Пример #1
0
        private void ModeCB_SelectedIndexChanged(object sender, EventArgs e)
        {
            if (!IsLoaded)
            {
                return;
            }

            if (activeSkeleton.node.SkeletonU != null)
            {
                activeSkeleton.node.SkeletonU.FlagsRotation = (ResU.SkeletonFlagsRotation)rotationModeCB.SelectedItem;
                activeSkeleton.node.SkeletonU.FlagsScaling  = (ResU.SkeletonFlagsScaling)scalingModeCB.SelectedItem;

                foreach (var bone in activeSkeleton.bones)
                {
                    bone.UseSegmentScaleCompensate = activeSkeleton.node.SkeletonU.FlagsScaling.HasFlag(SkeletonFlagsScaling.Maya);
                }
                activeSkeleton.update();
            }
            else
            {
                activeSkeleton.node.Skeleton.FlagsRotation = (SkeletonFlagsRotation)rotationModeCB.SelectedItem;
                activeSkeleton.node.Skeleton.FlagsScaling  = (SkeletonFlagsScaling)scalingModeCB.SelectedItem;

                foreach (var bone in activeSkeleton.bones)
                {
                    bone.UseSegmentScaleCompensate = activeSkeleton.node.Skeleton.FlagsScaling.HasFlag(SkeletonFlagsScaling.Maya);
                }
                activeSkeleton.update();
            }
            LibraryGUI.UpdateViewport();
        }
Пример #2
0
        public static void ReadSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
        {
            if (skeleton.MatrixToBoneList == null)
            {
                skeleton.MatrixToBoneList = new List <ushort>();
            }

            RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
            int nodes = 0;

            foreach (ushort node in skeleton.MatrixToBoneList)
            {
                RenderableSkeleton.Node_Array[nodes] = node;
                nodes++;
            }

            foreach (Bone bone in skeleton.Bones.Values)
            {
                BfresBone STBone = new BfresBone(RenderableSkeleton);
                ReadBone(STBone, bone);
                RenderableSkeleton.bones.Add(STBone);
            }
            RenderableSkeleton.update();
            RenderableSkeleton.reset();

            foreach (var bone in RenderableSkeleton.bones)
            {
                if (bone.Parent == null)
                {
                    skl.Nodes.Add(bone);
                }
            }
        }
        public static void SaveSkeleton(FSKL fskl, List <STBone> Bones)
        {
            fskl.node.Skeleton.Bones.Clear();
            fskl.node.Skeleton.MatrixToBoneList     = new List <ushort>();
            fskl.node.Skeleton.InverseModelMatrices = new List <Syroot.Maths.Matrix3x4>();

            ushort SmoothIndex = 0;

            foreach (STBone genericBone in Bones)
            {
                genericBone.BillboardIndex = -1;

                //Clone a generic bone with the generic data
                BfresBone bn = new BfresBone(fskl);
                bn.CloneBaseInstance(genericBone);
                bn.Text = genericBone.Text;

                //Set the bfres bone data
                if (bn.Bone == null)
                {
                    bn.Bone = new Bone();
                }
                bn.GenericToBfresBone();

                if (bn.SmoothMatrixIndex != short.MaxValue)
                {
                    fskl.node.Skeleton.MatrixToBoneList.Add(SmoothIndex++);
                }

                fskl.node.Skeleton.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);

                //Check duplicated names
                List <string> names = fskl.bones.Select(o => o.Text).ToList();
                bn.Text      = Utils.RenameDuplicateString(names, bn.Text);
                bn.Bone.Name = bn.Text;

                fskl.bones.Add(bn);
                fskl.node.Skeleton.Bones.Add(bn.Bone);

                //Add bones to tree
                if (bn.Parent == null)
                {
                    fskl.node.Nodes.Add(bn);
                }
            }

            fskl.update();
            fskl.reset();

            fskl.Node_Array = new int[fskl.node.Skeleton.MatrixToBoneList.Count];
            int nodes = 0;

            foreach (ushort node in fskl.node.Skeleton.MatrixToBoneList)
            {
                fskl.Node_Array[nodes] = node;
                nodes++;
            }
        }
Пример #4
0
        public static void SetSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
        {
            if (skeleton.MatrixToBoneList == null)
            {
                skeleton.MatrixToBoneList = new List <ushort>();
            }

            RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
            int nodes = 0;

            foreach (ushort node in skeleton.MatrixToBoneList)
            {
                RenderableSkeleton.Node_Array[nodes] = node;
                nodes++;
            }
            for (int i = 0; i < skeleton.Bones.Count; i++)
            {
                if (skeleton.InverseModelMatrices == null)
                {
                    break;
                }

                if (i < skeleton.InverseModelMatrices.Count)
                {
                    RenderableSkeleton.matrices.Add(Utils.ToMat3x4(skeleton.InverseModelMatrices[i]));
                }
                else
                {
                    RenderableSkeleton.matrices.Add(Matrix3x4.Zero);
                }
            }
            foreach (Bone bone in skeleton.Bones.Values)
            {
                BfresBone STBone = new BfresBone(RenderableSkeleton);
                SetBone(STBone, bone);
                STBone.BFRESRender = RenderableSkeleton.node.BFRESRender; //to update viewport on bone edits
                RenderableSkeleton.bones.Add(STBone);

                if (bone.InverseMatrix != null)
                {
                    RenderableSkeleton.matrices.Add(Utils.ToMat3x4(bone.InverseMatrix));
                }
            }
            RenderableSkeleton.update();
            RenderableSkeleton.reset();

            //     foreach (var bone in RenderableSkeleton.bones)
            //     if (bone.Parent == null)
            //      skl.Nodes.Add(bone);

            Runtime.abstractGlDrawables.Add(RenderableSkeleton);
        }
Пример #5
0
        public static void SaveSkeleton(FSKL fskl, List <STBone> Bones)
        {
            if (fskl.node.SkeletonU == null)
            {
                fskl.node.SkeletonU = new Skeleton();
            }

            fskl.node.SkeletonU.Bones.Clear();
            fskl.node.SkeletonU.InverseModelMatrices = new List <Syroot.Maths.Matrix3x4>();

            fskl.node.Nodes.Clear();

            ushort SmoothIndex = 0;

            foreach (STBone genericBone in Bones)
            {
                genericBone.BillboardIndex = -1;

                //Clone a generic bone with the generic data
                BfresBone bn = new BfresBone(fskl);
                bn.CloneBaseInstance(genericBone);

                //Set the bfres bone data
                if (bn.BoneU == null)
                {
                    bn.BoneU = new Bone();
                }
                bn.GenericToBfresBone();

                //Check duplicated names
                List <string> names = fskl.bones.Select(o => o.Text).ToList();
                bn.Text = Utils.RenameDuplicateString(names, bn.Text);

                fskl.node.SkeletonU.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
                fskl.bones.Add(bn);

                bn.BoneU.Name = bn.Text;
                fskl.node.SkeletonU.Bones.Add(bn.Text, bn.BoneU);

                //Add bones to tree
                if (bn.Parent == null)
                {
                    fskl.node.Nodes.Add(bn);
                }
            }


            fskl.update();
            fskl.reset();
        }
Пример #6
0
        public static void SetSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
        {
            if (skeleton.MatrixToBoneList == null)
            {
                skeleton.MatrixToBoneList = new List <ushort>();
            }

            RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
            int nodes = 0;

            foreach (ushort node in skeleton.MatrixToBoneList)
            {
                RenderableSkeleton.Node_Array[nodes] = node;
                nodes++;
            }

            foreach (Bone bone in skeleton.Bones.Values)
            {
                BfresBone STBone = new BfresBone(RenderableSkeleton);
                SetBone(STBone, bone);
                STBone.BFRESRender = RenderableSkeleton.node.BFRESRender; //to update viewport on bone edits
                RenderableSkeleton.bones.Add(STBone);
            }
            RenderableSkeleton.update();
            RenderableSkeleton.reset();

            foreach (var bone in RenderableSkeleton.bones)
            {
                if (bone.Parent == null)
                {
                    skl.Nodes.Add(bone);
                }
            }

            Runtime.abstractGlDrawables.Add(RenderableSkeleton);
        }