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Switch-Toolbox/Switch_Toolbox_Library/FileFormats/Assimp/AssimpHelper.cs
KillzXGaming d1f03b161f Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index  which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport

Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)

And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 12:55:09 -04:00

279 lines
9.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Assimp;
using OpenTK;
using SN = System.Numerics;
namespace Switch_Toolbox.Library
{
public static class AssimpHelper
{
public static string GetSaveFilter()
{
return "Supported Formats|*.dae;*.stl;*.obj; *.ply; *.x;*.3ds;*.json;|" +
"DAE |*.dae|" +
"OBJ |*.obj|" +
"STL |*.stl|" +
"PLY |*.ply|" +
"X |*.x|" +
"3DS |*.3ds|" +
"JSON WebGL |*.json|" +
"All files(*.*)|*.*";
}
public static Syroot.Maths.Matrix3x4 CalculateInverseMatrix(STBone bone)
{
return FromAssimpMatrix(AssimpCalculateInverseMatrix(bone));
}
public static Syroot.Maths.Matrix3x4 FromAssimpMatrix(Assimp.Matrix4x4 mat)
{
var mat4 = new Syroot.Maths.Matrix3x4();
mat4.M11 = mat.A1;
mat4.M12 = mat.A2;
mat4.M13 = mat.A3;
mat4.M14 = mat.A4;
mat4.M21 = mat.B1;
mat4.M22 = mat.B2;
mat4.M23 = mat.B3;
mat4.M24 = mat.B4;
mat4.M31 = mat.C1;
mat4.M32 = mat.C2;
mat4.M33 = mat.C3;
mat4.M34 = mat.C4;
/* mat4.M41 = mat.D1;
mat4.M42 = mat.D2;
mat4.M43 = mat.D3;
mat4.M44 = mat.D4;*/
return mat4;
}
public static Assimp.Matrix4x4 AssimpCalculateInverseMatrix(STBone bone)
{
Assimp.Matrix4x4 transf;
//Get parent transform for a smooth matrix
if (bone.Parent != null && bone.Parent is STBone)
transf = AssimpCalculateInverseMatrix((STBone)bone.Parent);
else
transf = Assimp.Matrix4x4.Identity;
//Now calculate the matrix with TK matrices
var trans = Assimp.Matrix4x4.FromTranslation(new Vector3D(bone.position[0], bone.position[1], bone.position[2]));
var scale = Assimp.Matrix4x4.FromScaling(new Vector3D(bone.scale[0], bone.scale[1], bone.scale[2]));
var rotX = Assimp.Matrix4x4.FromRotationX(bone.rotation[0]);
var rotY = Assimp.Matrix4x4.FromRotationY(bone.rotation[1]);
var rotZ = Assimp.Matrix4x4.FromRotationZ(bone.rotation[2]);
var result = scale * (rotX * rotY * rotZ) * trans;
result.Inverse();
return transf;
}
public static Vector3 FromVector(Vector3D vec)
{
Vector3 v;
v.X = vec.X;
v.Y = vec.Y;
v.Z = vec.Z;
return v;
}
public static Matrix4x4 ToMatrix4x4(this OpenTK.Matrix4 mat4)
{
Matrix4x4 outMat = new Matrix4x4(
mat4.M11, mat4.M12, mat4.M13, mat4.M14,
mat4.M21, mat4.M22, mat4.M23, mat4.M24,
mat4.M31, mat4.M32, mat4.M33, mat4.M34,
mat4.M41, mat4.M42, mat4.M43, mat4.M44);
return outMat;
}
public static OpenTK.Matrix4 TKMatrix(Assimp.Matrix4x4 input)
{
return new OpenTK.Matrix4(input.A1, input.B1, input.C1, input.D1,
input.A2, input.B2, input.C2, input.D2,
input.A3, input.B3, input.C3, input.D3,
input.A4, input.B4, input.C4, input.D4);
}
public static Vector3 ToEular(OpenTK.Quaternion q)
{
Matrix4 mat = Matrix4.CreateFromQuaternion(q);
float x, y, z;
y = (float)Math.Asin(Clamp(mat.M13, -1, 1));
if (Math.Abs(mat.M13) < 0.99999)
{
x = (float)Math.Atan2(-mat.M23, mat.M33);
z = (float)Math.Atan2(-mat.M12, mat.M11);
}
else
{
x = (float)Math.Atan2(mat.M32, mat.M22);
z = 0;
}
return new Vector3(x, y, z) * -1;
}
private static float Clamp(float v, float min, float max)
{
if (v < min) return min;
if (v > max) return max;
return v;
}
public static OpenTK.Quaternion TKQuaternion(Assimp.Quaternion rot)
