// // GLMHelpers.h // libraries/shared/src // // Created by Stephen Birarda on 2014-08-07. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_GLMHelpers_h #define hifi_GLMHelpers_h #include #include #include #include #include #include // Bring the most commonly used GLM types into the default namespace using glm::ivec2; using glm::ivec3; using glm::ivec4; using glm::uvec2; using glm::u8vec3; using glm::uvec3; using glm::uvec4; using glm::mat3; using glm::mat4; using glm::vec2; using glm::vec3; using glm::vec4; using glm::quat; #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wdouble-promotion" #endif #include #include #include #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic pop #endif #include "SharedUtil.h" // this is where the coordinate system is represented const glm::vec3 IDENTITY_RIGHT = glm::vec3( 1.0f, 0.0f, 0.0f); const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f); const glm::vec3 IDENTITY_FORWARD = glm::vec3( 0.0f, 0.0f,-1.0f); glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha); class Matrices { public: static const mat4 IDENTITY; static const mat4 X_180; static const mat4 Y_180; static const mat4 Z_180; }; class Quaternions { public: static const quat IDENTITY; static const quat X_180; static const quat Y_180; static const quat Z_180; }; class Vectors { public: static const vec3 UNIT_X; static const vec3 UNIT_Y; static const vec3 UNIT_Z; static const vec3 UNIT_NEG_X; static const vec3 UNIT_NEG_Y; static const vec3 UNIT_NEG_Z; static const vec3 UNIT_XY; static const vec3 UNIT_XZ; static const vec3 UNIT_YZ; static const vec3 UNIT_XYZ; static const vec3 MAX; static const vec3 MIN; static const vec3 ZERO; static const vec3 ONE; static const vec3 TWO; static const vec3 HALF; static const vec3& RIGHT; static const vec3& UP; static const vec3& FRONT; static const vec3 ZERO4; }; // These pack/unpack functions are designed to start specific known types in as efficient a manner // as possible. Taking advantage of the known characteristics of the semantic types. // Angles are known to be between 0 and 360 degrees, this allows us to encode in 16bits with great accuracy int packFloatAngleToTwoByte(unsigned char* buffer, float degrees); int unpackFloatAngleFromTwoByte(const uint16_t* byteAnglePointer, float* destinationPointer); // Orientation Quats are known to have 4 normalized components be between -1.0 and 1.0 // this allows us to encode each component in 16bits with great accuracy int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput); int unpackOrientationQuatFromBytes(const unsigned char* buffer, glm::quat& quatOutput); // alternate compression method that picks the smallest three quaternion components. // and packs them into 15 bits each. An additional 2 bits are used to encode which component // was omitted. Also because the components are encoded from the -1/sqrt(2) to 1/sqrt(2) which // gives us some extra precision over the -1 to 1 range. The final result will have a maximum // error of +- 4.3e-5 error per compoenent. int packOrientationQuatToSixBytes(unsigned char* buffer, const glm::quat& quatInput); int unpackOrientationQuatFromSixBytes(const unsigned char* buffer, glm::quat& quatOutput); // Ratios need the be highly accurate when less than 10, but not very accurate above 10, and