Added write support for binary files!

Holy cow, this took a lot of work. I think I may need to do a few more
things before I consider this a 1.0 release, but I'm glad to have
finally overcome this hurdle!
This commit is contained in:
CloneTrooper1019
2019-06-07 22:43:28 -05:00
parent cb063d1ada
commit 47112242e7
22 changed files with 1405 additions and 222 deletions

View File

@ -335,5 +335,55 @@ namespace RobloxFiles.DataTypes
return new float[] { x, y, z };
}
public bool IsAxisAligned()
{
float[] matrix = GetComponents();
byte sum0 = 0,
sum1 = 0;
for (int i = 3; i < 12; i++)
{
float t = matrix[i];
if (Math.Abs(t - 1f) < 10e-5f)
{
// Approximately ±1
sum1++;
}
else if (Math.Abs(t) < 10e-5f)
{
// Approximately ±0
sum0++;
}
}
return (sum0 == 6 && sum1 == 3);
}
private static bool IsLegalOrientId(int orientId)
{
int xNormalAbs = (orientId / 6) % 3;
int yNormalAbs = orientId % 3;
return (xNormalAbs != yNormalAbs);
}
public int GetOrientId()
{
if (!IsAxisAligned())
return -1;
int xNormal = RightVector.ToNormalId();
int yNormal = UpVector.ToNormalId();
int orientId = (6 * xNormal) + yNormal;
if (!IsLegalOrientId(orientId))
return -1;
return orientId;
}
}
}

View File

@ -125,9 +125,30 @@ namespace RobloxFiles.DataTypes
return this + (other - this) * t;
}
public bool isClose(Vector3 other, float epsilon = 0.0f)
public bool IsClose(Vector3 other, float epsilon = 0.0f)
{
return (other - this).Magnitude <= Math.Abs(epsilon);
}
public int ToNormalId()
{
int result = -1;
for (int i = 0; i < 6; i++)
{
NormalId normalId = (NormalId)i;
Vector3 normal = FromNormalId(normalId);
float dotProd = normal.Dot(this);
if (Math.Abs(dotProd - 1f) < 10e-5f)
{
result = i;
break;
}
}
return result;
}
}
}