Files
PCK-Studio/PCK-Studio/Forms/Editor/CustomSkinEditor.cs
Miku-666 8dfe9cf5b0 3d skin renderer (#50)
* Add 'Validate Skin Dimension' setting

* AddNewSkin - Fix cape box not showing after skin selection

* Extended ResourceLocation for better atlas handling

* ModelImporter - Add block bench export for models inside models.bin

* ModelIporter - Rename 'GetPivot' to 'GetSkinBoxPivot'

* ModelImporter - Fix ANIM2BOX to properly support slim skin models

* ModelImporter - Update BedrockModel json class

* ModelImporter - Update 'FixTexture' to be more generic

* Update ModelContainer API inside OMI-Lib

* Update skin vertex shader to not swap yz

* Update CubeMesh class

* SkinRenderer - Move framebuffer and error checking function to SceneViewport

* SceneViewport - Change OnUpdate parameter

* SkinRenderer - Fix Highlight part having wrong transform

* SkinRenderer - Move call to 'SwapBuffers' into SceneViewport.OnUpdate

* AppSettingsForm - Update API to be more flexible

* SkinBOXExtensions - Update 'GetUVGraphicsPath'

* SkinRenderer - Update 'OnUpdate' function

* SkinRenderer - Add 'LockMousePosition' option

* CustomSkinEditor - Update HighlightlingColor when selecting a part

* CustomSkinEditor - Add render settings

* CustomSkinEditor - Small non-technical changes

* SkinRenderer - Small non-technical changes

* CustomSkinEditor - Load render settings when 'OnLoad' is called

* SkinRenderer - Fix centering leg0/1

* SkinRenderer - Update 'ReInitialzeSkinData' to upload new data to shader

* Rename 'ModelImporter' -> 'SkinModelImporter' and add api interface to add custom import/export providers

* CubeGroupMesh - Fix overlay parts not showing proerly

* SkinRenderer - Fix part highlighting respecting inflate

* Split up model and skin importer into seperate classes and improved api

* IModelImportProvider - Add 'SupportImport' and 'SupportExport' property fields

* ModelImporter - Rename 'SimpleSkinImportProvider' to 'InternalImportProvider'

* modelTextureLocations.json - Add todo

* SkinModelImporter - Move 'ModelTextureLocations' to GameModelImporter

* CustomSkinEditor - Add SettingsManager for RenderSettings

* ModelImporter::Import - Check if file exists

* Rename 'modelTextureLocations' to 'modelMetaData'

* GameModelImporter - Change blockbench name when exporting

* SettingsManager - Add functionality to create internal settings object and add settings to it

* GameModelImporter - Fully implemented game-model export to block bench

* AppSettingsForm - Fix re-adding settings description to default settings

* AppSettingsForm - Add settings description to 'ValidateImageDimension'

* GameModelImporter - Add copyright notice and remove unnecessary using statements

* ModelImporter - Add copyright notice and remove unnecessary using statements

* BlockBenchModel - Fix Texture class json deserialization

* SkinModelImporter - Add 'TryConvertToSkinBoxType' function

* modelMetaData - Remove comments

* SkinModelImporter - Fix 'GetSkinBoxPivot' function

* SkinModelImporter - Add null check in 'FixTexture' function

* SkinModelImporter - Add offset detection when importing skin model

* CustomSkinEditor - Add 'export template' button

* GameModelImporter - Rename 'ModelTextureLocations' -> 'ModelMetaData'

* ModelImporter - Add summary to 'SupportedModelFileFormatsFilter' property

* GameModelImporter - Change function signature of 'CreateElement'

* GameModelImporter - Add options to create root outline

* GameModelImporter - Update Debug message in 'TraverseChildren'

* MainForm - Small code refactor

* Rename class 'Meta' ->'BlockBenchFormatInfo' and update BlockBenchModel.Create function signature

* MainForm - Update 'GetModelTextures' local function

* GameModelImporter - Check model metadata before conversion

* GameModelInfo - Mark class as sealed

* SkinModelImporter - Check if blockbench model uses box uv

* BlockBenchModel - Add export property to class 'Element'

