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break glm helpers out of SharedUtil
This commit is contained in:
parent
892e30c5e1
commit
0378fb3049
8 changed files with 397 additions and 372 deletions
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@ -9,9 +9,6 @@ set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../cmake
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include("${MACRO_DIR}/SetupHifiProject.cmake")
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setup_hifi_project(${TARGET_NAME} TRUE)
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include(${MACRO_DIR}/IncludeGLM.cmake)
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include_glm(${TARGET_NAME} "${ROOT_DIR}")
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# link in the shared libraries
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include(${MACRO_DIR}/LinkHifiLibrary.cmake)
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link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}")
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@ -29,19 +26,15 @@ link_hifi_library(script-engine ${TARGET_NAME} "${ROOT_DIR}")
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link_hifi_library(embedded-webserver ${TARGET_NAME} "${ROOT_DIR}")
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if (UNIX)
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list(APPEND DEPENDENCY_LIBRARIES ${CMAKE_DL_LIBS})
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target_link_libraries(${TARGET_NAME} ${DEPENDENCY_LIBRARIES} ${CMAKE_DL_LIBS})
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endif (UNIX)
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IF (WIN32)
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list(APPEND DEPENDENCY_LIBRARIES Winmm Ws2_32)
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target_link_libraries(${TARGET_NAME} ${DEPENDENCY_LIBRARIES} Winmm Ws2_32)
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ENDIF(WIN32)
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find_package(Qt5 COMPONENTS Gui Network Script Widgets)
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# set a property indicating the libraries we are dependent on and link them to ourselves
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list(APPEND DEPENDENCY_LIBRARIES Qt5::Gui Qt5::Network Qt5::Script Qt5::Widgets)
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set_target_properties(${TARGET_NAME} PROPERTIES DEPENDENCY_LIBRARIES "${DEPENDENCY_LIBRARIES}")
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target_link_libraries(${TARGET_NAME} ${DEPENDENCY_LIBRARIES})
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target_link_libraries(${TARGET_NAME} Qt5::Gui Qt5::Network Qt5::Script Qt5::Widgets)
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# add a definition for ssize_t so that windows doesn't bail
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if (WIN32)
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@ -32,4 +32,7 @@ ENDIF(WIN32)
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# add a definition for ssize_t so that windows doesn't bail
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if (WIN32)
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add_definitions(-Dssize_t=long)
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endif ()
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endif ()
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find_package(Qt5 COMPONENTS Network)
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target_link_libraries(${TARGET_NAME} Qt5::Network)
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@ -11,8 +11,9 @@
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#include <glm/gtx/norm.hpp>
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#include "GLMHelpers.h"
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#include "AngularConstraint.h"
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#include "SharedUtil.h"
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// helper function
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/// \param angle radian angle to be clamped within angleMin and angleMax
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@ -14,7 +14,6 @@
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#include <glm/glm.hpp>
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class AngularConstraint {
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public:
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/// \param minAngles minumum euler angles for the constraint
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299
libraries/shared/src/GLMHelpers.cpp
Normal file
299
libraries/shared/src/GLMHelpers.cpp
Normal file
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@ -0,0 +1,299 @@
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//
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// GLMHelpers.cpp
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// libraries/shared/src
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//
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// Created by Stephen Birarda on 2014-08-07.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "GLMHelpers.h"
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// Safe version of glm::mix; based on the code in Nick Bobick's article,
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// http://www.gamasutra.com/features/19980703/quaternions_01.htm (via Clyde,
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// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)
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glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float proportion) {
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float cosa = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
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float ox = q2.x, oy = q2.y, oz = q2.z, ow = q2.w, s0, s1;
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// adjust signs if necessary
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if (cosa < 0.0f) {
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cosa = -cosa;
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ox = -ox;
