forked from BabylonJS/Babylon.js
/
Tools.cs
325 lines (265 loc) · 10 KB
/
Tools.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using Autodesk.Max;
using MaxSharp;
using SharpDX;
using Color = MaxSharp.Color;
namespace Max2Babylon
{
public static class Tools
{
public const float Epsilon = 0.001f;
public static bool IsEqualTo(this float[] value, float[] other)
{
if (value.Length != other.Length)
{
return false;
}
return !value.Where((t, i) => Math.Abs(t - other[i]) > Epsilon).Any();
}
public static float[] ToArray(this IMatrix3 value)
{
var row0 = value.GetRow(0).ToArraySwitched();
var row1 = value.GetRow(1).ToArraySwitched();
var row2 = value.GetRow(2).ToArraySwitched();
var row3 = value.GetRow(3).ToArraySwitched();
return new[]
{
row0[0], row0[1], row0[2], 0,
row2[0], row2[1], row2[2], 0,
row1[0], row1[1], row1[2], 0,
row3[0], row3[1], row3[2], 1
};
}
public static Quaternion ToQuat(this IQuat value)
{
return new Quaternion(value.X, value.Z, value.Y, value.W );
}
public static float[] ToArray(this IQuat value)
{
return new[] { value.X, value.Z, value.Y, value.W };
}
public static float[] Scale(this Color value, float scale)
{
return new[] { value.r * scale, value.g * scale, value.b * scale };
}
public static float[] ToArray(this Color value)
{
return new[] { value.r, value.g, value.b };
}
public static float[] ToArray(this IPoint3 value)
{
return new[] { value.X, value.Y, value.Z };
}
public static float[] ToArray(this IPoint2 value)
{
return new[] { value.X, value.Y };
}
public static float[] ToArraySwitched(this IPoint2 value)
{
return new[] { value.X, 1.0f - value.Y };
}
public static float[] ToArraySwitched(this IPoint3 value)
{
return new[] { value.X, value.Z, value.Y };
}
public static float[] ToArray(this IColor value)
{
return new[] { value.R, value.G, value.B };
}
public static IEnumerable<Node> NodesListBySuperClass(this Scene scene, SuperClassID sid)
{
return from n in scene.NodeTree where n.Object != null && n.Object.SuperClassID == sid select n;
}
public static float ConvertFov(float fov)
{
return (float)(2.0f * Math.Atan(Math.Tan(fov / 2.0f) / Loader.Core.ImageAspRatio));
}
public static bool HasParent(this Node node)
{
return node.Parent != null && node.Parent.Object != null;
}
public static Guid GetGuid(this Animatable node)
{
var appData = node.GetAppData(new ClassID(Loader.Class_ID), SuperClassID.BaseNode);
var uidData = appData.GetChunk(0);
Guid uid;
if (uidData != null)
{
uid = new Guid(uidData);
}
else
{
uid = Guid.NewGuid();
appData.AddChunk(0, uid.ToByteArray());
}
return uid;
}
public static Guid GetGuid(this IINode node)
{
return GetGuid(Animatable.CreateWrapper<Node>(node));
}
public static string GetLocalData(this Node node)
{
var appData = node.GetAppData(new ClassID(Loader.Class_ID), SuperClassID.BaseNode);
var uidData = appData.GetChunk(1);
if (uidData != null)
{
return System.Text.Encoding.UTF8.GetString(uidData);
}
return "";
}
public static void SetLocalData(this Node node, string value)
{
var appData = node.GetAppData(new ClassID(Loader.Class_ID), SuperClassID.BaseNode);
var uidData = appData.GetChunk(1);
if (uidData != null)
{
appData.RemoveChunk(1);
}
appData.AddChunk(1, System.Text.Encoding.UTF8.GetBytes(value));
}
public static IMatrix3 GetWorldMatrix(this Node node, TimeValue t, bool parent)
{
var innerNode = node._Node;
var tm = innerNode.GetNodeTM(t, Interval.Forever._IInterval);
var ptm = innerNode.ParentNode.GetNodeTM(t, Interval.Forever._IInterval);
if (!parent)
return tm;
if (innerNode.ParentNode.SuperClassID == SuperClassID.Camera)
{
var r = ptm.GetRow(3);
ptm.IdentityMatrix();
ptm.SetRow(3, r);
}
ptm.Invert();
return tm.Multiply(ptm);
}
public static IMesh GetMesh(this IObject obj)
{