* CustomSkinEditor - Remove unused 'PreviewImage' property

* CustomSkinEditor - Change highlight color on texture

* SkinModelImporter - Fix Block Bench Model import

* modelMetaData - Add meta data for 1.14 models

* SkinModelImporter - Update 'TryConvertToSkinBoxType' function

* SkinModelExporter - Fix model export for bbmodel and bedrock model

* SkinRenderer - Fix order of applying anim animations to match the game

* SkinModelImporter - Fix exception thrown in 'FixTexture'

* CustomSkinEditor - Add Anim editor button and fix anim not being updated when exporting

* SkinModelImporter - Fix offset detection when importing

* SkinModelImporter - Swap box bottom texture when texture is available

* GameModelImporter - Sort using statements

* SkinModelImporter - Small code clean up inside 'ImportBedrockJson'

* SkinModelImporter - Update 'AddBone' function inside 'ExportBedrockJson'

* SkinModelImporter - Fix bottom texture swaping being done bofre parts where imported

* SkinMoelImporter - Rename 'GetSkinBoxPivot' to 'GetSkinPartPivot'

* SceneViewport - Rename 'Init' to 'Initialize'

* SkinModelImporter - Add texture import in 'ImportBedrockJson'

* SkinModelImporter - Fix becrock model import

* Skin-/GameModelImporter - Rename 'fileName' parameter to 'filepath'

* Add ModelEditor

* modelMetaData - Add cavespider texture location

* GameModelImporter - Update 'ExportBlockBenchModel' function

* GameModelImporter - Mark 'ModelExportSettings' as sealed

* ModelEditor -Add Save tool menu item & add TrySetTexture Delegate

* ModelEditor - Add model node icons

* Update CubeMesh & rename CubeGroupMesh to CubeMeshCollection

* ModelEditor - Rename 'GetModelNodes' & 'GetModelPartNodeChildren'

* Update GenericMesh & mesh rendering

* Move Cube conversion into SkinBOXExtensions

* GenericMesh - Made 'Transform' property abstract

* SceneViewport - Add shaderLibrary and api to it

* Rename 'skin...' shaders to 'texturedCube...'

* Update modelMetaData part hierarchy structure

* ShaderProgram - Add 'SetUniform2' overload for System.Drawing.Size

* ModelEditor - Create factory methods for custom model treenodes

* modelMetaData - Add 'slime.armor' texture location & pattern texture locations for 'tropicalfish_-a/-b'

* Move Debug & Camera control into SceneViewport

* Update BoundingBox

* Add ModelRenderer

* ShaderProgram - Update GetUniformLocation to retrive all active uniforms when linking program

* ModelEditor - Add option to show bounding box of the model

* SceneViewport - Add OnPaint override to clear color and depth buffer and enable depth testing

* Update OMI submodule

* Update  Texture base class to accept slot when calling Bind

* Plain color fragment shader - Update uniform names to be PascalCase

* SceneViewport - Add 'ResetCamera' virtual function

* CustomSkinEditor - Add missing render setting 'Show Armor'

* ModelRenderer - Fix centering model after selecting

* Move 'SceneViewport.GetBounds' to 'BoundingBox.GetEnclosingBoundingBox'

* CubeMeshCollection - Implemented 'GetBounds'

* SkinRenderer - Add option to show skins bounding box

* ModelEditor - Update 'GetModelImageIndex'

* SceneViewport - Disable blend when rendering debug graphics

* ModelEditor - Remove 'Model' property in favor to 'LoadModel' function

* JsonModelMetaData - Initialize 'RootParts' to empty array

* BoundingBox - Fix exception when empty enumerable was passed

* CubeMesh - Remove 'SetName' and add constructor with 'name' parameter

* SkinBOX - Change class to record & make member properties getter only

* BoundingBox - Move 'Abs' function into extension class

* SceneViewport - Change 'Transform' to 'GetTransform'

* BoundingBox - Make 'GetVertices' static & add GetTransform

* SkinRenderer - Fix bounds calculation when offset is set & fix part highlighting

