mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-12 06:02:31 +00:00
cd57a856fc
PBR shader slghtly improved. Skyobx toggle now works while viewport is active, Cubemaps now have a check wether or not the file given is a valid cube map dds. Update column sizing so forms load much faster Option to right click and clear paths in settings if set
261 lines
9.4 KiB
C#
261 lines
9.4 KiB
C#
using System;
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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.IO;
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using System.Numerics;
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namespace Switch_Toolbox.Library.IO
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{
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public static class MatrixExenstion
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{
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public static float Deg2Rad = (float)(System.Math.PI * 2) / 360;
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public static float Rad2Deg = (float)(360 / (System.Math.PI * 2));
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public static OpenTK.Vector3 QuaternionToEuler(OpenTK.Quaternion q1)
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{
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float sqw = q1.W * q1.W;
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float sqx = q1.X * q1.X;
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float sqy = q1.Y * q1.Y;
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float sqz = q1.Z * q1.Z;
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float unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
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float test = q1.X * q1.W - q1.Y * q1.Z;
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OpenTK.Vector3 v;
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if (test > 0.4995f * unit)
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{ // singularity at north pole
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v.Y = 2f * (float)System.Math.Atan2(q1.X, q1.Y);
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v.X = (float)System.Math.PI / 2;
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v.Z = 0;
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return NormalizeAngles(v * Rad2Deg);
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}
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if (test < -0.4995f * unit)
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{ // singularity at south pole
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v.Y = -2f * (float)System.Math.Atan2(q1.Y, q1.X);
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v.X = (float)-System.Math.PI / 2;
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v.Z = 0;
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return NormalizeAngles(v * Rad2Deg);
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}
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Quaternion q = new Quaternion(q1.W, q1.Z, q1.X, q1.Y);
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v.Y = (float)Math.Atan2(2f * q.X * q.W + 2f * q.Y * q.Z, 1 - 2f * (q.Z * q.Z + q.W * q.W)); // Yaw
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v.X = (float)Math.Asin(2f * (q.X * q.Z - q.W * q.Y)); // Pitch
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v.Z = (float)Math.Atan2(2f * q.X * q.Y + 2f * q.Z * q.W, 1 - 2f * (q.Y * q.Y + q.Z * q.Z)); // Roll
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return NormalizeAngles(v * Rad2Deg);
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}
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static OpenTK.Vector3 NormalizeAngles(OpenTK.Vector3 angles)
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{
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angles.X = NormalizeAngle(angles.X);
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angles.Y = NormalizeAngle(angles.Y);
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angles.Z = NormalizeAngle(angles.Z);
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return angles;
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}
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static float NormalizeAngle(float angle)
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{
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while (angle > 360)
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angle -= 360;
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while (angle < 0)
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angle += 360;
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return angle;
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}
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public static OpenTK.Quaternion EulerToQuaternion(float yaw, float pitch, float roll)
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{
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yaw *= Deg2Rad;
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pitch *= Deg2Rad;
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roll *= Deg2Rad;
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float rollOver2 = roll * 0.5f;
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float sinRollOver2 = (float)Math.Sin((double)rollOver2);
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float cosRollOver2 = (float)Math.Cos((double)rollOver2);
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float pitchOver2 = pitch * 0.5f;
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float sinPitchOver2 = (float)Math.Sin((double)pitchOver2);
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float cosPitchOver2 = (float)Math.Cos((double)pitchOver2);
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float yawOver2 = yaw * 0.5f;
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float sinYawOver2 = (float)Math.Sin((double)yawOver2);
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float cosYawOver2 = (float)Math.Cos((double)yawOver2);
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OpenTK.Quaternion result = OpenTK.Quaternion.Identity;
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result.W = cosYawOver2 * cosPitchOver2 * cosRollOver2 + sinYawOver2 * sinPitchOver2 * sinRollOver2;
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result.X = cosYawOver2 * sinPitchOver2 * cosRollOver2 + sinYawOver2 * cosPitchOver2 * sinRollOver2;
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result.Y = sinYawOver2 * cosPitchOver2 * cosRollOver2 - cosYawOver2 * sinPitchOver2 * sinRollOver2;
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result.Z = cosYawOver2 * cosPitchOver2 * sinRollOver2 - sinYawOver2 * sinPitchOver2 * cosRollOver2;
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return result;
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}
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public static OpenTK.Matrix4 CreateRotation(OpenTK.Vector3 Normal, OpenTK.Vector3 Tangent)
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{
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var mat4 = OpenTK.Matrix4.Identity;
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var vec3 = OpenTK.Vector3.Cross(Normal, Tangent);
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mat4.M11 = Tangent.X;
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mat4.M21 = Tangent.Y;
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mat4.M31 = Tangent.Z;
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mat4.M12 = Normal.X;
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mat4.M22 = Normal.Y;
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mat4.M32 = Normal.Z;
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mat4.M13 = vec3.X;
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mat4.M23 = vec3.Y;
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mat4.M33 = vec3.Z;
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return mat4;
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}
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public static Syroot.Maths.Matrix3x4 GetMatrixInverted(STBone bone)
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{
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return ToMatrix3x4(CalculateInverseMatrix(bone).inverse);
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}
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public class Matrices
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{
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public Matrix4x4 transform = Matrix4x4.Identity;
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public Matrix4x4 inverse = Matrix4x4.Identity;
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}
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public static Matrix4x4 CalculateTransformMatrix(STBone bone)
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{
