using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Assimp; using OpenTK; using SN = System.Numerics; namespace Switch_Toolbox.Library { public static class AssimpHelper { public static Matrix4x4 GetBoneMatrix(STBone bone) { var pos = Matrix4x4.FromTranslation(new Vector3D(bone.position[0], bone.position[1], bone.position[2])); var rotx = Matrix4x4.FromRotationX(bone.rotation[0]); var roty = Matrix4x4.FromRotationY(bone.rotation[1]); var rotz = Matrix4x4.FromRotationZ(bone.rotation[2]); var sca = Matrix4x4.FromScaling(new Vector3D(bone.scale[0], bone.scale[1], bone.scale[2])); return sca * (rotx * roty * rotz) * pos; } public static string GetSaveFilter() { return "Supported Formats|*.dae;*.stl;*.obj; *.ply; *.x;*.3ds;*.json;|" + "DAE |*.dae|" + "OBJ |*.obj|" + "STL |*.stl|" + "PLY |*.ply|" + "X |*.x|" + "3DS |*.3ds|" + "JSON WebGL |*.json|" + "All files(*.*)|*.*"; } public static Syroot.Maths.Matrix3x4 CalculateInverseMatrix(STBone bone) { return FromAssimpMatrix(AssimpCalculateInverseMatrix(bone)); } public static Syroot.Maths.Matrix3x4 FromAssimpMatrix(Assimp.Matrix4x4 mat) { var mat4 = new Syroot.Maths.Matrix3x4(); mat4.M11 = mat.A1; mat4.M12 = mat.A2; mat4.M13 = mat.A3; mat4.M14 = mat.A4; mat4.M21 = mat.B1; mat4.M22 = mat.B2; mat4.M23 = mat.B3; mat4.M24 = mat.B4; mat4.M31 = mat.C1; mat4.M32 = mat.C2; mat4.M33 = mat.C3; mat4.M34 = mat.C4; /* mat4.M41 = mat.D1; mat4.M42 = mat.D2; mat4.M43 = mat.D3; mat4.M44 = mat.D4;*/ return mat4; } public static Assimp.Matrix4x4 AssimpCalculateInverseMatrix(STBone bone) { Assimp.Matrix4x4 transf; //Get parent transform for a smooth matrix if (bone.Parent != null && bone.Parent is STBone) transf = AssimpCalculateInverseMatrix((STBone)bone.Parent); else transf = Assimp.Matrix4x4.Identity; //Now calculate the matrix with TK matrices var trans = Assimp.Matrix4x4.FromTranslation(new Vector3D(bone.position[0], bone.position[1], bone.position[2])); var scale = Assimp.Matrix4x4.FromScaling(new Vector3D(bone.scale[0], bone.scale[1], bone.scale[2])); var rotX = Assimp.Matrix4x4.FromRotationX(bone.rotation[0]); var rotY = Assimp.Matrix4x4.FromRotationY(bone.rotation[1]); var rotZ = Assimp.Matrix4x4.FromRotationZ(bone.rotation[2]); var result = scale * (rotX * rotY * rotZ) * trans; result.Inverse(); return transf; } public static Vector3 FromVector(Vector3D vec) { Vector3 v; v.X = vec.X; v.Y = vec.Y; v.Z = vec.Z; return v; } public static Matrix4x4 ToMatrix4x4(this OpenTK.Matrix4 mat4) { Matrix4x4 outMat = new Matrix4x4( mat4.M11, mat4.M12, mat4.M13, mat4.M14, mat4.M21, mat4.M22, mat4.M23, mat4.M24, mat4.M31, mat4.M32, mat4.M33, mat4.M34, mat4.M41, mat4.M42, mat4.M43, mat4.M44); return outMat; } public static OpenTK.Matrix4 TKMatrix(Assimp.Matrix4x4 input) { return new OpenTK.Matrix4(input.A1, input.B1, input.C1, input.D1, input.A2, input.B2, input.C2, input.D2, input.A3, input.B3, input.C3, input.D3, input.A4, input.B4, input.C4, input.D4); } public static Vector3 ToEular(OpenTK.Quaternion q) { Matrix4 mat = Matrix4.CreateFromQuaternion(q); float x, y, z; y = (float)Math.Asin(Clamp(mat.M13, -1, 1)); if (Math.Abs(mat.M13) < 0.99999) { x = (float)Math.Atan2(-mat.M23, mat.M33); z = (float)Math.Atan2(-mat.M12, mat.M11); } else { x = (float)Math.Atan2(mat.M32, mat.M22); z = 0; } return new Vector3(x, y, z) * -1; } private static float Clamp(float v, float min, float max) { if (v < min) return min; if (v > max) return max; return v; } public static OpenTK.Quaternion