* CubeMesh - Move translation & scaling into 'GetTransform'

* CubeMeshCollection - Update 'Contains' overload function & 'SetVisible'

* ModelRenderer - Fix pivot point rendering

* ModelRenderer - Add part highlighting

* modelMetaData - Add missing part to dolphin

* modelMetaData - Add missing parts to dragon

* CubeMesh - Fix 'GetTransform' function

* ModelRenderer - Fix model rotation, pivot & translation issues

* ModelRenderer - Add offset to render transform & camera

* ModelRenderer - Tried fixing alpha rendering issues

* modelMetaData - Add missing part to dragon & add comment

* Add 'ITryGetSet.cs' and useful wrappers for it

* ModelRenderer - Rename 'HighlightInfo.Pivot' to 'HighlightInfo.Translation'

* ITryGetSet - mark classes and interfaces public

* ModelEditor - Add material render support

* ModelRenderer - Add 'TryGetModelMetaData' method

* Fix rendering invisible vertecies

* ModelRenderer - Simplefied populating 'metaData.RootParts' property

* ModelRenderer - Add 'modelOffset' field

* ModelRenderer - Update 'SetModelMaterial'

* ModelRenderer - Add simple way of rendering a 2nd layer of a model(the bed model only for now)

* ModelRenderer - Fix pivot points not working on horse model properly

* ResourceLocation - Add 'Unknown' ResourceLocation instance & improved 'ResourceLocation.GetFromPath'

* ResourceCategory - Add 'MobEntityTextures' & 'ItemEntityTextures'

* Add default model handling (defaults unfinished)

* Add Default Bed model

* Add default chicken model

* Add default cow model

* AddSkinPrompt - Fix Custom skin editor not having anim flag properly set

* SceneViewport - Fix Designer crashing when trying to call 'OnPaint'

* Update OMI submodule

* SceneViewport - Call 'base.OnMouseUp' before our own code

* BlockBenchModel - Fix 'Texture.Name' being null

* ItemSelectionPopUp - Fix 'okBtn_Click' condition

* MainForm - Add export function for default models

* MainForm - Fix model selector ignoring cancel button

* MainForm - Remove unnecessary wrapper for 'entityMaterials.TryGetValue'

* ModelEditor - Add remove model to context menu

* ModelEditor - Add 'GetModelContainer' function

* GameModelImporter - Add import functionality

* MainForm - Add texture when exporting default models

* Add default model for: redcow, pig, snowgolem & dragon head

* Add SkinModel & SkinIdentifier class

* Refactor Skin.cs
- Move texture from 'SkinModel' to Skin.cs
- Move 'Id' from SkinMetaData into it's own class(SkinIdentifier.cs)
- Create SkinModelInfo class for keeping skin conversion simple

* Skin.cs - Rename 'ANIM' property to 'Anim'

* Move 'hasInvalidEntries' into 'MaterialExtensions.HasInvalidEntries'

* Add ISaveContext

* PckAssetExt - Rename parameter names for 'GetSkin'

* Add Editor.cs

* Update most editors to use new Editor class and save context

* CustomSkinEditor - Use Editor as base class

* SkinMetaData - Change to Immutable data type

* PckAssetExtension - [SetSkin] Change adding loc key to setting loc key

* ImageDeserializer - Add format check when deserializing

* MainForm - [HandleSkinFile] Rename some varibale names

* ModelEditor - Use Editor as base class

* Move static variables from 'ModelPartSpecifics' to 'GameConstants'

* Texture.cs - Add IDisposable interface

* PckAssetExtensions - [SetSkin] Add null check for loc file

* AnimationEditor - Fix auto save check

* TextureAtlasEditor - Refactor animation access control

* TextureAtlasEditor - Sort using directives

* MainForm - [HandleTextureFile] Add Debug message when animation has no frames to save

* AddSkinPrompt - Update save context for custom skin editor

* Editor - Move autosave check in 'OnFormClosing'

* ModelRenderer - Update designer specifics

* Merge 'multi-pck-files-feature' into '3dSkinRenderer'

* [WIP] Sub-pck in new tab with savecontext etc.

