f5605f6878
Fixed UV issues which would show up broken. Improved the tree loading. Havok files are loaded, and additional string data.
502 lines
16 KiB
C#
502 lines
16 KiB
C#
using System;
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using System.Drawing;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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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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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using GL_EditorFramework.EditorDrawables;
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using Toolbox.Library.Rendering;
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using SF = SFGraphics.GLObjects.Shaders;
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using static GL_EditorFramework.EditorDrawables.EditorSceneBase;
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namespace Toolbox.Library
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{
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public class STSkeleton : EditableObject
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{
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public virtual float PreviewScale { get; set; } = 1.0f;
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public virtual float BonePointScale { get; set; } = 1.0f;
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public Vector3 position = new Vector3(0, 0, 0);
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protected bool Selected = false;
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protected bool Hovered = false;
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public override bool IsSelected() => Selected;
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public override bool IsSelected(int partIndex) => Selected;
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public bool IsHovered() => Selected;
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public override void Prepare(GL_ControlModern control)
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{
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}
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public override void Prepare(GL_ControlLegacy control)
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{
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}
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int vbo_position;
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public void Destroy()
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{
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bool buffersWereInitialized = vbo_position != 0;
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if (!buffersWereInitialized)
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return;
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GL.DeleteBuffer(vbo_position);
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}
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public override void Draw(GL_ControlLegacy control, Pass pass, EditorSceneBase editorScene)
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{
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if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
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return;
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if (Runtime.boneXrayDisplay)
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GL.Disable(EnableCap.DepthTest);
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GL.Disable(EnableCap.Texture2D);
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foreach (STBone bn in bones)
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{
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bn.RenderLegacy();
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}
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.DepthTest);
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}
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public override void Draw(GL_ControlLegacy control, Pass pass)
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{
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if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
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return;
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if (Runtime.boneXrayDisplay)
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GL.Disable(EnableCap.DepthTest);
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GL.Disable(EnableCap.Texture2D);
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foreach (STBone bn in bones)
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{
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bn.RenderLegacy();
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}
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.DepthTest);
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}
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private static List<Vector4> screenPositions = new List<Vector4>()
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{
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// cube
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new Vector4(0f, 0f, -1f, 0),
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new Vector4(1f, 0f, 0f, 0),
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new Vector4(1f, 0f, 0f, 0),
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new Vector4(0f, 0f, 1f, 0),
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new Vector4(0f, 0f, 1f, 0),
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new Vector4(-1f, 0f, 0f, 0),
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new Vector4(-1f, 0f, 0f, 0),
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new Vector4(0f, 0f, -1f, 0),
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//point top parentless
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new Vector4(0f, 0f, -1f, 0),
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new Vector4(0f, 1f, 0f, 0),
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new Vector4(0f, 0f, 1f, 0),
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new Vector4(0f, 1f, 0f, 0),
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new Vector4(1f, 0f, 0f, 0),
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new Vector4(0f, 1f, 0f, 0),
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new Vector4(-1f, 0f, 0f, 0),
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new Vector4(0f, 1f, 0f, 0),
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//point top
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new Vector4(0f, 0f, -1f, 0),
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new Vector4(0f, 1f, 0f, 1),
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new Vector4(0f, 0f, 1f, 0),
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new Vector4(0f, 1f, 0f, 1),
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new Vector4(1f, 0f, 0f, 0),
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new Vector4(0f, 1f, 0f, 1),
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new Vector4(-1f, 0f, 0f, 0),
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new Vector4(0f, 1f, 0f, 1),
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//point bottom
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new Vector4(0f, 0f, -1f, 0),
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new Vector4(0f, -1f, 0f, 0),
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new Vector4(0f, 0f, 1f, 0),
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new Vector4(0f, -1f, 0f, 0),
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new Vector4(1f, 0f, 0f, 0),
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new Vector4(0f, -1f, 0f, 0),
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new Vector4(-1f, 0f, 0f, 0),
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new Vector4(0f, -1f, 0f, 0),
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};
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Vector4[] Vertices
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{
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get
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{
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return screenPositions.ToArray();
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}
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}
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public void UpdateVertexData()
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{
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GL.GenBuffers(1, out vbo_position);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.BufferData<Vector4>(BufferTarget.ArrayBuffer,
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new IntPtr(Vertices.Length * Vector4.SizeInBytes),
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Vertices, BufferUsageHint.StaticDraw);
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}
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private static Matrix4 prismRotation = Matrix4.CreateFromAxisAngle(new Vector3(0, 0, 1), 1.5708f);
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private void CheckBuffers()
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{
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if (!Runtime.OpenTKInitialized)
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return;
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bool buffersWereInitialized = vbo_position != 0;
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if (!buffersWereInitialized)
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{
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GL.GenBuffers(1, out vbo_position);
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UpdateVertexData();
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}
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}
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public override void Draw(GL_ControlModern control, Pass pass)
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{
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}
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Color boneColor = Color.FromArgb(255, 240, 240, 0);
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Color selectedBoneColor = Color.FromArgb(255, 240, 240, 240);
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private void DrawBoundingBoxes()
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{
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/* var boundings = GetSelectionBox();
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DrawableBoundingBox.DrawBoundingBox(
