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Switch-Toolbox/Switch_Toolbox_Library/Generics/STBone.cs

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6.2 KiB
C#
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using System.Drawing;
using System.Collections.Generic;
using System.Windows.Forms;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace Toolbox.Library
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{
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 short BillboardIndex;
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public short RigidMatrixIndex;
public short SmoothMatrixIndex;
private Matrix4 transform;
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private Quaternion rotation = Quaternion.Identity;
private Vector3 eulerRotation;
/// <summary>
/// Gets or sets the transformation of the bone.
/// Setting this will adjust the
/// <see cref="Scale"/>,
/// <see cref="Rotation"/>, and
/// <see cref="Position"/> properties.
/// </summary>
public Matrix4 Transform
{
set
{
// Scale = value.ExtractScale();
// Rotation = value.ExtractRotation();
// Position = value.ExtractTranslation();
transform = value;
}
get
{
return transform;
}
}
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/// <summary>
/// Gets or sets the position of the bone in world space.
/// </summary>
public Vector3 Position { get; set; }
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/// <summary>
/// Gets or sets the scale of the bone in world space.
/// </summary>
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public Vector3 Scale { get; set; } = Vector3.One;
/// <summary>
/// Gets or sets the rotation of the bone in world space.
/// </summary>
public Quaternion Rotation
{
get { return rotation; }
set
{
if (RotationType == BoneRotationType.Euler)
{
eulerRotation = new Vector3(value.X, value.Y, value.Z);
rotation = STMath.FromEulerAngles(eulerRotation);
}
else
{
eulerRotation = STMath.ToEulerAngles(Rotation);
rotation = value;
}
}
}
/// <summary>
/// Gets or sets the <see cref="Rotation"/> using euler method.
/// </summary>
public Vector3 EulerRotation
{
get { return eulerRotation; }
set {
eulerRotation = value;
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rotation = STMath.FromEulerAngles(value);
if (rotation.W == 0)
rotation.W = 1;
}
}
public Vector3 pos = Vector3.Zero, sca = new Vector3(1f, 1f, 1f);
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public Quaternion rot = Quaternion.Identity;
public Matrix4 invert;
public Matrix4 GetTransform()
{
return Matrix4.CreateScale(Scale) *
Matrix4.CreateFromQuaternion(Rotation) *
Matrix4.CreateTranslation(Position);
}
public void FromTransform(Matrix4 transform)
{
Scale = transform.ExtractScale();
Position = transform.ExtractTranslation();
rotation = transform.ExtractRotation();
eulerRotation = STMath.ToEulerAngles(rotation);
}
//Used for shifting models with the bones in the shader
public Matrix4 ModelMatrix = Matrix4.Identity;
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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 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;
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ImageKey = "bone";
SelectedImageKey = "bone";
Checked = true;
}
public STBone()
{
ImageKey = "bone";
SelectedImageKey = "bone";
Checked = true;
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}
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public void RenderLegacy()
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{
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();
}
}
}