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oy = -oy;
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oz = -oz;
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ow = -ow;
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}
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// calculate coefficients; if the angle is too close to zero, we must fall back
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// to linear interpolation
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if ((1.0f - cosa) > EPSILON) {
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float angle = acosf(cosa), sina = sinf(angle);
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s0 = sinf((1.0f - proportion) * angle) / sina;
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s1 = sinf(proportion * angle) / sina;
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} else {
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s0 = 1.0f - proportion;
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s1 = proportion;
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}
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return glm::normalize(glm::quat(s0 * q1.w + s1 * ow, s0 * q1.x + s1 * ox, s0 * q1.y + s1 * oy, s0 * q1.z + s1 * oz));
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}
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// Allows sending of fixed-point numbers: radix 1 makes 15.1 number, radix 8 makes 8.8 number, etc
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int packFloatScalarToSignedTwoByteFixed(unsigned char* buffer, float scalar, int radix) {
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int16_t outVal = (int16_t)(scalar * (float)(1 << radix));
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memcpy(buffer, &outVal, sizeof(uint16_t));
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return sizeof(uint16_t);
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}
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int unpackFloatScalarFromSignedTwoByteFixed(const int16_t* byteFixedPointer, float* destinationPointer, int radix) {
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*destinationPointer = *byteFixedPointer / (float)(1 << radix);
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return sizeof(int16_t);
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}
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int packFloatVec3ToSignedTwoByteFixed(unsigned char* destBuffer, const glm::vec3& srcVector, int radix) {
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const unsigned char* startPosition = destBuffer;
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destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.x, radix);
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destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.y, radix);
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destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.z, radix);
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return destBuffer - startPosition;
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}
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int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm::vec3& destination, int radix) {
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const unsigned char* startPosition = sourceBuffer;
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sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.x), radix);
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sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.y), radix);
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sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.z), radix);
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return sourceBuffer - startPosition;
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}
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int packFloatAngleToTwoByte(unsigned char* buffer, float degrees) {
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const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.f);
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uint16_t angleHolder = floorf((degrees + 180.f) * ANGLE_CONVERSION_RATIO);
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memcpy(buffer, &angleHolder, sizeof(uint16_t));
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return sizeof(uint16_t);
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}
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int unpackFloatAngleFromTwoByte(const uint16_t* byteAnglePointer, float* destinationPointer) {
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*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.f - 180.f;
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return sizeof(uint16_t);
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}
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int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput) {
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const float QUAT_PART_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 2.f);
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uint16_t quatParts[4];
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quatParts[0] = floorf((quatInput.x + 1.f) * QUAT_PART_CONVERSION_RATIO);
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quatParts[1] = floorf((quatInput.y + 1.f) * QUAT_PART_CONVERSION_RATIO);
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quatParts[2] = floorf((quatInput.z + 1.f) * QUAT_PART_CONVERSION_RATIO);
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quatParts[3] = floorf((quatInput.w + 1.f) * QUAT_PART_CONVERSION_RATIO);
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memcpy(buffer, &quatParts, sizeof(quatParts));
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return sizeof(quatParts);
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}
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int unpackOrientationQuatFromBytes(const unsigned char* buffer, glm::quat& quatOutput) {
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uint16_t quatParts[4];
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memcpy(&quatParts, buffer, sizeof(quatParts));