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new Vector3(boundings.minX, boundings.minY, boundings.minZ),
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new Vector3(boundings.maxX, boundings.maxY, boundings.maxZ),
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new Vector3(0)
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);*/
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return;
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}
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public bool HideSkeleton;
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public override void Draw(GL_ControlModern control, Pass pass, EditorSceneBase editorScene)
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{
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CheckBuffers();
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if (!Runtime.OpenTKInitialized || !Runtime.renderBones || !Visible || HideSkeleton)
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return;
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SF.Shader shader = OpenTKSharedResources.shaders["BONE"];
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shader.UseProgram();
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GL.Disable(EnableCap.CullFace);
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if (Runtime.boneXrayDisplay)
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GL.Disable(EnableCap.DepthTest);
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if (Runtime.renderBoundingBoxes)
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DrawBoundingBoxes();
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control.UpdateModelMatrix(
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Matrix4.CreateScale(Runtime.previewScale * PreviewScale) *
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Matrix4.CreateTranslation(Selected ? editorScene.CurrentAction.NewPos(position) : position));
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shader.EnableVertexAttributes();
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shader.SetMatrix4x4("rotation", ref prismRotation);
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Matrix4 camMat = control.CameraMatrix;
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Matrix4 mdlMat = control.ModelMatrix;
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Matrix4 projMat = control.ProjectionMatrix;
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Matrix4 computedCamMtx = camMat * projMat;
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shader.SetMatrix4x4("mtxCam", ref computedCamMtx);
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shader.SetMatrix4x4("mtxMdl", ref mdlMat);
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foreach (STBone bn in bones)
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{
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if (!bn.Checked)
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continue;
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shader.SetVector4("boneColor", ColorUtility.ToVector4(boneColor));
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shader.SetFloat("scale", Runtime.bonePointSize * BonePointScale);
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shader.SetMatrix4x4("ModelMatrix", ref bn.ModelMatrix);
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Matrix4 transform = bn.Transform;
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shader.SetMatrix4x4("bone", ref transform);
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shader.SetInt("hasParent", bn.parentIndex != -1 ? 1 : 0);
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if (bn.parentIndex != -1)
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{
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var transformParent = ((STBone)bn.Parent).Transform;
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shader.SetMatrix4x4("parent", ref transformParent);
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}
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Draw(shader);
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if (Runtime.SelectedBoneIndex == bn.GetIndex())
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shader.SetVector4("boneColor", ColorUtility.ToVector4(selectedBoneColor));
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shader.SetInt("hasParent", 0);
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Draw(shader);
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}
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shader.DisableVertexAttributes();
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GL.UseProgram(0);
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GL.Enable(EnableCap.CullFace);
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GL.Enable(EnableCap.DepthTest);
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}
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private void Attributes(SF.Shader shader)
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{
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.VertexAttribPointer(shader.GetAttribLocation("point"), 4, VertexAttribPointerType.Float, false, 16, 0);
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}
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private void Draw(SF.Shader shader)
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{
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Attributes(shader);
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GL.DrawArrays(PrimitiveType.Lines, 0, Vertices.Length);
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}
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public List<STBone> bones = new List<STBone>();
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public List<STBone> getBoneTreeOrder()
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{
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List<STBone> bone = new List<STBone>();
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Queue<STBone> q = new Queue<STBone>();
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q.Enqueue(bones[0]);
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while (q.Count > 0)
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{
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STBone b = q.Dequeue();
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foreach (STBone bo in b.GetChildren())
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q.Enqueue(bo);
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bone.Add(b);
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}
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return bone;
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}
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public int boneIndex(string name)
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{
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for (int i = 0; i < bones.Count; i++)
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{
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if (bones[i].Text.Equals(name))
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{
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return i;
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}
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}
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return -1;
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}
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public void reset(bool Main = true)
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{
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for (int i = 0; i < bones.Count; i++)
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{
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bones[i].pos = new Vector3(bones[i].position[0], bones[i].position[1], bones[i].position[2]);
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if (bones[i].RotationType == STBone.BoneRotationType.Quaternion)
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{
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bones[i].rot = (FromQuaternionAngles(bones[i].rotation[2], bones[i].rotation[1], bones[i].rotation[0], bones[i].rotation[3]));
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}
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else
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{
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bones[i].rot = (FromEulerAngles(bones[i].rotation[2], bones[i].rotation[1], bones[i].rotation[0]));
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}
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bones[i].sca = new Vector3(bones[i].scale[0], bones[i].scale[1], bones[i].scale[2]);
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}
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update(true);
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for (int i = 0; i < bones.Count; i++)
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{
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try
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{
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bones[i].invert = Matrix4.Invert(bones[i].Transform);
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}
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catch (InvalidOperationException)
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{
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bones[i].invert = Matrix4.Zero;
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}
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}
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update();
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}
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public STBone GetBone(String name)
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{
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foreach (STBone bo in bones)
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if (bo.Text.Equals(name))
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return bo;
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return null;
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}
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public static Quaternion FromQuaternionAngles(float z, float y, float x, float w)
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{
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{
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Quaternion q = new Quaternion();
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q.X = x;
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q.Y = y;