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var trans = Matrix4x4.CreateTranslation(new Vector3(bone.position[0], bone.position[1], bone.position[2]));
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var scale = Matrix4x4.CreateScale(new Vector3(bone.scale[0], bone.scale[1], bone.scale[2]));
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Matrix4x4 quat = Matrix4x4.Identity;
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if (bone.RotationType == STBone.BoneRotationType.Euler)
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quat = Matrix4x4.CreateFromQuaternion(QuatFromEular(bone.rotation[0], bone.rotation[1], bone.rotation[2]));
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else
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quat = Matrix4x4.CreateFromQuaternion(QuatFromQuat(bone.rotation[0], bone.rotation[1], bone.rotation[2], bone.rotation[3]));
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return Matrix4x4.Multiply(quat, trans);
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}
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public static Matrices CalculateInverseMatrix(STBone bone)
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{
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var matrices = new Matrices();
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//Get parent transform for a smooth matrix
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if (bone.Parent != null && bone.Parent is STBone)
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matrices.transform *= CalculateInverseMatrix((STBone)bone.Parent).transform;
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else
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matrices.transform = Matrix4x4.Identity;
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//Now calculate the matrix with TK matrices
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var trans = Matrix4x4.CreateTranslation(new Vector3(bone.position[0], bone.position[1], bone.position[2]));
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var scale = Matrix4x4.CreateScale(new Vector3(bone.scale[0], bone.scale[1], bone.scale[2]));
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Matrix4x4 quat = Matrix4x4.Identity;
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if (bone.RotationType == STBone.BoneRotationType.Euler)
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quat = Matrix4x4.CreateFromQuaternion(QuatFromEular(bone.rotation[0], bone.rotation[1], bone.rotation[2]));
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else
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quat = Matrix4x4.CreateFromQuaternion(QuatFromQuat(bone.rotation[0], bone.rotation[1], bone.rotation[2], bone.rotation[3]));
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matrices.transform = Matrix4x4.Multiply(Matrix4x4.Multiply(quat, trans), matrices.transform);
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Matrix4x4 Inverse;
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Matrix4x4.Invert(matrices.transform, out Inverse);
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matrices.inverse = Inverse;
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return matrices;
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}
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public static Quaternion QuatFromQuat(float x, float y, float z, float w)
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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 q;
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}
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public static Quaternion QuatFromEular(float x, float y, float z)
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{
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Quaternion xRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, x);
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Quaternion yRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, y);
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Quaternion zRotation = Quaternion.CreateFromAxisAngle(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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//Left-Handed
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public static Matrix4x4 ToMatrix4x4(this Syroot.Maths.Matrix3x4 mat)
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{
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return new Matrix4x4()
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{
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M11 = mat.M11,
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M21 = mat.M12,
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M31 = mat.M13,
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M41 = mat.M14,
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M12 = mat.M21,
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M22 = mat.M22,
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M32 = mat.M23,
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M42 = mat.M24,
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M13 = mat.M31,
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M23 = mat.M32,
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M33 = mat.M33,
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M43 = mat.M34,
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M14 = 0,
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M24 = 0,
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M34 = 0,
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M44 = 0
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};
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}
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//Left-Handed
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public static Syroot.Maths.Matrix3x4 ToMatrix3x4(this Matrix4x4 mat)
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{
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if (mat.M11 == -0) mat.M11 = 0;
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if (mat.M12 == -0) mat.M12 = 0;
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if (mat.M13 == -0) mat.M13 = 0;
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if (mat.M14 == -0) mat.M14 = 0;
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if (mat.M21 == -0) mat.M21 = 0;
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if (mat.M22 == -0) mat.M22 = 0;
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if (mat.M23 == -0) mat.M23 = 0;
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if (mat.M24 == -0) mat.M24 = 0;
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if (mat.M31 == -0) mat.M31 = 0;
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if (mat.M32 == -0) mat.M32 = 0;
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if (mat.M33 == -0) mat.M33 = 0;
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if (mat.M34 == -0) mat.M34 = 0;
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return new Syroot.Maths.Matrix3x4()
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{
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M11 = mat.M11,
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M12 = mat.M21,
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M13 = mat.M31,
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M14 = mat.M41,
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M21 = mat.M12,
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M22 = mat.M22,
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M23 = mat.M32,
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M24 = mat.M42,
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M31 = mat.M13,
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M32 = mat.M23,
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M33 = mat.M33,
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M34 = mat.M43,
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/* M11 = mat.M11,
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M12 = mat.M12,
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M13 = mat.M13,
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M14 = mat.M14,
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M21 = mat.M21,
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M22 = mat.M22,
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M23 = mat.M23,
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M24 = mat.M24,
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M31 = mat.M31,
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M32 = mat.M32,
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M33 = mat.M33,
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M34 = mat.M34,*/
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};
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}
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}
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}
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