// // Vec3.cpp // libraries/script-engine/src // // Created by Brad Hefta-Gaub on 1/29/14. // 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 // #include #include #include #include #include "ScriptEngineLogging.h" #include "NumericalConstants.h" #include "Vec3.h" #include "ScriptEngine.h" float Vec3::orientedAngle(const glm::vec3& v1, const glm::vec3& v2, const glm::vec3& v3) { float radians = glm::orientedAngle(glm::normalize(v1), glm::normalize(v2), glm::normalize(v3)); return glm::degrees(radians); } void Vec3::print(const QString& label, const glm::vec3& v) { QString message = QString("%1 %2").arg(qPrintable(label)); message = message.arg(glm::to_string(glm::dvec3(v)).c_str()); qCDebug(scriptengine) << message; if (ScriptEngine* scriptEngine = qobject_cast(engine())) { scriptEngine->print(message); } } bool Vec3::withinEpsilon(const glm::vec3& v1, const glm::vec3& v2, float epsilon) { float distanceSquared = glm::length2(v1 - v2); return (epsilon*epsilon) >= distanceSquared; } glm::vec3 Vec3::toPolar(const glm::vec3& v) { float radius = length(v); if (glm::abs(radius) < EPSILON) { return glm::vec3(0.0f, 0.0f, 0.0f); } glm::vec3 u = v / radius; float elevation, azimuth; elevation = glm::asin(-u.y); azimuth = atan2(v.x, v.z); // Round off small decimal values if (glm::abs(elevation) < EPSILON) { elevation = 0.0f; } if (glm::abs(azimuth) < EPSILON) { azimuth = 0.0f; } return glm::vec3(elevation, azimuth, radius); } glm::vec3 Vec3::fromPolar(const glm::vec3& polar) { float x = glm::cos(polar.x) * glm::sin(polar.y); float y = glm::sin(-polar.x); float z = glm::cos(polar.x) * glm::cos(polar.y); // Round small values to 0 if (glm::abs(x) < EPSILON) { x = 0.0f; } if (glm::abs(y) < EPSILON) { y = 0.0f; } if (glm::abs(z) < EPSILON) { z = 0.0f; } return polar.z * glm::vec3(x, y, z); } glm::vec3 Vec3::fromPolar(float elevation, float azimuth) { glm::vec3 v = glm::vec3(elevation, azimuth, 1.0f); return fromPolar(v); } float Vec3::getAngle(const glm::vec3& v1, const glm::vec3& v2) { return glm::acos(glm::dot(glm::normalize(v1), glm::normalize(v2))); }