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quatOutput.x = ((quatParts[0] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
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quatOutput.y = ((quatParts[1] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
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quatOutput.z = ((quatParts[2] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
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quatOutput.w = ((quatParts[3] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
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return sizeof(quatParts);
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}
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// Safe version of glm::eulerAngles; uses the factorization method described in David Eberly's
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// http://www.geometrictools.com/Documentation/EulerAngles.pdf (via Clyde,
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// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)
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glm::vec3 safeEulerAngles(const glm::quat& q) {
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float sy = 2.0f * (q.y * q.w - q.x * q.z);
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glm::vec3 eulers;
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if (sy < 1.0f - EPSILON) {
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if (sy > -1.0f + EPSILON) {
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eulers = glm::vec3(
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atan2f(q.y * q.z + q.x * q.w, 0.5f - (q.x * q.x + q.y * q.y)),
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asinf(sy),
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atan2f(q.x * q.y + q.z * q.w, 0.5f - (q.y * q.y + q.z * q.z)));
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} else {
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// not a unique solution; x + z = atan2(-m21, m11)
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eulers = glm::vec3(
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0.0f,
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- PI_OVER_TWO,
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atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z)));
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}
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} else {
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// not a unique solution; x - z = atan2(-m21, m11)
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eulers = glm::vec3(
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0.0f,
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PI_OVER_TWO,
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-atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z)));
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}
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// adjust so that z, rather than y, is in [-pi/2, pi/2]
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if (eulers.z < -PI_OVER_TWO) {
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if (eulers.x < 0.0f) {
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eulers.x += PI;
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} else {
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eulers.x -= PI;
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}
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eulers.y = -eulers.y;
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if (eulers.y < 0.0f) {
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eulers.y += PI;
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} else {
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eulers.y -= PI;
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}
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eulers.z += PI;
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} else if (eulers.z > PI_OVER_TWO) {
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if (eulers.x < 0.0f) {
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eulers.x += PI;
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} else {
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eulers.x -= PI;
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}
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eulers.y = -eulers.y;
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if (eulers.y < 0.0f) {
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eulers.y += PI;
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} else {
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eulers.y -= PI;
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}
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eulers.z -= PI;
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}
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return eulers;
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}
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// Helper function returns the positive angle (in radians) between two 3D vectors
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float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
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return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2)));
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}
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// Helper function return the rotation from the first vector onto the second
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glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
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float angle = angleBetween(v1, v2);
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if (glm::isnan(angle) || angle < EPSILON) {
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return glm::quat();
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}
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glm::vec3 axis;
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if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
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axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