* SceneViewport - Change base refresh rate to 60 fps

* CustomSkinEditor - Move max offset value into a constant

* ModelEditor - Add highlighting of sinfgle model boxes

* MainForm - Add constant for max pck id value

* CustomSkinEditor - Remove fps slider and re-ordered ui

* EditorForm - Remove abstract from class declaration

* EditorControl - Made virtual funtion throw `NotImplementedException`

* CustomSkinEditor - Fix naming violations

* CustomSkinEditor - Move initialization of render settings into a seperate funtion & remove `show armor` setting

* Move Common functionality to Core project & rendering and Model support as well

* Change namespace of EditorForm & EditorControl

* Add Constant 'NDEBUG' to Core, Rendering & ModelSupport project

* PckStudio.csproj - Remove `defaultModels.json` & `modelMetaData.json`
- files were moved to PckStuido.ModelSupport

* PckStudio.csproj - Remove unused `ApplicationBuildInfo.cs`

* PckStudio.Core - Add NamedData.cs

* PckStudio - Move some Resources to Core

* Add Altas class & refactored Atlas editor

* Update OMI Submodule

* TextureAtlasEditor - Fix clear button not reseting color

* Fix PackInfo.cs - OMI.Endianess -> OMI.ByteOrder

* TextureAtlas - Impl extraction&import of large tiles

* PckStudio.Core - Remove duplicated resources

* LOCEditor - Added menu item for copying loc id

* Core - Move 'MAX_PACK_ID' into GameConstants

* TextureAtlasEditor - small refactor + TODOs

* Update OMI submodule ref
2025-11-11 21:53:32 +01:00

481 lines
20 KiB
C#

using System;
using System.Linq;
using System.Text;
using System.Drawing;
using System.Diagnostics;
using System.Windows.Forms;
using System.Drawing.Imaging;
using System.Drawing.Drawing2D;
using System.Collections.Generic;
using PckStudio.Controls;
using PckStudio.Properties;
using PckStudio.Forms.Additional_Popups;
using PckStudio.Core.Skin;
using PckStudio.Core.Extensions;
using PckStudio.Interfaces;
using PckStudio.ModelSupport;
using PckStuido.ModelSupport.Extension;
namespace PckStudio.Forms.Editor
{
public partial class CustomSkinEditor : EditorForm<Skin>
{
private const float cOffsetMaximum = 100_000f;
private Random _rng;
private bool _inflateOverlayParts;
private bool _allowInflate;
private BindingSource _skinPartListBindingSource;
private BindingSource _skinOffsetListBindingSource;
private Core.App.SettingsManager _settingsManager;
private static GraphicsConfig _graphicsConfig = new GraphicsConfig()
{
InterpolationMode = InterpolationMode.NearestNeighbor,
PixelOffsetMode = PixelOffsetMode.HighQuality,
};
private CustomSkinEditor() : this(null, null)
{ }
public CustomSkinEditor(Skin skin, ISaveContext<Skin> saveContext, bool inflateOverlayParts = false, bool allowInflate = false)
: base(skin, saveContext)
{
InitializeComponent();
InitializeRenderSettings();
_rng = new Random();
_skinPartListBindingSource = new BindingSource(renderer3D1.ModelData, null);
skinPartListBox.DataSource = _skinPartListBindingSource;
skinPartListBox.DisplayMember = "Type";
_allowInflate = allowInflate;
_inflateOverlayParts = inflateOverlayParts;
}
private void InitializeRenderSettings()
{
_settingsManager = Core.App.SettingsManager.CreateSettings();
_settingsManager.AddSetting("shouldAnimate" , true , "Animate skin" , state => renderer3D1.Animate = state);
