mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 12:33:12 +00:00
159 lines
5.7 KiB
C#
159 lines
5.7 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.Threading.Tasks;
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using OpenTK;
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namespace Toolbox.Library
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{
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public static class STMath
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{
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public const float Deg2Rad = (float)System.Math.PI / 180.0f;
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public const float Rad2Deg = 180.0f / (float)System.Math.PI;
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private const long SizeOfKb = 1024;
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private const long SizeOfMb = SizeOfKb * 1024;
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private const long SizeOfGb = SizeOfMb * 1024;
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private const long SizeOfTb = SizeOfGb * 1024;
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public static double ConvertBytesToMegabytes(long bytes)
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{
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return (bytes / SizeOfKb) / SizeOfKb;
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}
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static double ConvertKilobytesToMegabytes(long kilobytes)
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{
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return kilobytes / SizeOfKb;
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}
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public static string GetFileSize(this long value, int decimalPlaces = 0)
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{
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var asTb = Math.Round((double)value / SizeOfTb, decimalPlaces);
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var asGb = Math.Round((double)value / SizeOfGb, decimalPlaces);
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var asMb = Math.Round((double)value / SizeOfMb, decimalPlaces);
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var asKb = Math.Round((double)value / SizeOfKb, decimalPlaces);
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string chosenValue = asTb > 1 ? string.Format("{0} TB", asTb)
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: asGb > 1 ? string.Format("{0} GB", asGb)
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: asMb > 1 ? string.Format("{0} MB", asMb)
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: asKb > 1 ? string.Format("{0} KB", asKb)
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: string.Format("{0} bytes", Math.Round((double)value, decimalPlaces));
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return chosenValue;
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}
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//From https://github.com/Ploaj/SSBHLib/blob/e37b0d83cd088090f7802be19b1d05ec998f2b6a/CrossMod/Tools/CrossMath.cs#L42
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//Seems to give good results
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public static Vector3 ToEulerAngles(double X, double Y, double Z, double W)
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{
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return ToEulerAngles(new Quaternion((float)X, (float)Y, (float)Z, (float)W));
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}
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public static Vector3 ToEulerAngles(float X, float Y, float Z, float W)
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{
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return ToEulerAngles(new Quaternion(X, Y, Z, W));
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}
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public static Vector3 ToEulerAngles(Quaternion q)
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{
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Matrix4 mat = Matrix4.CreateFromQuaternion(q);
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float x, y, z;
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y = (float)Math.Asin(Clamp(mat.M13, -1, 1));
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if (Math.Abs(mat.M13) < 0.99999)
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{
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x = (float)Math.Atan2(-mat.M23, mat.M33);
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z = (float)Math.Atan2(-mat.M12, mat.M11);
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}
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else
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{
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x = (float)Math.Atan2(mat.M32, mat.M22);
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z = 0;
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}
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return new Vector3(x, y, z) * -1;
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}
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public static Quaternion FromEulerAngles(Vector3 rotation)
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{
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Quaternion xRotation = Quaternion.FromAxisAngle(Vector3.UnitX, rotation.X);
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Quaternion yRotation = Quaternion.FromAxisAngle(Vector3.UnitY, rotation.Y);
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Quaternion zRotation = Quaternion.FromAxisAngle(Vector3.UnitZ, rotation.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 q;
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}
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public static Matrix4 RotationFromTo(Vector3 start, Vector3 end)
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{
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var axis = Vector3.Cross(start, end).Normalized();
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var angle = (float)Math.Acos(Vector3.Dot(start, end));
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return Matrix4.CreateFromAxisAngle(axis, angle);
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}
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public static Quaternion QuatRotationFromTo(Vector3 start, Vector3 end)
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{
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var axis = Vector3.Cross(start, end).Normalized();
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var angle = (float)Math.Acos(Vector3.Dot(start, end));
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return Quaternion.FromAxisAngle(axis, angle);
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}
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public static Vector3 GetEulerAngle(Matrix4 m)
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{
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float pitch, yaw, roll; // 3 angles
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yaw = Rad2Deg * (float)Math.Asin(GetValue(m, 8));
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if (GetValue(m, 10) < 0)
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{
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if (yaw >= 0) yaw = 180.0f - yaw;
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else yaw = -180.0f - yaw;
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}
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// find roll (around z-axis) and pitch (around x-axis)
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// if forward vector is (1,0,0) or (-1,0,0), then m[0]=m[4]=m[9]=m[10]=0
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if (m.M11 > -double.Epsilon && m.M11 < double.Epsilon)
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{
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roll = 0; //@@ assume roll=0
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pitch = Rad2Deg * (float)Math.Atan2(GetValue(m, 1), GetValue(m, 5));
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}
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else
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{
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roll = Rad2Deg * (float)Math.Atan2(-GetValue(m, 4), GetValue(m, 0));
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pitch = Rad2Deg * (float)Math.Atan2(-GetValue(m, 9), GetValue(m, 10));
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}
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return new Vector3(pitch, yaw, roll) * Deg2Rad;
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}
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static float GetValue(Matrix4 mat, int index)
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{
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switch (index)
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{
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case 0: return mat.M11;
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case 1: return mat.M12;
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case 2: return mat.M13;
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case 3: return mat.M14;
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case 4: return mat.M21;
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case 5: return mat.M22;
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case 6: return mat.M23;
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case 7: return mat.M24;
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case 8: return mat.M31;
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case 9: return mat.M32;
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case 10: return mat.M33;
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case 11: return mat.M34;
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case 12: return mat.M41;
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case 13: return mat.M42;
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case 14: return mat.M43;
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case 15: return mat.M44;
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default:
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throw new Exception("Invalid index for 4x4 matrix!");
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}
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}
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public static float Clamp(float v, float min, float max)
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{
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if (v < min) return min;
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if (v > max) return max;
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return v;
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}
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}
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}
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