mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 22:40:27 +00:00
289 lines
9.9 KiB
C#
289 lines
9.9 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 Assimp;
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using OpenTK;
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using SN = System.Numerics;
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namespace Switch_Toolbox.Library
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{
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public static class AssimpHelper
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{
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public static Matrix4x4 GetBoneMatrix(STBone bone)
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{
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var pos = Matrix4x4.FromTranslation(new Vector3D(bone.position[0], bone.position[1], bone.position[2]));
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var rotx = Matrix4x4.FromRotationX(bone.rotation[0]);
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var roty = Matrix4x4.FromRotationY(bone.rotation[1]);
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var rotz = Matrix4x4.FromRotationZ(bone.rotation[2]);
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var sca = Matrix4x4.FromScaling(new Vector3D(bone.scale[0], bone.scale[1], bone.scale[2]));
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return sca * (rotx * roty * rotz) * pos;
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}
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public static string GetSaveFilter()
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{
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return "Supported Formats|*.dae;*.stl;*.obj; *.ply; *.x;*.3ds;*.json;|" +
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"DAE |*.dae|" +
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"OBJ |*.obj|" +
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"STL |*.stl|" +
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"PLY |*.ply|" +
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"X |*.x|" +
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"3DS |*.3ds|" +
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"JSON WebGL |*.json|" +
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"All files(*.*)|*.*";
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}
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public static Syroot.Maths.Matrix3x4 CalculateInverseMatrix(STBone bone)
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{
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return FromAssimpMatrix(AssimpCalculateInverseMatrix(bone));
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}
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public static Syroot.Maths.Matrix3x4 FromAssimpMatrix(Assimp.Matrix4x4 mat)
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{
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var mat4 = new Syroot.Maths.Matrix3x4();
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mat4.M11 = mat.A1;
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mat4.M12 = mat.A2;
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mat4.M13 = mat.A3;
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mat4.M14 = mat.A4;
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mat4.M21 = mat.B1;
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mat4.M22 = mat.B2;
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mat4.M23 = mat.B3;
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mat4.M24 = mat.B4;
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mat4.M31 = mat.C1;
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mat4.M32 = mat.C2;
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mat4.M33 = mat.C3;
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mat4.M34 = mat.C4;
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/* mat4.M41 = mat.D1;
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mat4.M42 = mat.D2;
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mat4.M43 = mat.D3;
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mat4.M44 = mat.D4;*/
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return mat4;
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}
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public static Assimp.Matrix4x4 AssimpCalculateInverseMatrix(STBone bone)
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{
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Assimp.Matrix4x4 transf;
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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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transf = AssimpCalculateInverseMatrix((STBone)bone.Parent);
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else
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transf = Assimp.Matrix4x4.Identity;
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//Now calculate the matrix with TK matrices
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var trans = Assimp.Matrix4x4.FromTranslation(new Vector3D(bone.position[0], bone.position[1], bone.position[2]));
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var scale = Assimp.Matrix4x4.FromScaling(new Vector3D(bone.scale[0], bone.scale[1], bone.scale[2]));
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var rotX = Assimp.Matrix4x4.FromRotationX(bone.rotation[0]);
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var rotY = Assimp.Matrix4x4.FromRotationY(bone.rotation[1]);
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var rotZ = Assimp.Matrix4x4.FromRotationZ(bone.rotation[2]);
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var result = scale * (rotX * rotY * rotZ) * trans;
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result.Inverse();
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return transf;
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}
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public static Vector3 FromVector(Vector3D vec)
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{
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Vector3 v;
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v.X = vec.X;
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v.Y = vec.Y;
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v.Z = vec.Z;
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return v;
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}
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public static Matrix4x4 ToMatrix4x4(this OpenTK.Matrix4 mat4)
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{
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Matrix4x4 outMat = new Matrix4x4(
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mat4.M11, mat4.M12, mat4.M13, mat4.M14,
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mat4.M21, mat4.M22, mat4.M23, mat4.M24,
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mat4.M31, mat4.M32, mat4.M33, mat4.M34,
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mat4.M41, mat4.M42, mat4.M43, mat4.M44);
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return outMat;
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}
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public static OpenTK.Matrix4 TKMatrix(Assimp.Matrix4x4 input)
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{
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return new OpenTK.Matrix4(input.A1, input.B1, input.C1, input.D1,
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input.A2, input.B2, input.C2, input.D2,
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input.A3, input.B3, input.C3, input.D3,
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input.A4, input.B4, input.C4, input.D4);
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}
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public static Vector3 ToEular(OpenTK.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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private 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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public static OpenTK.Quaternion TKQuaternion(Assimp.Quaternion rot)
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{
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OpenTK.Quaternion quat = new OpenTK.Quaternion();
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quat.X = rot.X;
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quat.Y = rot.Y;
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quat.Z = rot.Z;
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quat.W = rot.W;
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return quat;
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}
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public static Matrix4x4 AssimpFromTKMatrix(Matrix4 tkMatrix)
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{
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Matrix4x4 m = new Matrix4x4();
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m.A1 = tkMatrix.M11;
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m.A2 = tkMatrix.M12;
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m.A3 = tkMatrix.M13;
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m.A4 = tkMatrix.M14;
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m.B1 = tkMatrix.M21;
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m.B2 = tkMatrix.M22;
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m.B3 = tkMatrix.M23;
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m.B4 = tkMatrix.M24;
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m.C1 = tkMatrix.M31;
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m.C2 = tkMatrix.M32;
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m.C3 = tkMatrix.M33;
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m.C4 = tkMatrix.M34;
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m.D1 = tkMatrix.M41;
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m.D2 = tkMatrix.M42;
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m.D3 = tkMatrix.M43;
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m.D4 = tkMatrix.M44;
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return m;
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}
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public static void ToNumerics(this Assimp.Matrix4x4 matIn, out SN.Matrix4x4 matOut)
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{
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//Assimp matrices are column vector, so X,Y,Z axes are columns 1-3 and 4th column is translation.