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float axisLength = glm::length(axis);
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if (axisLength < EPSILON) { // parallel to x; y will work
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axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
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} else {
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axis /= axisLength;
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}
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} else {
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axis = glm::normalize(glm::cross(v1, v2));
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// It is possible for axis to be nan even when angle is not less than EPSILON.
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// For example when angle is small but not tiny but v1 and v2 and have very short lengths.
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if (glm::isnan(glm::dot(axis, axis))) {
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// set angle and axis to values that will generate an identity rotation
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angle = 0.0f;
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axis = glm::vec3(1.0f, 0.0f, 0.0f);
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}
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}
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return glm::angleAxis(angle, axis);
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}
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glm::vec3 extractTranslation(const glm::mat4& matrix) {
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return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
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}
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void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {
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matrix[3][0] = translation.x;
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matrix[3][1] = translation.y;
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matrix[3][2] = translation.z;
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}
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glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
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// uses the iterative polar decomposition algorithm described by Ken Shoemake at
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// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf
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// code adapted from Clyde, https://github.com/threerings/clyde/blob/master/core/src/main/java/com/threerings/math/Matrix4f.java
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// start with the contents of the upper 3x3 portion of the matrix
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glm::mat3 upper = glm::mat3(matrix);
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if (!assumeOrthogonal) {
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for (int i = 0; i < 10; i++) {
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// store the results of the previous iteration
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glm::mat3 previous = upper;
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// compute average of the matrix with its inverse transpose
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float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2];
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float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2];
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float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2];
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float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10;
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if (fabs(det) == 0.0f) {
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// determinant is zero; matrix is not invertible
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break;
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}
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float hrdet = 0.5f / det;
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upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f;
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upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f;
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upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f;
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upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f;
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upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f;
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upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f;
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upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f;
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upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f;
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upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f;
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// compute the difference; if it's small enough, we're done
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glm::mat3 diff = upper - previous;
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if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] +
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diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] +
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diff[2][2] * diff[2][2] < EPSILON) {
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break;
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}
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}
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}
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// now that we have a nice orthogonal matrix, we can extract the rotation quaternion
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// using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions
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float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]);
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float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]);
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float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]);
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float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]);
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return glm::normalize(glm::quat(0.5f * sqrtf(w2),
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0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f),
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0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f),
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0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f)));
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}
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glm::vec3 extractScale(const glm::mat4& matrix) {
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return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2]));
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}
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float extractUniformScale(const glm::mat4& matrix) {
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return extractUniformScale(extractScale(matrix));
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}
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float extractUniformScale(const glm::vec3& scale) {
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return (scale.x + scale.y + scale.z) / 3.0f;
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}
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QByteArray createByteArray(const glm::vec3& vector) {
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return QByteArray::number(vector.x) + ',' + QByteArray::number(vector.y) + ',' + QByteArray::number(vector.z);
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}
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bool isSimilarOrientation(const glm::quat& orientionA, const glm::quat& orientionB, float similarEnough) {
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// Compute the angular distance between the two orientations
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float angleOrientation = orientionA == orientionB ? 0.0f : glm::degrees(glm::angle(orientionA * glm::inverse(orientionB)));
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if (isNaN(angleOrientation)) {
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angleOrientation = 0.0f;
|
||||
}
|
||||
return (angleOrientation <= similarEnough);
|
||||
}
|
||||
|
||||
bool isSimilarPosition(const glm::vec3& positionA, const glm::vec3& positionB, float similarEnough) {
|
||||
// Compute the distance between the two points
|
||||
float positionDistance = glm::distance(positionA, positionB);
|
||||
return (positionDistance <= similarEnough);
|
||||
}
|
89
libraries/shared/src/GLMHelpers.h
Normal file
89
libraries/shared/src/GLMHelpers.h
Normal file
|
@ -0,0 +1,89 @@
|
|||
//
|
||||
// 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 <stdint.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <QtCore/QByteArray>
|
||||
|
||||
#include "SharedUtil.h"
|
||||
|
||||
glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
|
||||
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
/// \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);
|
||||
|
||||
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::vec3 extractScale(const glm::mat4& matrix);
|
||||
|
||||
float extractUniformScale(const glm::mat4& matrix);
|
||||
|
||||
float extractUniformScale(const glm::vec3& scale);
|
||||
|
||||
QByteArray createByteArray(const glm::vec3& vector);
|
||||
|
||||
/// \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);
|
||||
|
||||
|
||||
#endif // hifi_GLMHelpers_h
|
|
@ -79,40 +79,6 @@ bool shouldDo(float desiredInterval, float deltaTime) {
|
|||
return randFloat() < deltaTime / desiredInterval;
|
||||
}
|
||||
|
||||
// Safe version of glm::mix; based on the code in Nick Bobick's article,
|
||||
// http://www.gamasutra.com/features/19980703/quaternions_01.htm (via Clyde,
|
||||
// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)
|
||||
glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float proportion) {
|
||||
float cosa = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
|
||||
float ox = q2.x, oy = q2.y, oz = q2.z, ow = q2.w, s0, s1;
|
||||
|
||||
// adjust signs if necessary
|
||||
if (cosa < 0.0f) {
|
||||
cosa = -cosa;
|
||||
ox = -ox;
|
||||
oy = -oy;
|
||||
oz = -oz;
|
||||
ow = -ow;
|
||||
}
|
||||
|
||||
// calculate coefficients; if the angle is too close to zero, we must fall back
|
||||
// to linear interpolation
|
||||
if ((1.0f - cosa) > EPSILON) {
|
||||
float angle = acosf(cosa), sina = sinf(angle);
|
||||
s0 = sinf((1.0f - proportion) * angle) / sina;
|
||||
s1 = sinf(proportion * angle) / sina;
|
||||
|
||||
} else {
|
||||
s0 = 1.0f - proportion;
|
||||
s1 = proportion;
|
||||
}
|
||||
|
||||
return glm::normalize(glm::quat(s0 * q1.w + s1 * ow, s0 * q1.x + s1 * ox, s0 * q1.y + s1 * oy, s0 * q1.z + s1 * oz));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void outputBufferBits(const unsigned char* buffer, int length, QDebug* continuedDebug) {
|
||||
for (int i = 0; i < length; i++) {
|
||||
outputBits(buffer[i], continuedDebug);
|
||||
|
@ -489,73 +455,6 @@ int removeFromSortedArrays(void* value, void** valueArray, float* keyArray, int*
|
|||
return -1; // error case
|
||||
}
|
||||
|
||||
// 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) {
|
||||
int16_t outVal = (int16_t)(scalar * (float)(1 << radix));
|
||||
memcpy(buffer, &outVal, sizeof(uint16_t));
|
||||
return sizeof(uint16_t);
|
||||
}
|
||||
|
||||
int unpackFloatScalarFromSignedTwoByteFixed(const int16_t* byteFixedPointer, float* destinationPointer, int radix) {
|
||||
*destinationPointer = *byteFixedPointer / (float)(1 << radix);
|
||||
return sizeof(int16_t);
|
||||
}
|
||||
|
||||
int packFloatVec3ToSignedTwoByteFixed(unsigned char* destBuffer, const glm::vec3& srcVector, int radix) {