_settingsManager.AddSetting("lockMouse" , true , "Lock mouse when paning/rotating", state => renderer3D1.LockMousePosition = state);
_settingsManager.AddSetting("showGuidelines" , false, "Show guidelines" , state => renderer3D1.ShowGuideLines = state);
_settingsManager.AddSetting("showBoundingBox", false, "Show Bounding Box" , state => renderer3D1.ShowBoundingBox = state);
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
renderer3D1.Initialize(_inflateOverlayParts);
renderer3D1.GuideLineColor = Color.LightCoral;
skinNameLabel.Text = EditorValue.MetaData.Name;
if (EditorValue.HasCape)
renderer3D1.CapeTexture = EditorValue.CapeTexture;
LoadModelData();
}
protected override bool ProcessDialogKey(Keys keyData)
{
if (keyData == Keys.A)
{
using var animeditor = new ANIMEditor(EditorValue.Anim);
if (animeditor.ShowDialog() == DialogResult.OK)
{
renderer3D1.ANIM = EditorValue.Anim = animeditor.ResultAnim;
skinPartListBox_SelectedIndexChanged(this, EventArgs.Empty);
}
return true;
}
return base.ProcessDialogKey(keyData);
}
private void LoadModelData()
{
SkinModel modelInfo = EditorValue.Model;
List<SkinBOX> boxProperties = modelInfo.AdditionalBoxes;
List<SkinPartOffset> offsetProperties = modelInfo.PartOffsets;
renderer3D1.ANIM = EditorValue.Anim;
renderer3D1.ModelData.Clear();
foreach (SkinBOX box in boxProperties)
{
renderer3D1.ModelData.Add(box);
}
renderer3D1.ResetOffsets();
foreach (SkinPartOffset offset in offsetProperties)
{
renderer3D1.SetPartOffset(offset);
}
if (EditorValue.Texture is not null)
{
renderer3D1.Texture = EditorValue.Texture;
}
if (EditorValue.Texture is null && renderer3D1.Texture is not null)
{
EditorValue.Texture = renderer3D1.Texture;
}
_skinOffsetListBindingSource = new BindingSource(renderer3D1.GetOffsets().ToArray(), null);
offsetListBox.DataSource = _skinOffsetListBindingSource;
offsetListBox.DisplayMember = "Type";
offsetListBox.ValueMember = "Value";
_skinPartListBindingSource.ResetBindings(false);
_skinOffsetListBindingSource.ResetBindings(false);
}
private void GenerateUVTextureMap(SkinBOX skinBox)
{
if (EditorValue?.Texture is null)
{
Trace.TraceWarning($"[{nameof(CustomSkinEditor)}@{nameof(GenerateUVTextureMap)}] Failed to generate uv for {skinBox}. Reason: Model.Texture was null");
return;
}
using (Graphics graphics = Graphics.FromImage(EditorValue.Texture))
{
graphics.ApplyConfig(_graphicsConfig);
int argb = _rng.Next(unchecked((int)0xFF000000), -1);
var color = Color.FromArgb(argb);
Brush brush = new SolidBrush(color);
graphics.FillPath(brush, skinBox.GetUVGraphicsPath());
}
renderer3D1.Texture = EditorValue.Texture;
}
private void createToolStripMenuItem_Click(object sender, EventArgs e)
{
var boxEditor = new BoxEditor(SkinBOX.DefaultHead, _allowInflate);
if (boxEditor.ShowDialog() == DialogResult.OK)
{
SkinBOX newBox = boxEditor.Result;
renderer3D1.ModelData.Add(newBox);
EditorValue.Model.AdditionalBoxes.Add(newBox);
_skinPartListBindingSource.ResetBindings(false);
if (generateTextureCheckBox.Checked)
GenerateUVTextureMap(newBox);
}
}
private void exportTextureButton_Click(object sender, EventArgs e)
{
if (EditorValue?.Texture is null)
{
Trace.TraceWarning($"[{nameof(CustomSkinEditor)}@{nameof(exportTextureButton_Click)}] Failed to export texture. Reason: skin.Model.Texture was null");
return;
}
using SaveFileDialog saveFileDialog = new SaveFileDialog();