TKQuaternion(Assimp.Quaternion rot) { OpenTK.Quaternion quat = new OpenTK.Quaternion(); quat.X = rot.X; quat.Y = rot.Y; quat.Z = rot.Z; quat.W = rot.W; return quat; } public static Matrix4x4 AssimpFromTKMatrix(Matrix4 tkMatrix) { Matrix4x4 m = new Matrix4x4(); m.A1 = tkMatrix.M11; m.A2 = tkMatrix.M12; m.A3 = tkMatrix.M13; m.A4 = tkMatrix.M14; m.B1 = tkMatrix.M21; m.B2 = tkMatrix.M22; m.B3 = tkMatrix.M23; m.B4 = tkMatrix.M24; m.C1 = tkMatrix.M31; m.C2 = tkMatrix.M32; m.C3 = tkMatrix.M33; m.C4 = tkMatrix.M34; m.D1 = tkMatrix.M41; m.D2 = tkMatrix.M42; m.D3 = tkMatrix.M43; m.D4 = tkMatrix.M44; return m; } public static void ToNumerics(this Assimp.Matrix4x4 matIn, out SN.Matrix4x4 matOut) { //Assimp matrices are column vector, so X,Y,Z axes are columns 1-3 and 4th column is translation. //Columns => Rows to make it compatible with numerics matOut = new System.Numerics.Matrix4x4(matIn.A1, matIn.B1, matIn.C1, matIn.D1, //X matIn.A2, matIn.B2, matIn.C2, matIn.D2, //Y matIn.A3, matIn.B3, matIn.C3, matIn.D3, //Z matIn.A4, matIn.B4, matIn.C4, matIn.D4); //Translation } public static void FromNumerics(this SN.Matrix4x4 matIn, out Assimp.Matrix4x4 matOut) { //Numerics matrix are row vector, so X,Y,Z axes are rows 1-3 and 4th row is translation. //Rows => Columns to make it compatible with assimp //X matOut.A1 = matIn.M11; matOut.B1 = matIn.M12; matOut.C1 = matIn.M13; matOut.D1 = matIn.M14; //Y matOut.A2 = matIn.M21; matOut.B2 = matIn.M22; matOut.C2 = matIn.M23; matOut.D2 = matIn.M24; //Z matOut.A3 = matIn.M31; matOut.B3 = matIn.M32; matOut.C3 = matIn.M33; matOut.D3 = matIn.M34; //Translation matOut.A4 = matIn.M41; matOut.B4 = matIn.M42; matOut.C4 = matIn.M43; matOut.D4 = matIn.M44; } public static Matrix4x4 FromNumerics(this SN.Matrix4x4 matIn) { Matrix4x4 matOut = new Matrix4x4(); //Numerics matrix are row vector, so X,Y,Z axes are rows 1-3 and 4th row is translation. //Rows => Columns to make it compatible with assimp //X matOut.A1 = matIn.M11; matOut.B1 = matIn.M12; matOut.C1 = matIn.M13; matOut.D1 = matIn.M14; //Y matOut.A2 = matIn.M21; matOut.B2 = matIn.M22; matOut.C2 = matIn.M23; matOut.D2 = matIn.M24; //Z matOut.A3 = matIn.M31; matOut.B3 = matIn.M32; matOut.C3 = matIn.M33; matOut.D3 = matIn.M34; //Translation matOut.A4 = matIn.M41; matOut.B4 = matIn.M42; matOut.C4 = matIn.M43; matOut.D4 = matIn.M44; return matOut; } public static Vector3 ToEulerAngles(Assimp.Quaternion q) { float PI = (float)Math.PI; // Store the Euler angles in radians Vector3 pitchYawRoll = new Vector3(); double sqw = q.W * q.W; double sqx = q.X * q.X; double sqy = q.Y * q.Y; double sqz = q.Z * q.Z; // If quaternion is normalised the unit is one, otherwise it is the correction factor double unit = sqx + sqy + sqz + sqw; double test = q.X * q.Y + q.Z * q.W; if (test > 0.499f * unit) { // Singularity at north pole pitchYawRoll.Y = 2f * (float)Math.Atan2(q.X, q.W); // Yaw pitchYawRoll.X = PI * 0.5f; // Pitch pitchYawRoll.Z = 0f; // Roll return pitchYawRoll; } else if (test < -0.499f * unit) { // Singularity at south pole pitchYawRoll.Y = -2f * (float)Math.Atan2(q.X, q.W); // Yaw pitchYawRoll.X = -PI * 0.5f; // Pitch pitchYawRoll.Z = 0f; // Roll return pitchYawRoll; } pitchYawRoll.Y = (float)Math.Atan2(2 * q.Y * q.W - 2 * q.X * q.Z, sqx - sqy - sqz + sqw); // Yaw pitchYawRoll.X = (float)Math.Asin(2 * test / unit); // Pitch pitchYawRoll.Z = (float)Math.Atan2(2 * q.X * q.W - 2 * q.Y * q.Z, -sqx + sqy - sqz + sqw); // Roll return pitchYawRoll; } } }