|
||||
const unsigned char* startPosition = destBuffer;
|
||||
destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.x, radix);
|
||||
destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.y, radix);
|
||||
destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.z, radix);
|
||||
return destBuffer - startPosition;
|
||||
}
|
||||
|
||||
int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm::vec3& destination, int radix) {
|
||||
const unsigned char* startPosition = sourceBuffer;
|
||||
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.x), radix);
|
||||
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.y), radix);
|
||||
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.z), radix);
|
||||
return sourceBuffer - startPosition;
|
||||
}
|
||||
|
||||
|
||||
int packFloatAngleToTwoByte(unsigned char* buffer, float degrees) {
|
||||
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.f);
|
||||
|
||||
uint16_t angleHolder = floorf((degrees + 180.f) * ANGLE_CONVERSION_RATIO);
|
||||
memcpy(buffer, &angleHolder, sizeof(uint16_t));
|
||||
|
||||
return sizeof(uint16_t);
|
||||
}
|
||||
|
||||
int unpackFloatAngleFromTwoByte(const uint16_t* byteAnglePointer, float* destinationPointer) {
|
||||
*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.f - 180.f;
|
||||
return sizeof(uint16_t);
|
||||
}
|
||||
|
||||
int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput) {
|
||||
const float QUAT_PART_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 2.f);
|
||||
uint16_t quatParts[4];
|
||||
quatParts[0] = floorf((quatInput.x + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[1] = floorf((quatInput.y + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[2] = floorf((quatInput.z + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[3] = floorf((quatInput.w + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
|
||||
memcpy(buffer, &quatParts, sizeof(quatParts));
|
||||
return sizeof(quatParts);
|
||||
}
|
||||
|
||||
int unpackOrientationQuatFromBytes(const unsigned char* buffer, glm::quat& quatOutput) {
|
||||
uint16_t quatParts[4];
|
||||
memcpy(&quatParts, buffer, sizeof(quatParts));
|
||||
|
||||
quatOutput.x = ((quatParts[0] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
|
||||
quatOutput.y = ((quatParts[1] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
|
||||
quatOutput.z = ((quatParts[2] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
|
||||
quatOutput.w = ((quatParts[3] / (float) std::numeric_limits<uint16_t>::max()) * 2.f) - 1.f;
|
||||
|
||||
return sizeof(quatParts);
|
||||
}
|
||||
|
||||
float SMALL_LIMIT = 10.f;
|
||||
float LARGE_LIMIT = 1000.f;
|
||||
|
||||
|
@ -651,199 +550,10 @@ void debug::checkDeadBeef(void* memoryVoid, int size) {
|
|||
assert(memcmp((unsigned char*)memoryVoid, DEADBEEF, std::min(size, DEADBEEF_SIZE)) != 0);
|
||||
}
|
||||
|
||||
// Safe version of glm::eulerAngles; uses the factorization method described in David Eberly's
|
||||
// http://www.geometrictools.com/Documentation/EulerAngles.pdf (via Clyde,
|
||||
// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)
|
||||
glm::vec3 safeEulerAngles(const glm::quat& q) {
|
||||
float sy = 2.0f * (q.y * q.w - q.x * q.z);
|
||||
glm::vec3 eulers;
|
||||
if (sy < 1.0f - EPSILON) {
|
||||
if (sy > -1.0f + EPSILON) {
|
||||
eulers = glm::vec3(
|
||||
atan2f(q.y * q.z + q.x * q.w, 0.5f - (q.x * q.x + q.y * q.y)),
|
||||
asinf(sy),
|
||||
atan2f(q.x * q.y + q.z * q.w, 0.5f - (q.y * q.y + q.z * q.z)));
|
||||
|
||||
} else {
|
||||
// not a unique solution; x + z = atan2(-m21, m11)
|
||||
eulers = glm::vec3(
|
||||
0.0f,
|
||||
- PI_OVER_TWO,
|
||||
atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z)));
|
||||
}
|
||||
} else {
|
||||
// not a unique solution; x - z = atan2(-m21, m11)
|
||||
eulers = glm::vec3(
|
||||
0.0f,
|
||||
PI_OVER_TWO,
|
||||
-atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z)));
|
||||
}
|
||||
|
||||
// adjust so that z, rather than y, is in [-pi/2, pi/2]
|
||||
if (eulers.z < -PI_OVER_TWO) {
|
||||
if (eulers.x < 0.0f) {
|
||||
eulers.x += PI;
|
||||
} else {
|
||||
eulers.x -= PI;
|
||||
}
|
||||
eulers.y = -eulers.y;
|
||||
if (eulers.y < 0.0f) {
|
||||
eulers.y += PI;
|
||||
} else {
|
||||
eulers.y -= PI;
|
||||
}
|
||||
eulers.z += PI;
|
||||
|
||||
} else if (eulers.z > PI_OVER_TWO) {
|
||||
if (eulers.x < 0.0f) {
|
||||
eulers.x += PI;
|
||||
} else {
|
||||
eulers.x -= PI;
|
||||
}
|
||||
eulers.y = -eulers.y;
|
||||
if (eulers.y < 0.0f) {
|
||||
eulers.y += PI;
|
||||
} else {
|
||||
eulers.y -= PI;
|
||||
}
|
||||
eulers.z -= PI;
|
||||
}
|
||||
return eulers;
|
||||
}
|
||||
|
||||
// Helper function returns the positive angle (in radians) between two 3D vectors
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2)));
|
||||
}
|
||||
|
||||
// Helper function return the rotation from the first vector onto the second
|
||||
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
float angle = angleBetween(v1, v2);
|
||||
if (glm::isnan(angle) || angle < EPSILON) {
|
||||
return glm::quat();
|
||||
}
|
||||
glm::vec3 axis;
|
||||
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
|
||||
axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
float axisLength = glm::length(axis);
|
||||
if (axisLength < EPSILON) { // parallel to x; y will work
|
||||
axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
|
||||
} else {
|
||||
axis /= axisLength;
|
||||
}
|
||||
} else {
|
||||
axis = glm::normalize(glm::cross(v1, v2));
|
||||
// It is possible for axis to be nan even when angle is not less than EPSILON.
|
||||
// For example when angle is small but not tiny but v1 and v2 and have very short lengths.
|
||||
if (glm::isnan(glm::dot(axis, axis))) {
|
||||
// set angle and axis to values that will generate an identity rotation
|
||||
angle = 0.0f;
|
||||
axis = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
return glm::angleAxis(angle, axis);
|
||||
}
|
||||
|
||||
glm::vec3 extractTranslation(const glm::mat4& matrix) {
|
||||
return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
|
||||
}
|
||||
|
||||
void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {
|
||||
matrix[3][0] = translation.x;
|
||||
matrix[3][1] = translation.y;
|
||||
matrix[3][2] = translation.z;
