}
Draw(shader);
if (Runtime.SelectedBoneIndex == bn.GetIndex())
shader.SetVector4("boneColor", ColorUtility.ToVector4(selectedBoneColor));
shader.SetInt("hasParent", 0);
Draw(shader);
}
shader.DisableVertexAttributes();
GL.UseProgram(0);
GL.Enable(EnableCap.CullFace);
GL.Enable(EnableCap.DepthTest);
}
private void Attributes(SF.Shader shader)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.VertexAttribPointer(shader.GetAttribLocation("point"), 4, VertexAttribPointerType.Float, false, 16, 0);
}
private void Draw(SF.Shader 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 BoundingBox GetSelectionBox()
{
BoundingBox box = BoundingBox.Default;
for (int i = 1; i < bones.Count; i++)
{
box.Include(bones[i - 1].pos);
box.Include(bones[i].pos);
}
return box;
}
public override LocalOrientation GetLocalOrientation(int partIndex)
{
return new LocalOrientation(position);
}
public override bool TryStartDragging(DragActionType actionType, int hoveredPart, out LocalOrientation localOrientation, out bool dragExclusively)
{
localOrientation = new LocalOrientation(position);
dragExclusively = false;
return Selected;
}
public override bool IsInRange(float range, float rangeSquared, Vector3 pos)
{
return true;
BoundingBox box;
for (int i = 1; i < bones.Count; i++)
{
box = BoundingBox.Default;
box.Include(bones[i - 1].pos);
box.Include(bones[i].pos);
if (pos.X < box.maxX + range && pos.X > box.minX - range &&
pos.Y < box.maxY + range && pos.Y > box.minY - range &&
pos.Z < box.maxZ + range && pos.Z > box.minZ - range)
return true;
}
return false;
}
public override uint SelectAll(GL_ControlBase control)
{
Selected = true;
return REDRAW;
}
public override uint SelectDefault(GL_ControlBase control)
{
Selected = true;
return REDRAW;
}
public override uint Select(int partIndex, GL_ControlBase control)
{
Selected = true;
return REDRAW;
}
public override uint Deselect(int partIndex, GL_ControlBase control)
{
Selected = false;
return REDRAW;
}
public override uint DeselectAll(GL_ControlBase control)
{
Selected = false;
return REDRAW;
}
public override Vector3 Position
{
get
{
return position;
}
set
{
position = value;
}
}
}
}