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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);
- }
- }
- }
- }
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