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//Columns => Rows to make it compatible with numerics
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matOut = new System.Numerics.Matrix4x4(matIn.A1, matIn.B1, matIn.C1, matIn.D1, //X
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matIn.A2, matIn.B2, matIn.C2, matIn.D2, //Y
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matIn.A3, matIn.B3, matIn.C3, matIn.D3, //Z
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matIn.A4, matIn.B4, matIn.C4, matIn.D4); //Translation
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}
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public static void FromNumerics(this SN.Matrix4x4 matIn, out Assimp.Matrix4x4 matOut)
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{
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//Numerics matrix are row vector, so X,Y,Z axes are rows 1-3 and 4th row is translation.
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//Rows => Columns to make it compatible with assimp
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//X
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matOut.A1 = matIn.M11;
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matOut.B1 = matIn.M12;
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matOut.C1 = matIn.M13;
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matOut.D1 = matIn.M14;
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//Y
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matOut.A2 = matIn.M21;
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matOut.B2 = matIn.M22;
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matOut.C2 = matIn.M23;
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matOut.D2 = matIn.M24;
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//Z
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matOut.A3 = matIn.M31;
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matOut.B3 = matIn.M32;
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matOut.C3 = matIn.M33;
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matOut.D3 = matIn.M34;
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//Translation
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matOut.A4 = matIn.M41;
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matOut.B4 = matIn.M42;
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matOut.C4 = matIn.M43;
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matOut.D4 = matIn.M44;
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}
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public static Matrix4x4 FromNumerics(this SN.Matrix4x4 matIn)
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{
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Matrix4x4 matOut = new Matrix4x4();
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//Numerics matrix are row vector, so X,Y,Z axes are rows 1-3 and 4th row is translation.
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//Rows => Columns to make it compatible with assimp
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//X
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matOut.A1 = matIn.M11;
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matOut.B1 = matIn.M12;
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matOut.C1 = matIn.M13;
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matOut.D1 = matIn.M14;
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//Y
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matOut.A2 = matIn.M21;
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matOut.B2 = matIn.M22;
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matOut.C2 = matIn.M23;
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matOut.D2 = matIn.M24;
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//Z
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matOut.A3 = matIn.M31;
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matOut.B3 = matIn.M32;
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matOut.C3 = matIn.M33;
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matOut.D3 = matIn.M34;
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//Translation
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matOut.A4 = matIn.M41;
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matOut.B4 = matIn.M42;
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matOut.C4 = matIn.M43;
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matOut.D4 = matIn.M44;
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return matOut;
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}
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public static Vector3 ToEulerAngles(Assimp.Quaternion q)
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{
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float PI = (float)Math.PI;
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// Store the Euler angles in radians
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Vector3 pitchYawRoll = new Vector3();
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double sqw = q.W * q.W;
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double sqx = q.X * q.X;
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double sqy = q.Y * q.Y;
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double sqz = q.Z * q.Z;
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// If quaternion is normalised the unit is one, otherwise it is the correction factor
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double unit = sqx + sqy + sqz + sqw;
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double test = q.X * q.Y + q.Z * q.W;
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if (test > 0.499f * unit)
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{
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// Singularity at north pole
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pitchYawRoll.Y = 2f * (float)Math.Atan2(q.X, q.W); // Yaw
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pitchYawRoll.X = PI * 0.5f; // Pitch
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pitchYawRoll.Z = 0f; // Roll
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return pitchYawRoll;
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}
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else if (test < -0.499f * unit)
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{
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// Singularity at south pole
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pitchYawRoll.Y = -2f * (float)Math.Atan2(q.X, q.W); // Yaw
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pitchYawRoll.X = -PI * 0.5f; // Pitch
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pitchYawRoll.Z = 0f; // Roll
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return pitchYawRoll;
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}
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pitchYawRoll.Y = (float)Math.Atan2(2 * q.Y * q.W - 2 * q.X * q.Z, sqx - sqy - sqz + sqw); // Yaw
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pitchYawRoll.X = (float)Math.Asin(2 * test / unit); // Pitch
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pitchYawRoll.Z = (float)Math.Atan2(2 * q.X * q.W - 2 * q.Y * q.Z, -sqx + sqy - sqz + sqw); // Roll
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return pitchYawRoll;
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}
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}
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}
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