saveFileDialog.Filter = "PNG Image Files | *.png";
if (saveFileDialog.ShowDialog() == DialogResult.OK)
{
EditorValue.Texture.Save(saveFileDialog.FileName, ImageFormat.Png);
}
}
private void importTextureButton_Click(object sender, EventArgs e)
{
OpenFileDialog openFileDialog = new OpenFileDialog();
openFileDialog.Filter = "PNG Image Files | *.png";
openFileDialog.Title = "Select Skin Texture";
if (openFileDialog.ShowDialog() == DialogResult.OK)
{
generateTextureCheckBox.Checked = false;
renderer3D1.Texture = Image.FromFile(openFileDialog.FileName).ReleaseFromFile();
}
}
private void buttonDone_Click(object sender, EventArgs e)
{
EditorValue.Model.AdditionalBoxes.Clear();
EditorValue.Model.AdditionalBoxes.AddRange(renderer3D1.ModelData);
EditorValue.Model.PartOffsets.Clear();
EditorValue.Model.PartOffsets.AddRange(renderer3D1.GetOffsets());
// just in case they're not the same instance
EditorValue.Anim = renderer3D1.ANIM;
DialogResult = DialogResult.OK;
}
private void exportSkinButton_Click(object sender, EventArgs e)
{
SaveFileDialog saveFileDialog = new SaveFileDialog();
saveFileDialog.Title = "Save Model File";
saveFileDialog.Filter = SkinModelImporter.Default.SupportedModelFileFormatsFilter;
saveFileDialog.FileName = EditorValue.MetaData.Name.TrimEnd(new char[] { '\n', '\r' }).Replace(' ', '_');
if (saveFileDialog.ShowDialog() == DialogResult.OK)
SkinModelImporter.Default.Export(saveFileDialog.FileName, EditorValue.GetModelInfo());
}
private void importSkinButton_Click(object sender, EventArgs e)
{
OpenFileDialog openFileDialog = new OpenFileDialog();
openFileDialog.Title = "Select Model File";
openFileDialog.Filter = SkinModelImporter.Default.SupportedModelFileFormatsFilter;
if (MessageBox.Show("Import custom model project file? Your current work will be lost!", "", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation, MessageBoxDefaultButton.Button1) == DialogResult.Yes && openFileDialog.ShowDialog() == DialogResult.OK)
{
SkinModelInfo modelInfo = SkinModelImporter.Default.Import(openFileDialog.FileName);
if (modelInfo is not null)
{
EditorValue.SetModelInfo(modelInfo);
LoadModelData();
}
}
}
private void cloneToolStripMenuItem_Click(object sender, EventArgs e)
{
if (skinPartListBox.SelectedItem is SkinBOX box)
{
SkinBOX clone = box;
renderer3D1.ModelData.Add(clone);
EditorValue.Model.AdditionalBoxes.Add(clone);
_skinPartListBindingSource.ResetBindings(false);
}
}
private void deleteToolStripMenuItem_Click(object sender, EventArgs e)
{
if (skinPartListBox.SelectedItem is SkinBOX box)
{
renderer3D1.ModelData.Remove(box);
EditorValue.Model.AdditionalBoxes.Remove(box);
_skinPartListBindingSource.ResetBindings(false);
}
}
private void CustomSkinEditor_FormClosing(object sender, FormClosingEventArgs e)
{
renderer3D1.Dispose();
}
private void outlineColorButton_Click(object sender, EventArgs e)
{
ColorDialog colorDialog = new ColorDialog();
colorDialog.SolidColorOnly = true;
if (colorDialog.ShowDialog() == DialogResult.OK)
{
renderer3D1.GuideLineColor = colorDialog.Color;
skinPartListBox_SelectedIndexChanged(sender, e);
}
}
private void renderer3D1_TextureChanging(object sender, Rendering.TextureChangingEventArgs e)
{
Image texture = e.NewTexture;
// Skins can only be a 1:1 ratio (base 64x64) or a 2:1 ratio (base 64x32)
if (Settings.Default.ValidateImageDimension && texture.Width != texture.Height && texture.Height != texture.Width / 2)