|
||||
}
|
||||
|
||||
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
|
||||
// uses the iterative polar decomposition algorithm described by Ken Shoemake at
|
||||
// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf
|
||||
// code adapted from Clyde, https://github.com/threerings/clyde/blob/master/core/src/main/java/com/threerings/math/Matrix4f.java
|
||||
// start with the contents of the upper 3x3 portion of the matrix
|
||||
glm::mat3 upper = glm::mat3(matrix);
|
||||
if (!assumeOrthogonal) {
|
||||
for (int i = 0; i < 10; i++) {
|
||||
// store the results of the previous iteration
|
||||
glm::mat3 previous = upper;
|
||||
|
||||
// compute average of the matrix with its inverse transpose
|
||||
float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2];
|
||||
float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2];
|
||||
float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2];
|
||||
float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10;
|
||||
if (fabs(det) == 0.0f) {
|
||||
// determinant is zero; matrix is not invertible
|
||||
break;
|
||||
}
|
||||
float hrdet = 0.5f / det;
|
||||
upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f;
|
||||
upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f;
|
||||
upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f;
|
||||
|
||||
upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f;
|
||||
upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f;
|
||||
upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f;
|
||||
|
||||
upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f;
|
||||
upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f;
|
||||
upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f;
|
||||
|
||||
// compute the difference; if it's small enough, we're done
|
||||
glm::mat3 diff = upper - previous;
|
||||
if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] +
|
||||
diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] +
|
||||
diff[2][2] * diff[2][2] < EPSILON) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now that we have a nice orthogonal matrix, we can extract the rotation quaternion
|
||||
// using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions
|
||||
float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]);
|
||||
float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]);
|
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float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]);
|
||||
float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]);
|
||||
return glm::normalize(glm::quat(0.5f * sqrtf(w2),
|
||||
0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f),
|
||||
0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f),
|
||||
0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f)));
|
||||
}
|
||||
|
||||
glm::vec3 extractScale(const glm::mat4& matrix) {
|
||||
return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2]));
|
||||
}
|
||||
|
||||
float extractUniformScale(const glm::mat4& matrix) {
|
||||
return extractUniformScale(extractScale(matrix));
|
||||
}
|
||||
|
||||
float extractUniformScale(const glm::vec3& scale) {
|
||||
return (scale.x + scale.y + scale.z) / 3.0f;
|
||||
}
|
||||
|
||||
bool isNaN(float value) {
|
||||
return value != value;
|
||||
}
|
||||
|
||||
bool isSimilarOrientation(const glm::quat& orientionA, const glm::quat& orientionB, float similarEnough) {
|
||||
// Compute the angular distance between the two orientations
|
||||
float angleOrientation = orientionA == orientionB ? 0.0f : glm::degrees(glm::angle(orientionA * glm::inverse(orientionB)));
|
||||
if (isNaN(angleOrientation)) {
|
||||
angleOrientation = 0.0f;
|
||||
}
|
||||
return (angleOrientation <= similarEnough);
|
||||
}
|
||||
|
||||
bool isSimilarPosition(const glm::vec3& positionA, const glm::vec3& positionB, float similarEnough) {
|
||||
// Compute the distance between the two points
|
||||
float positionDistance = glm::distance(positionA, positionB);
|
||||
return (positionDistance <= similarEnough);
|
||||
}
|
||||
|
||||
QByteArray createByteArray(const glm::vec3& vector) {
|
||||
return QByteArray::number(vector.x) + ',' + QByteArray::number(vector.y) + ',' + QByteArray::number(vector.z);
|
||||
}
|
||||
|
||||
QString formatUsecTime(float usecs, int prec) {
|
||||
static const quint64 SECONDS_PER_MINUTE = 60;
|
||||
static const quint64 USECS_PER_MINUTE = USECS_PER_SECOND * SECONDS_PER_MINUTE;
|
||||
|
|
|
@ -19,9 +19,6 @@
|
|||
#include <unistd.h> // not on windows, not needed for mac or windows
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <QtCore/QDebug>
|
||||
|
||||
const int BYTES_PER_COLOR = 3;
|
||||
|
@ -71,8 +68,6 @@ float randomSign(); /// \return -1.0 or 1.0
|
|||
unsigned char randomColorValue(int minimum = 0);
|
||||
bool randomBoolean();
|
||||
|
||||
glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
|
||||
|
||||
bool shouldDo(float desiredInterval, float deltaTime);
|
||||
|
||||
void outputBufferBits(const unsigned char* buffer, int length, QDebug* continuedDebug = NULL);
|
||||
|
@ -108,8 +103,6 @@ int insertIntoSortedArrays(void* value, float key, int originalIndex,
|
|||
int removeFromSortedArrays(void* value, void** valueArray, float* keyArray, int* originalIndexArray,
|
||||
int currentCount, int maxCount);
|
||||
|
||||
|
||||
|
||||
// Helper Class for debugging
|
||||
class debug {
|
||||
public:
|
||||
|
@ -124,71 +117,9 @@ private:
|
|||
bool isBetween(int64_t value, int64_t max, int64_t min);
|
||||
|
||||
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
/// \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);
|
||||
|
||||
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::vec3 extractScale(const glm::mat4& matrix);
|
||||
|
||||
float extractUniformScale(const glm::mat4& matrix);
|
||||
|
||||
float extractUniformScale(const glm::vec3& scale);
|
||||
|
||||
/// \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);
|
||||
|
||||
/// \return bool is the float NaN
|
||||
bool isNaN(float value);
|
||||
|
||||
QByteArray createByteArray(const glm::vec3& vector);
|
||||
|
||||
QString formatUsecTime(float usecs, int prec = 3);
|
||||
|
||||
#endif // hifi_SharedUtil_h
|
||||
|
|
Loading…
Reference in a new issue