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Switch-Toolbox/Switch_Toolbox_Library/Rendering/Skeleton.cs

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8.3 KiB
C#
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2018-11-12 01:48:33 +01:00
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();
}
}
}