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; foreach (STBone bn in bones) { bn.RenderLegacy(); } } public override void Draw(GL_ControlLegacy control, Pass pass) { if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT) return; foreach (STBone bn in bones) { bn.RenderLegacy(); } } private static List screenPositions = new List() { // 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(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 bones = new List(); public List getBoneTreeOrder() { List bone = new List(); Queue q = new Queue(); 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 nodesToProcess = new List(); // 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; } } } }