mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 22:40:27 +00:00
c922ff1e4f
- AAMP can now save back to YAML! - Added text editor for AAMP editor - AAMP library has been improved signifcantly, now using one library for all versions. - BYAML now uses YAML by default. You can still right click in the editor and export as XML if needed. - BYAML saving speed improved signifcantly. - BYAML now supports reference nodes and works with 3DW byml files. - BYAML can now load shift JIS encoding for japanese characters. - YAML syntax for text editor improved with proper folding and highlighting for certain values.
90 lines
3.1 KiB
C#
90 lines
3.1 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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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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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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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 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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