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q.Z = z;
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q.W = w;
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if (q.W < 0)
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q *= -1;
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//return xRotation * yRotation * zRotation;
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return q;
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}
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}
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public static Quaternion FromEulerAngles(float z, float y, float x)
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{
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{
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Quaternion xRotation = Quaternion.FromAxisAngle(Vector3.UnitX, x);
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Quaternion yRotation = Quaternion.FromAxisAngle(Vector3.UnitY, y);
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Quaternion zRotation = Quaternion.FromAxisAngle(Vector3.UnitZ, z);
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Quaternion q = (zRotation * yRotation * xRotation);
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if (q.W < 0)
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q *= -1;
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//return xRotation * yRotation * zRotation;
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return q;
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}
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}
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private bool Updated = false;
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public void update(bool reset = false)
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{
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Updated = true;
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List<STBone> nodesToProcess = new List<STBone>();
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// Add all root nodes from the VBN
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foreach (STBone b in bones)
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if (b.parentIndex == -1)
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nodesToProcess.Add(b);
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// some special processing for the root bones before we start
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foreach (STBone b in nodesToProcess)
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{
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b.Transform = Matrix4.CreateScale(b.sca) * Matrix4.CreateFromQuaternion(b.rot) * Matrix4.CreateTranslation(b.pos);
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// scale down the model in its entirety only when mid-animation (i.e. reset == false)
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if (!reset) b.Transform *= Matrix4.CreateScale(1);
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}
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// Process as a tree from the root node's children and beyond. These
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// all use the same processing, unlike the root nodes.
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int numRootNodes = nodesToProcess.Count;
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for (int i = 0; i < numRootNodes; i++)
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{
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nodesToProcess.AddRange(nodesToProcess[0].GetChildren());
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nodesToProcess.RemoveAt(0);
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}
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while (nodesToProcess.Count > 0)
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{
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// DFS
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STBone Bone = nodesToProcess[0];
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nodesToProcess.RemoveAt(0);
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nodesToProcess.AddRange(Bone.GetChildren());
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// Process this node
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Bone.Transform = Matrix4.CreateScale(Bone.sca) * Matrix4.CreateFromQuaternion(Bone.rot) * Matrix4.CreateTranslation(Bone.pos);
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if (Bone.parentIndex != -1)
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{
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if (Bone.UseSegmentScaleCompensate && Bone.Parent != null
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&& Bone.Parent is STBone)
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{
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Bone.Transform *= Matrix4.CreateScale(
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1f / ((STBone)Bone.Parent).GetScale().X,
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1f / ((STBone)Bone.Parent).GetScale().Y,
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1f / ((STBone)Bone.Parent).GetScale().Z);
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Bone.Transform *= ((STBone)Bone.Parent).Transform;
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}
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else
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{
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Bone.Transform = Bone.Transform * ((STBone)Bone.Parent).Transform;
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}
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}
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}
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}
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public override void GetSelectionBox(ref BoundingBox boundingBox)
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{
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for (int i = 1; i < bones.Count; i++)
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{
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boundingBox.Include(bones[i - 1].pos);
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boundingBox.Include(bones[i].pos);
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}
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}
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public override LocalOrientation GetLocalOrientation(int partIndex)
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{
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return new LocalOrientation(position);
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}
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public override bool TryStartDragging(DragActionType actionType, int hoveredPart, out LocalOrientation localOrientation, out bool dragExclusively)
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{
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localOrientation = new LocalOrientation(position);
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dragExclusively = false;
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return Selected;
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}
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public override bool IsInRange(float range, float rangeSquared, Vector3 pos)
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{
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return true;
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BoundingBox box;
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for (int i = 1; i < bones.Count; i++)
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{
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box = BoundingBox.Default;
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box.Include(bones[i - 1].pos);
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box.Include(bones[i].pos);
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if (pos.X < box.maxX + range && pos.X > box.minX - range &&
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pos.Y < box.maxY + range && pos.Y > box.minY - range &&
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pos.Z < box.maxZ + range && pos.Z > box.minZ - range)
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return true;
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}
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return false;
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}
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public override uint SelectAll(GL_ControlBase control, ISet<object> selectedObjects)
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{
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Selected = true;
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return REDRAW;
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}
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public override uint SelectDefault(GL_ControlBase control, ISet<object> selectedObjects)
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{
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Selected = true;
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return REDRAW;
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}
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public override uint Select(int partIndex, GL_ControlBase control, ISet<object> selectedObjects)
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{
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Selected = true;
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return REDRAW;
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}
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public override uint Deselect(int partIndex, GL_ControlBase control, ISet<object> selectedObjects)
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{
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Selected = false;
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return REDRAW;
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}
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public override uint DeselectAll(GL_ControlBase control, ISet<object> selectedObjects)
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{
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Selected = false;
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return REDRAW;
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}
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}
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} |