if (obj.CanConvertToType(ClassID.TriObject._IClass_ID) == 0)
return null;
var tri = obj.ConvertToType(0, ClassID.TriObject._IClass_ID) as ITriObject;
return tri == null ? null : tri.Mesh;
}
public static bool IsAlmostEqualTo(this IPoint3 current, IPoint3 other, float epsilon)
{
if (Math.Abs(current.X - other.X) > epsilon)
{
return false;
}
if (Math.Abs(current.Y - other.Y) > epsilon)
{
return false;
}
if (Math.Abs(current.Z - other.Z) > epsilon)
{
return false;
}
return true;
}
public static bool IsAlmostEqualTo(this IPoint2 current, IPoint2 other, float epsilon)
{
if (Math.Abs(current.X - other.X) > epsilon)
{
return false;
}
if (Math.Abs(current.Y - other.Y) > epsilon)
{
return false;
}
return true;
}
public static bool GetBoolProperty(this IINode node, string propertyName, int defaultState = 0)
{
int state = defaultState;
node.GetUserPropBool(ref propertyName, ref state);
return state == 1;
}
public static float GetFloatProperty(this IINode node, string propertyName, float defaultState = 0)
{
float state = defaultState;
node.GetUserPropFloat(ref propertyName, ref state);
return state;
}
public static float[] GetVector3Property(this IINode node, string propertyName)
{
float state0 = 0;
string name = propertyName + "_x";
node.GetUserPropFloat(ref name, ref state0);
float state1 = 0;
name = propertyName + "_y";
node.GetUserPropFloat(ref name, ref state1);
float state2 = 0;
name = propertyName + "_z";
node.GetUserPropFloat(ref name, ref state2);
return new[] { state0, state1, state2 };
}
public static void PrepareCheckBox(CheckBox checkBox, List<IINode> nodes, string propertyName, int defaultState = 0)
{
checkBox.CheckState = CheckState.Indeterminate;
foreach (var node in nodes)
{
var state = node.GetBoolProperty(propertyName, defaultState);
if (checkBox.CheckState == CheckState.Indeterminate)
{
checkBox.CheckState = state ? CheckState.Checked : CheckState.Unchecked;
}
else
{
if (!state && checkBox.CheckState == CheckState.Checked ||
state && checkBox.CheckState == CheckState.Unchecked)
{
checkBox.CheckState = CheckState.Indeterminate;
break;
}
}
}
}
public static void UpdateCheckBox(CheckBox checkBox, List<IINode> nodes, string propertyName)
{
foreach (var node in nodes)
{
if (checkBox.CheckState != CheckState.Indeterminate)
{
node.SetUserPropBool(ref propertyName, checkBox.CheckState == CheckState.Checked);
}
}
}
public static void PrepareNumericUpDown(NumericUpDown nup, List<IINode> nodes, string propertyName, float defaultState = 0)
{
nup.Value = (decimal)nodes[0].GetFloatProperty(propertyName, defaultState);
}
public static void UpdateNumericUpDown(NumericUpDown nup, List<IINode> nodes, string propertyName)
{
foreach (var node in nodes)
{
node.SetUserPropFloat(ref propertyName, (float)nup.Value);
}
}
public static void PrepareVector3Control(Vector3Control vector3Control, IINode node, string propertyName, float defaultX = 0, float defaultY = 0, float defaultZ = 0)
{
vector3Control.X = node.GetFloatProperty(propertyName + "_x", defaultX);
vector3Control.Y = node.GetFloatProperty(propertyName + "_y", defaultY);
vector3Control.Z = node.GetFloatProperty(propertyName + "_z", defaultZ);
}
public static void UpdateVector3Control(Vector3Control vector3Control, IINode node, string propertyName)
{
string name = propertyName + "_x";
node.SetUserPropFloat(ref name, vector3Control.X);
name = propertyName + "_y";
node.SetUserPropFloat(ref name, vector3Control.Y);
name = propertyName + "_z";
node.SetUserPropFloat(ref name, vector3Control.Z);
}
public static void UpdateVector3Control(Vector3Control vector3Control, List<IINode> nodes, string propertyName)
{
foreach (var node in nodes)
{
UpdateVector3Control(vector3Control, node, propertyName);
}
}
}
}