ede5c62031
Fix loop error for 3DW stage files when creating the string table. Fix converting yaml so it uses the custom syntax flow/tags. Fix AAMP version issues for v1. Add support for loading empty byaml files so data can be added onto them. Fix bone importing issue with assimp.
235 lines
6.1 KiB
C#
235 lines
6.1 KiB
C#
using System.Drawing;
|
|
using System.Collections.Generic;
|
|
using System.Windows.Forms;
|
|
using OpenTK;
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
namespace Toolbox.Library
|
|
{
|
|
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;
|
|
public short RigidMatrixIndex;
|
|
public short SmoothMatrixIndex;
|
|
|
|
private Matrix4 transform;
|
|
private Quaternion rotation;
|
|
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;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets or sets the position of the bone in world space.
|
|
/// </summary>
|
|
public Vector3 Position { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or sets the scale of the bone in world space.
|
|
/// </summary>
|
|
public Vector3 Scale { get; set; }
|
|
|
|
/// <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;
|
|
rotation = STMath.FromEulerAngles(value);
|
|
}
|
|
}
|
|
|
|
public Vector3 pos = Vector3.Zero, sca = new Vector3(1f, 1f, 1f);
|
|
public Quaternion rot = Quaternion.FromMatrix(Matrix3.Zero);
|
|
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;
|
|
|
|
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;
|
|
|
|
ImageKey = "bone";
|
|
SelectedImageKey = "bone";
|
|
Checked = true;
|
|
}
|
|
|
|
public STBone()
|
|
{
|
|
ImageKey = "bone";
|
|
SelectedImageKey = "bone";
|
|
Checked = true;
|
|
}
|
|
|
|
public void RenderLegacy()
|
|
{
|
|
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();
|
|
}
|
|
}
|
|
}
|