233b11a022
Fixed bones not displaying when creating new skeletons. Fixed importing dae bones not displaying properly in the tree. Fixed bones not clearing when a model is removed
665 lines
20 KiB
C#
665 lines
20 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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namespace Switch_Toolbox.Library
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{
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public class STSkeleton : EditableObject
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{
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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 bool IsHovered() => Selected;
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public ShaderProgram solidColorShaderProgram;
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public override void Prepare(GL_ControlModern control)
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{
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var solidColorFrag = new FragmentShader(
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@"#version 330
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uniform vec4 boneColor;
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out vec4 FragColor;
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void main(){
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FragColor = boneColor;
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}");
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var solidColorVert = new VertexShader(
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@"#version 330
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in vec4 point;
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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uniform mat4 previewScale;
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uniform mat4 bone;
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uniform mat4 parent;
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uniform mat4 rotation;
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uniform int hasParent;
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uniform float scale;
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void main(){
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vec4 position = bone * rotation * vec4(point.xyz * scale, 1);
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if (hasParent == 1)
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{
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if (point.w == 0)
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position = parent * rotation * vec4(point.xyz * scale, 1);
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else
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position = bone * rotation * vec4((point.xyz - vec3(0, 1, 0)) * scale, 1);
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}
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gl_Position = mtxCam * mtxMdl * vec4(position.xyz, 1);
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}");
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solidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert);
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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, EditorScene editorScene)
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{
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if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
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return;
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foreach (STBone bn in bones)
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{
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bn.Render();
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}
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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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foreach (STBone bn in bones)
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{
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bn.Render();
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}
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}
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private static List<Vector4> screenPositions = new List<Vector4>()
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{
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/* new Vector4(-1f, 1f, -1f, 0),
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new Vector4(1f, 1f, -1f, 0),
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new Vector4(1f, 1f, 1f, 0),
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new Vector4(-1f, 1f, 1f, 0),
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new Vector4(-1f, -1f, 1f, 0),
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new Vector4(1f, -1f, 1f, 0),
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new Vector4(1f, -1f, -1f, 0),
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new Vector4(-1f, -1f, -1f, 0),
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new Vector4(-1f, 1f, 1f, 0),
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new Vector4(1f, 1f, 1f, 0),
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new Vector4(1f, -1f, 1f, 0),
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new Vector4(-1f, -1f, 1f, 0),
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new Vector4(1f, 1f, -1f, 0),
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new Vector4(-1f, 1f, -1f, 0),
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new Vector4(-1f, -1f, -1f, 0),
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new Vector4(1f, -1f, -1f, 0),
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new Vector4(1f, 1f, 1f, 0),
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new Vector4(1f, 1f, -1f, 0),
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new Vector4(1f, -1f, -1f, 0),
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new Vector4(1f, -1f, 1f, 0),
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new Vector4(-1f, 1f, -1f, 0),
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new Vector4(-1f, 1f, 1f, 0),
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new Vector4(-1f, -1f, 1f, 0),
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new Vector4(-1f, -1f, -1f, 0),
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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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public override void Draw(GL_ControlModern control, Pass pass, EditorScene editorScene)
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{
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CheckBuffers();
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if (!Runtime.OpenTKInitialized || !Runtime.renderBones || solidColorShaderProgram == null)
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return;
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GL.UseProgram(0);
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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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control.CurrentShader = solidColorShaderProgram;
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Matrix4 previewScale = Utils.TransformValues(Vector3.Zero, Vector3.Zero, Runtime.previewScale);
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solidColorShaderProgram.EnableVertexAttributes();
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solidColorShaderProgram.SetMatrix4x4("rotation", ref prismRotation);
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solidColorShaderProgram.SetMatrix4x4("previewScale", ref previewScale);
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foreach (STBone bn in bones)
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{
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solidColorShaderProgram.SetVector4("boneColor", ColorUtility.ToVector4(boneColor));
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solidColorShaderProgram.SetFloat("scale", Runtime.bonePointSize);
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Matrix4 transform = bn.Transform;
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solidColorShaderProgram.SetMatrix4x4("bone", ref transform);
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solidColorShaderProgram.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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solidColorShaderProgram.SetMatrix4x4("parent", ref transformParent);
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}
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Draw(solidColorShaderProgram);
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if (Runtime.SelectedBoneIndex == bn.GetIndex())
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solidColorShaderProgram.SetVector4("boneColor", ColorUtility.ToVector4(selectedBoneColor));
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solidColorShaderProgram.SetInt("hasParent", 0);
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Draw(solidColorShaderProgram);
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}
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solidColorShaderProgram.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(ShaderProgram shader)
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{
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.VertexAttribPointer(shader.GetAttribute("point"), 4, VertexAttribPointerType.Float, false, 16, 0);
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}
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private void Draw(ShaderProgram 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 ApplyTransformationToSelection(DeltaTransform deltaTransform)
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{
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Position += deltaTransform.Translation;
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}
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public override bool CanStartDragging() => true;
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public override Vector3 GetSelectionCenter()
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{
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return Position;
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}
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public override uint Select(int index, I3DControl control)
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{
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Selected = true;
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control.AttachPickingRedrawer();
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return 0;
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}
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public override uint SelectDefault(I3DControl control)
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{
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Selected = true;
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control.AttachPickingRedrawer();
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return 0;
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}
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public override uint SelectAll(I3DControl control)
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{
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Selected = true;
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control.AttachPickingRedrawer();
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return 0;
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}
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public override uint Deselect(int index, I3DControl control)
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{
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Selected = false;
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control.DetachPickingRedrawer();
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return 0;
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}
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public override uint DeselectAll(I3DControl control)
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{
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Selected = false;
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control.DetachPickingRedrawer();
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return 0;
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}
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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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public ushort BillboardIndex;
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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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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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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)
|
|
return;
|
|
|
|
}
|
|
|
|
public void ConvertToEular()
|
|
{
|
|
if (RotationType == BoneRotationType.Euler)
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
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";
|
|
}
|
|
|
|
public STBone()
|
|
{
|
|
ImageKey = "bone";
|
|
SelectedImageKey = "bone";
|
|
}
|
|
|
|
public Matrix4 CalculateSmoothMatrix()
|
|
{
|
|
Matrix4 mat4 = new Matrix4();
|
|
|
|
return Transform * invert;
|
|
}
|
|
public Matrix4 CalculateRigidMatrix()
|
|
{
|
|
Matrix4 mat4 = new Matrix4();
|
|
|
|
|
|
return mat4;
|
|
}
|
|
|
|
public void Render()
|
|
{
|
|
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();
|
|
}
|
|
}
|
|
} |