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