{
e.Cancel = true;
MessageBox.Show("The selected image does not suit a skin texture.", "Invalid image dimensions.", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
uvPictureBox.Image = EditorValue.Texture = texture;
textureSizeLabel.Text = $"{texture.Width}x{texture.Height}";
}
private void skinPartListBox_DoubleClick(object sender, EventArgs e)
{
if (skinPartListBox.SelectedItem is SkinBOX box)
{
var boxEditor = new BoxEditor(box, _allowInflate);
if (boxEditor.ShowDialog() == DialogResult.OK)
{
renderer3D1.ModelData[skinPartListBox.SelectedIndex] = boxEditor.Result;
_skinPartListBindingSource.ResetItem(skinPartListBox.SelectedIndex);
}
}
}
// TODO: fixed outline rendering
private void skinPartListBox_SelectedIndexChanged(object sender, EventArgs e)
{
int scale = 1;
renderer3D1.SelectedIndices = skinPartListBox.SelectedIndices.Cast<int>().ToArray();
StringBuilder uv_sb = new StringBuilder();
StringBuilder size_sb = new StringBuilder();
StringBuilder pos_sb = new StringBuilder();
foreach (SkinBOX b in skinPartListBox.SelectedItems.Cast<SkinBOX>())
{
uv_sb.Append(b.UV);
uv_sb.Append(", ");
size_sb.Append(b.Size);
size_sb.Append(", ");
pos_sb.Append(b.Pos);
pos_sb.Append(", ");
}
uvLabel.Text = $"UV: {uv_sb}";
sizeLabel.Text = $"Size: {size_sb}";
positionLabel.Text = $"Position: {pos_sb}";
// TODO: highlight all selected boxes
if (skinPartListBox.SelectedItem is SkinBOX box)
{
Image uvArea = EditorValue.Texture.GetArea(Rectangle.Truncate(new RectangleF(box.UV.X, box.UV.Y, box.Size.X * 2 + box.Size.Z * 2, box.Size.Z + box.Size.Y)));
Bitmap refImg = new Bitmap(1, 1);
using (var g = Graphics.FromImage(refImg))
{
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.DrawImage(uvArea, new Rectangle(0, 0, 1, 1));
}
Color avgColor = refImg.GetPixel(0, 0);
renderer3D1.HighlightlingColor = avgColor.Inversed();
Size scaleSize = new Size(EditorValue.Texture.Width * scale, EditorValue.Texture.Height * scale);
uvPictureBox.Image = new Bitmap(scaleSize.Width, scaleSize.Height);
using (Graphics g = Graphics.FromImage(uvPictureBox.Image))
{
GraphicsPath graphicsPath = box.GetUVGraphicsPath(new System.Numerics.Vector2(scaleSize.Width * renderer3D1.TillingFactor.X, scaleSize.Height * renderer3D1.TillingFactor.Y));
var brush = new SolidBrush(Color.FromArgb(127, avgColor.GreyScaled()));
g.ApplyConfig(_graphicsConfig);
g.DrawImage(EditorValue.Texture, new Rectangle(Point.Empty, scaleSize), new Rectangle(Point.Empty, EditorValue.Texture.Size), GraphicsUnit.Pixel);
g.FillPath(brush, graphicsPath);
}
uvPictureBox.Invalidate();
}
}
private void captureScreenshotButton_Click(object sender, EventArgs e)
{
using SaveFileDialog saveFileDialog = new SaveFileDialog()
{
Filter = "PNG|*.png"
};
if (saveFileDialog.ShowDialog() == DialogResult.OK)
{
renderer3D1.GetThumbnail().Save(saveFileDialog.FileName, ImageFormat.Png);
}
}
private void showArmorCheckbox_CheckedChanged(object sender, EventArgs e)
{
renderer3D1.ShowArmor = showArmorCheckbox.Checked;
}
private void skinPartListBox_KeyUp(object sender, KeyEventArgs e)
{
switch (e.KeyCode)
{
case Keys.Delete:
deleteToolStripMenuItem_Click(sender, e);
break;
case Keys.Escape:
ClearSelection();
break;
default:
break;
}
}
private void ReloadOffsetList()
{
_skinOffsetListBindingSource = new BindingSource(renderer3D1.GetOffsets().ToArray(), null);