{
OpenTK.Quaternion quat = new OpenTK.Quaternion();
quat.X = rot.X;
quat.Y = rot.Y;
quat.Z = rot.Z;
quat.W = rot.W;
return quat;
}
public static Matrix4x4 AssimpFromTKMatrix(Matrix4 tkMatrix)
{
Matrix4x4 m = new Matrix4x4();
m.A1 = tkMatrix.M11;
m.A2 = tkMatrix.M12;
m.A3 = tkMatrix.M13;
m.A4 = tkMatrix.M14;
m.B1 = tkMatrix.M21;
m.B2 = tkMatrix.M22;
m.B3 = tkMatrix.M23;
m.B4 = tkMatrix.M24;
m.C1 = tkMatrix.M31;
m.C2 = tkMatrix.M32;
m.C3 = tkMatrix.M33;
m.C4 = tkMatrix.M34;
m.D1 = tkMatrix.M41;
m.D2 = tkMatrix.M42;
m.D3 = tkMatrix.M43;
m.D4 = tkMatrix.M44;
return m;
}
public static void ToNumerics(this Assimp.Matrix4x4 matIn, out SN.Matrix4x4 matOut)
{
//Assimp matrices are column vector, so X,Y,Z axes are columns 1-3 and 4th column is translation.
//Columns => Rows to make it compatible with numerics
matOut = new System.Numerics.Matrix4x4(matIn.A1, matIn.B1, matIn.C1, matIn.D1, //X
matIn.A2, matIn.B2, matIn.C2, matIn.D2, //Y
matIn.A3, matIn.B3, matIn.C3, matIn.D3, //Z
matIn.A4, matIn.B4, matIn.C4, matIn.D4); //Translation
}
public static void FromNumerics(this SN.Matrix4x4 matIn, out Assimp.Matrix4x4 matOut)
{
//Numerics matrix are row vector, so X,Y,Z axes are rows 1-3 and 4th row is translation.
//Rows => Columns to make it compatible with assimp
//X
matOut.A1 = matIn.M11;
matOut.B1 = matIn.M12;
matOut.C1 = matIn.M13;
matOut.D1 = matIn.M14;
//Y
matOut.A2 = matIn.M21;
matOut.B2 = matIn.M22;
matOut.C2 = matIn.M23;
matOut.D2 = matIn.M24;
//Z
matOut.A3 = matIn.M31;
matOut.B3 = matIn.M32;
matOut.C3 = matIn.M33;
matOut.D3 = matIn.M34;
//Translation
matOut.A4 = matIn.M41;
matOut.B4 = matIn.M42;
matOut.C4 = matIn.M43;
matOut.D4 = matIn.M44;
}
public static Matrix4x4 FromNumerics(this SN.Matrix4x4 matIn)
{
Matrix4x4 matOut = new Matrix4x4();
//Numerics matrix are row vector, so X,Y,Z axes are rows 1-3 and 4th row is translation.
//Rows => Columns to make it compatible with assimp
//X
matOut.A1 = matIn.M11;
matOut.B1 = matIn.M12;
matOut.C1 = matIn.M13;
matOut.D1 = matIn.M14;
//Y
matOut.A2 = matIn.M21;
matOut.B2 = matIn.M22;
matOut.C2 = matIn.M23;
matOut.D2 = matIn.M24;
//Z
matOut.A3 = matIn.M31;
matOut.B3 = matIn.M32;
matOut.C3 = matIn.M33;
matOut.D3 = matIn.M34;
//Translation
matOut.A4 = matIn.M41;
matOut.B4 = matIn.M42;
matOut.C4 = matIn.M43;
matOut.D4 = matIn.M44;
return matOut;
}
public static Vector3 ToEulerAngles(Assimp.Quaternion q)
{
float PI = (float)Math.PI;
// Store the Euler angles in radians
Vector3 pitchYawRoll = new Vector3();
double sqw = q.W * q.W;
double sqx = q.X * q.X;
double sqy = q.Y * q.Y;
double sqz = q.Z * q.Z;
// If quaternion is normalised the unit is one, otherwise it is the correction factor
double unit = sqx + sqy + sqz + sqw;
double test = q.X * q.Y + q.Z * q.W;
if (test > 0.499f * unit)
{
// Singularity at north pole
pitchYawRoll.Y = 2f * (float)Math.Atan2(q.X, q.W); // Yaw
pitchYawRoll.X = PI * 0.5f; // Pitch
pitchYawRoll.Z = 0f; // Roll
return pitchYawRoll;
}
else if (test < -0.499f * unit)
{
// Singularity at south pole
pitchYawRoll.Y = -2f * (float)Math.Atan2(q.X, q.W); // Yaw
pitchYawRoll.X = -PI * 0.5f; // Pitch
pitchYawRoll.Z = 0f; // Roll
return pitchYawRoll;
}
pitchYawRoll.Y = (float)Math.Atan2(2 * q.Y * q.W - 2 * q.X * q.Z, sqx - sqy - sqz + sqw); // Yaw
pitchYawRoll.X = (float)Math.Asin(2 * test / unit); // Pitch
pitchYawRoll.Z = (float)Math.Atan2(2 * q.X * q.W - 2 * q.Y * q.Z, -sqx + sqy - sqz + sqw); // Roll
return pitchYawRoll;
}
}
}