they // are never greater than 1000 to 1, this allows us to encode each component in 16bits int packFloatRatioToTwoByte(unsigned char* buffer, float ratio); int unpackFloatRatioFromTwoByte(const unsigned char* buffer, float& ratio); // Near/Far Clip values need the be highly accurate when less than 10, but only integer accuracy above 10 and // they are never greater than 16,000, this allows us to encode each component in 16bits int packClipValueToTwoByte(unsigned char* buffer, float clipValue); int unpackClipValueFromTwoByte(const unsigned char* buffer, float& clipValue); // Positive floats that don't need to be very precise int packFloatToByte(unsigned char* buffer, float value, float scaleBy); int unpackFloatFromByte(const unsigned char* buffer, float& value, float scaleBy); // Allows sending of fixed-point numbers: radix 1 makes 15.1 number, radix 8 makes 8.8 number, etc int packFloatScalarToSignedTwoByteFixed(unsigned char* buffer, float scalar, int radix); int unpackFloatScalarFromSignedTwoByteFixed(const int16_t* byteFixedPointer, float* destinationPointer, int radix); // A convenience for sending vec3's as fixed-point floats int packFloatVec3ToSignedTwoByteFixed(unsigned char* destBuffer, const glm::vec3& srcVector, int radix); int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm::vec3& destination, int radix); bool closeEnough(float a, float b, float relativeError); /// \return vec3 with euler angles in radians glm::vec3 safeEulerAngles(const glm::quat& q); float angleBetween(const glm::vec3& v1, const glm::vec3& v2); glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2); bool isPointBehindTrianglesPlane(glm::vec3 point, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2); glm::vec3 extractTranslation(const glm::mat4& matrix); void setTranslation(glm::mat4& matrix, const glm::vec3& translation); glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false); glm::quat glmExtractRotation(const glm::mat4& matrix); glm::vec3 extractScale(const glm::mat4& matrix); float extractUniformScale(const glm::mat4& matrix); float extractUniformScale(const glm::vec3& scale); QByteArray createByteArray(const glm::vec3& vector); QByteArray createByteArray(const glm::quat& quat); /// \return bool are two orientations similar to each other const float ORIENTATION_SIMILAR_ENOUGH = 5.0f; // 10 degrees in any direction bool isSimilarOrientation(const glm::quat& orientionA, const glm::quat& orientionB, float similarEnough = ORIENTATION_SIMILAR_ENOUGH); const float POSITION_SIMILAR_ENOUGH = 0.1f; // 0.1 meter bool isSimilarPosition(const glm::vec3& positionA, const glm::vec3& positionB, float similarEnough = POSITION_SIMILAR_ENOUGH); uvec2 toGlm(const QSize& size); ivec2 toGlm(const QPoint& pt); vec2 toGlm(const QPointF& pt); vec3 toGlm(const glm::u8vec3& color); vec4 toGlm(const QColor& color); ivec4 toGlm(const QRect& rect); vec4 toGlm(const glm::u8vec3& color, float alpha); QSize fromGlm(const glm::ivec2 & v); QMatrix4x4 fromGlm(const glm::mat4 & m); QRectF glmToRect(const glm::vec2 & pos, const glm::vec2 & size); template float aspect(const T& t) { return (float)t.x / (float)t.y; } // Take values in an arbitrary range [0, size] and convert them to the range [0, 1] template T toUnitScale(const T& value, const T& size) { return value / size; } // Take values in an arbitrary range [0, size] and convert them to the range [0, 1] template T toNormalizedDeviceScale(const T& value, const T& size) { vec2 result = toUnitScale(value, size); result *= 2.0f; result -= 1.0f; return result; } #define YAW(euler) euler.y #define PITCH(euler) euler.x #define ROLL(euler) euler.z // float - linear interpolate inline float lerp(float x, float y, float a) { return x * (1.0f - a) + (y * a); } // vec2 lerp - linear interpolate template glm::tvec2 lerp(const glm::tvec2& x, const glm::tvec2& y, T a) { return x * (T(1) - a) + (y * a); } // vec3 lerp - linear interpolate template glm::tvec3 lerp(const glm::tvec3& x, const glm::tvec3& y, T a) { return x * (T(1) - a) + (y * a); } // vec4 lerp - linear interpolate template glm::tvec4 lerp(const glm::tvec4& x, const glm::tvec4& y, T a) { return x * (T(1) - a) + (y * a); } glm::mat4 createMatFromQuatAndPos(const glm::quat& q, const glm::vec3& p); glm::mat4 createMatFromScaleQuatAndPos(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans); glm::mat4 createMatFromScale(const glm::vec3& scale); glm::quat cancelOutRoll(const glm::quat& q); glm::quat cancelOutRollAndPitch(const glm::quat& q); glm::mat4 cancelOutRollAndPitch(const glm::mat4& m); glm::vec3 transformPoint(const glm::mat4& m, const glm::vec3& p); glm::vec3 transformVectorFast(const glm::mat4& m, const glm::vec3& v); glm::vec3 transformVectorFull(const glm::mat4& m, const glm::vec3& v); // Calculate an orthogonal basis from a primary and secondary axis. // The uAxis, vAxis & wAxis will form an orthognal basis. // The primary axis will be the uAxis. // The vAxis will be as close as possible to to the secondary axis. void generateBasisVectors(const glm::vec3& primaryAxis, const glm::vec3& secondaryAxis, glm::vec3& uAxisOut, glm::vec3& vAxisOut, glm::vec3& wAxisOut); // assumes z-forward and y-up glm::vec2 getFacingDir2D(const glm::quat& rot); // assumes z-forward and y-up glm::vec2 getFacingDir2D(const glm::mat4& m); inline bool isNaN(const glm::vec3& value) { return isNaN(value.x) || isNaN(value.y) || isNaN(value.z); } inline bool isNaN(const glm::quat& value) { return isNaN(value.w) || isNaN(value.x) || isNaN(value.y) || isNaN(value.z); } inline bool isNaN(const glm::mat3& value) { return isNaN(value * glm::vec3(1.0f)); } glm::mat4 orthoInverse(const glm::mat4& m); // Return a random vector of average length 1 glm::vec3 randVector(); bool isNonUniformScale(const glm::vec3& scale); // // Safe replacement of glm_mat4_mul() for unaligned arguments instead of __m128 // inline void glm_mat4u_mul(const glm::mat4& m1, const glm::mat4& m2, glm::mat4& r) { #if GLM_ARCH & GLM_ARCH_SSE2_BIT __m128 u0 = _mm_loadu_ps((float*)&m1[0][0]); __m128 u1 = _mm_loadu_ps((float*)&m1[1][0]); __m128 u2 = _mm_loadu_ps((float*)&m1[2][0]); __m128 u3 = _mm_loadu_ps((float*)&m1[3][0]); __m128 v0 = _mm_loadu_ps((float*)&m2[0][0]); __m128 v1 = _mm_loadu_ps((float*)&m2[1][0]); __m128 v2 = _mm_loadu_ps((float*)&m2[2][0]); __m128 v3 = _mm_loadu_ps((float*)&m2[3][0]); __m128 t0 = _mm_mul_ps(_mm_shuffle_ps(v0, v0, _MM_SHUFFLE(0,0,0,0)), u0); __m128 t1 = _mm_mul_ps(_mm_shuffle_ps(v0, v0, _MM_SHUFFLE(1,1,1,1)), u1); __m128 t2 = _mm_mul_ps(_mm_shuffle_ps(v0, v0, _MM_SHUFFLE(2,2,2,2)), u2); __m128 t3 = _mm_mul_ps(_mm_shuffle_ps(v0, v0, _MM_SHUFFLE(3,3,3,3)), u3); v0 = _mm_add_ps(_mm_add_ps(t0, t1), _mm_add_ps(t2, t3)); t0 = _mm_mul_ps(_mm_shuffle_ps(v1, v1, _MM_SHUFFLE(0,0,0,0)), u0); t1 = _mm_mul_ps(_mm_shuffle_ps(v1, v1, _MM_SHUFFLE(1,1,1,1)), u1); t2 = _mm_mul_ps(_mm_shuffle_ps(v1, v1, _MM_SHUFFLE(2,2,2,2)), u2); t3 = _mm_mul_ps(_mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3,3,3,3)), u3); v1 = _mm_add_ps(_mm_add_ps(t0, t1), _mm_add_ps(t2, t3)); t0 = _mm_mul_ps(_mm_shuffle_ps(v2, v2, _MM_SHUFFLE(0,0,0,0)), u0); t1 = _mm_mul_ps(_mm_shuffle_ps(v2, v2, _MM_SHUFFLE(1,1,1,1)), u1); t2 = _mm_mul_ps(_mm_shuffle_ps(v2, v2, _MM_SHUFFLE(2,2,2,2)), u2); t3 = _mm_mul_ps(_mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3,3,3,3)), u3); v2 = _mm_add_ps(_mm_add_ps(t0, t1), _mm_add_ps(t2, t3)); t0 = _mm_mul_ps(_mm_shuffle_ps(v3, v3, _MM_SHUFFLE(0,0,0,0)), u0); t1 = _mm_mul_ps(_mm_shuffle_ps(v3, v3, _MM_SHUFFLE(1,1,1,1)), u1); t2 = _mm_mul_ps(_mm_shuffle_ps(v3, v3, _MM_SHUFFLE(2,2,2,2)), u2); t3 = _mm_mul_ps(_mm_shuffle_ps(v3, v3, _MM_SHUFFLE(3,3,3,3)), u3); v3 = _mm_add_ps(_mm_add_ps(t0, t1), _mm_add_ps(t2, t3)); _mm_storeu_ps((float*)&r[0][0], v0); _mm_storeu_ps((float*)&r[1][0], v1); _mm_storeu_ps((float*)&r[2][0], v2); _mm_storeu_ps((float*)&r[3][0], v3); #else r = m1 * m2; #endif } // // Fast replacement of glm::packSnorm3x10_1x2() // The SSE2 version quantizes using round to nearest even. // The glm version quantizes using round away from zero. // inline uint32_t glm_packSnorm3x10_1x2(vec4 const& v) { union i10i10i10i2 { struct { int x : 10; int y : 10; int z : 10; int w : 2; } data; uint32_t pack; } Result; #if GLM_ARCH & GLM_ARCH_SSE2_BIT __m128 vclamp = _mm_min_ps(_mm_max_ps(_mm_loadu_ps((float*)&v[0]), _mm_set1_ps(-1.0f)), _mm_set1_ps(1.0f)); __m128i vpack = _mm_cvtps_epi32(_mm_mul_ps(vclamp, _mm_setr_ps(511.f, 511.f, 511.f, 1.f))); Result.data.x = _mm_cvtsi128_si32(vpack); Result.data.y = _mm_cvtsi128_si32(_mm_shuffle_epi32(vpack, _MM_SHUFFLE(1,1,1,1))); Result.data.z = _mm_cvtsi128_si32(_mm_shuffle_epi32(vpack, _MM_SHUFFLE(2,2,2,2))); Result.data.w = _mm_cvtsi128_si32(_mm_shuffle_epi32(vpack, _MM_SHUFFLE(3,3,3,3))); #else ivec4 const Pack(round(clamp(v, -1.0f, 1.0f) * vec4(511.f, 511.f, 511.f, 1.f))); Result.data.x = Pack.x; Result.data.y = Pack.y; Result.data.z = Pack.z; Result.data.w = Pack.w; #endif return Result.pack; } // convert float to int, using round-to-nearest-even (undefined on overflow) inline int fastLrintf(float x) { #if GLM_ARCH & GLM_ARCH_SSE2_BIT return _mm_cvt_ss2si(_mm_set_ss(x)); #else // return lrintf(x); static_assert(std::numeric_limits::is_iec559, "Requires IEEE-754 double precision format"); union { double d; int64_t i; } bits = { (double)x }; bits.d += (3ULL << 51); return (int)bits.i; #endif } // returns the FOV from the projection matrix inline glm::vec4 extractFov( const glm::mat4& m) { static const std::array CLIPS{ { { 1, 0, 0, 1 }, { -1, 0, 0, 1 }, { 0, 1, 0, 1 }, { 0, -1, 0, 1 } } }; glm::mat4 mt = glm::transpose(m); glm::vec4 v, result; // Left v = mt * CLIPS[0]; result.x = -atanf(v.z / v.x); // Right v = mt * CLIPS[1]; result.y = atanf(v.z / v.x); // Down v = mt * CLIPS[2]; result.z = -atanf(v.z / v.y); // Up v = mt * CLIPS[3]; result.w = atanf(v.z / v.y); return result; } #endif // hifi_GLMHelpers_h