2019-03-29 01:19:13 +01:00
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using System.Drawing;
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using System.Collections.Generic;
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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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namespace Switch_Toolbox.Library
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{
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public class STBone : TreeNodeCustom
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{
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private bool visbile = true;
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public bool Visible
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{
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get
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{
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return visbile;
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}
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set
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{
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visbile = value;
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}
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}
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public bool UseSegmentScaleCompensate;
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public STSkeleton skeletonParent;
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public BoneRotationType RotationType;
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2019-04-23 21:23:51 +02:00
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public short BillboardIndex;
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2019-03-29 01:19:13 +01:00
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public short RigidMatrixIndex;
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public short SmoothMatrixIndex;
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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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2019-05-16 22:01:22 +02:00
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//Used for shifting models with the bones in the shader
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public Matrix4 ModelMatrix = Matrix4.Identity;
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2019-03-29 01:19:13 +01:00
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public Vector3 GetPosition()
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{
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return pos;
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}
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public Quaternion GetRotation()
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{
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return rot;
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}
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public Vector3 GetScale()
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{
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return sca;
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}
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2019-07-12 21:28:14 +02:00
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public void FromTransform(Matrix4 Transform)
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{
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var pos = Transform.ExtractTranslation();
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var quat = Transform.ExtractRotation();
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var scale = Transform.ExtractScale();
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position[0] = pos.X;
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position[1] = pos.X;
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position[2] = pos.Z;
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var eul = Switch_Toolbox.Library.Animations.ANIM.quattoeul(quat);
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rotation = new float[] { eul.X, eul.Y, eul.Z, 1 };
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scale[0] = scale.X;
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scale[1] = scale.X;
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scale[2] = scale.Z;
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}
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2019-05-08 03:55:24 +02:00
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private void ApplyTransforms()
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{
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position = new float[] { pos.X, pos .Y, pos .Z};
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if (RotationType == BoneRotationType.Quaternion)
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rotation = new float[] { rot.X, rot.Y, rot.Z, rot.W };
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else
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{
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var eul = Switch_Toolbox.Library.Animations.ANIM.quattoeul(rot);
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rotation = new float[] { eul.X, eul.Y, eul.Z, 1 };
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}
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scale = new float[] { sca.X, sca.Y, sca.Z };
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}
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2019-03-29 01:19:13 +01:00
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public int GetIndex()
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{
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if (skeletonParent != null)
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return skeletonParent.bones.IndexOf(this);
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else
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return -1;
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}
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public void ConvertToQuaternion()
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{
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if (RotationType == BoneRotationType.Quaternion)
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return;
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2019-05-08 03:55:24 +02:00
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RotationType = STBone.BoneRotationType.Quaternion;
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2019-05-08 22:28:04 +02:00
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ApplyTransforms();
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2019-05-08 03:55:24 +02:00
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//Update matrices
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skeletonParent.reset();
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skeletonParent.update();
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2019-03-29 01:19:13 +01:00
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}
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public void ConvertToEular()
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{
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if (RotationType == BoneRotationType.Euler)
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return;
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2019-05-08 03:55:24 +02:00
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RotationType = STBone.BoneRotationType.Euler;
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2019-05-08 22:28:04 +02:00
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ApplyTransforms();
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2019-05-08 03:55:24 +02:00
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//Update matrices
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skeletonParent.reset();
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skeletonParent.update();
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2019-03-29 01:19:13 +01:00
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}
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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 || !(Parent is STBone))
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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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Checked = true;
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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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2019-05-18 03:09:24 +02:00
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public void RenderLegacy()
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2019-03-29 01:19:13 +01:00
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{
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if (!Runtime.OpenTKInitialized || !Runtime.renderBones)
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return;
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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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