offsetListBox.DataSource = _skinOffsetListBindingSource;
_skinOffsetListBindingSource.ResetBindings(false);
}
private void addOffsetToolStripMenuItem_Click(object sender, EventArgs e)
{
var offsets = renderer3D1.GetOffsets().Select(offset => offset.Type).ToList();
string[] available = SkinPartOffset.ValidModelOffsetTypes.Where(s => !offsets.Contains(s)).ToArray();
using ItemSelectionPopUp typeSelection = new ItemSelectionPopUp(available);
using NumericPrompt valuePrompt = new NumericPrompt(0f, -cOffsetMaximum, cOffsetMaximum);
valuePrompt.DecimalPlaces = 1;
valuePrompt.ValueStep = (decimal)0.1f;
if (typeSelection.ShowDialog() == DialogResult.OK && valuePrompt.ShowDialog() == DialogResult.OK)
{
renderer3D1.SetPartOffset(typeSelection.SelectedItem, (float)valuePrompt.SelectedValue);
ReloadOffsetList();
}
}
private void removeOffsetToolStripMenuItem_Click(object sender, EventArgs e)
{
if (offsetListBox.SelectedItem is not SkinPartOffset offset)
return;
renderer3D1.SetPartOffset(offset.Type, 0f);
ReloadOffsetList();
}
private void offsetListBox_DoubleClick(object sender, EventArgs e)
{
if (offsetListBox.SelectedItem is not SkinPartOffset offset)
return;
using NumericPrompt valuePrompt = new NumericPrompt(offset.Value, -cOffsetMaximum, cOffsetMaximum);
valuePrompt.ToolTipText = "Set new Value for " + offset.Type;
valuePrompt.DecimalPlaces = 1;
valuePrompt.ValueStep = (decimal)0.1f;
if (valuePrompt.ShowDialog() == DialogResult.OK)
{
renderer3D1.SetPartOffset(offset.Type, (float)valuePrompt.SelectedValue);
ReloadOffsetList();
}
}
private void skinPartListBox_MouseClick(object sender, MouseEventArgs e)
{
if (skinPartListBox.IndexFromPoint(e.X, e.Y) == -1)
ClearSelection();
}
private void ClearSelection()
{
skinPartListBox.ClearSelected();
uvPictureBox.Image = EditorValue.Texture;
}
private void centerSelectionCheckbox_CheckedChanged(object sender, EventArgs e)
{
renderer3D1.CenterOnSelect = centerSelectionCheckbox.Checked;
}
private void generateUvTextureToolStripMenuItem_Click(object sender, EventArgs e)
{
if (skinPartListBox.SelectedItem is SkinBOX skinBox)
{
GenerateUVTextureMap(skinBox);
}
}
private void renderSettingsButton_Click(object sender, EventArgs e)
{
using AppSettingsForm settingsForm = new AppSettingsForm("Render Settings", _settingsManager.GetSettings());
settingsForm.ShowDialog();
}
private string SanitizeModelFilename(in string modelFilename)
{
return string.IsNullOrWhiteSpace(modelFilename) ? "template" : modelFilename.TrimEnd(new char[] { '\n', '\r' }).Replace(' ', '_');
}
private void exportTemplateButton_Click(object sender, EventArgs e)
{
Image templateTexture = Resources.classic_template;
SkinAnimMask templateAnimMask = SkinAnimMask.RESOLUTION_64x64;
SaveFileDialog saveFileDialog = new SaveFileDialog();
saveFileDialog.Title = "Save Template Model";
saveFileDialog.Filter = SkinModelImporter.Default.SupportedModelFileFormatsFilter;
saveFileDialog.FileName = SanitizeModelFilename(EditorValue.MetaData.Name);
if (saveFileDialog.ShowDialog() == DialogResult.OK)
{
SkinModelInfo modelInfo = new SkinModelInfo(templateTexture, templateAnimMask, new SkinModel());
SkinModelImporter.Default.Export(saveFileDialog.FileName, modelInfo);
}
}
private void animEditorButton_Click(object sender, EventArgs e)
{
ProcessDialogKey(Keys.A);
}
}
}