diff --git a/assignment-client/CMakeLists.txt b/assignment-client/CMakeLists.txt index 3fb0f574a5..2f3739485a 100644 --- a/assignment-client/CMakeLists.txt +++ b/assignment-client/CMakeLists.txt @@ -9,9 +9,6 @@ set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../cmake include("${MACRO_DIR}/SetupHifiProject.cmake") setup_hifi_project(${TARGET_NAME} TRUE) -include(${MACRO_DIR}/IncludeGLM.cmake) -include_glm(${TARGET_NAME} "${ROOT_DIR}") - # link in the shared libraries include(${MACRO_DIR}/LinkHifiLibrary.cmake) link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}") @@ -29,19 +26,15 @@ link_hifi_library(script-engine ${TARGET_NAME} "${ROOT_DIR}") link_hifi_library(embedded-webserver ${TARGET_NAME} "${ROOT_DIR}") if (UNIX) - list(APPEND DEPENDENCY_LIBRARIES ${CMAKE_DL_LIBS}) + target_link_libraries(${TARGET_NAME} ${DEPENDENCY_LIBRARIES} ${CMAKE_DL_LIBS}) endif (UNIX) IF (WIN32) - list(APPEND DEPENDENCY_LIBRARIES Winmm Ws2_32) + target_link_libraries(${TARGET_NAME} ${DEPENDENCY_LIBRARIES} Winmm Ws2_32) ENDIF(WIN32) find_package(Qt5 COMPONENTS Gui Network Script Widgets) - -# set a property indicating the libraries we are dependent on and link them to ourselves -list(APPEND DEPENDENCY_LIBRARIES Qt5::Gui Qt5::Network Qt5::Script Qt5::Widgets) -set_target_properties(${TARGET_NAME} PROPERTIES DEPENDENCY_LIBRARIES "${DEPENDENCY_LIBRARIES}") -target_link_libraries(${TARGET_NAME} ${DEPENDENCY_LIBRARIES}) +target_link_libraries(${TARGET_NAME} Qt5::Gui Qt5::Network Qt5::Script Qt5::Widgets) # add a definition for ssize_t so that windows doesn't bail if (WIN32) diff --git a/domain-server/CMakeLists.txt b/domain-server/CMakeLists.txt index 26f07cf776..656760957d 100644 --- a/domain-server/CMakeLists.txt +++ b/domain-server/CMakeLists.txt @@ -32,4 +32,7 @@ ENDIF(WIN32) # add a definition for ssize_t so that windows doesn't bail if (WIN32) add_definitions(-Dssize_t=long) -endif () \ No newline at end of file +endif () + +find_package(Qt5 COMPONENTS Network) +target_link_libraries(${TARGET_NAME} Qt5::Network) diff --git a/libraries/shared/src/AngularConstraint.cpp b/libraries/shared/src/AngularConstraint.cpp index 4689568ac8..b39823ee3b 100644 --- a/libraries/shared/src/AngularConstraint.cpp +++ b/libraries/shared/src/AngularConstraint.cpp @@ -11,8 +11,9 @@ #include <glm/gtx/norm.hpp> +#include "GLMHelpers.h" + #include "AngularConstraint.h" -#include "SharedUtil.h" // helper function /// \param angle radian angle to be clamped within angleMin and angleMax diff --git a/libraries/shared/src/AngularConstraint.h b/libraries/shared/src/AngularConstraint.h index 929a58959b..74d3fdb82b 100644 --- a/libraries/shared/src/AngularConstraint.h +++ b/libraries/shared/src/AngularConstraint.h @@ -14,7 +14,6 @@ #include <glm/glm.hpp> - class AngularConstraint { public: /// \param minAngles minumum euler angles for the constraint diff --git a/libraries/shared/src/GLMHelpers.cpp b/libraries/shared/src/GLMHelpers.cpp new file mode 100644 index 0000000000..566983679b --- /dev/null +++ b/libraries/shared/src/GLMHelpers.cpp @@ -0,0 +1,299 @@ +// +// GLMHelpers.cpp +// 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 +// + +#include "GLMHelpers.h" + +// 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)); +} + +// 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); +} + +// 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]); + 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; +} + +QByteArray createByteArray(const glm::vec3& vector) { + return QByteArray::number(vector.x) + ',' + QByteArray::number(vector.y) + ',' + QByteArray::number(vector.z); +} + +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); +} \ No newline at end of file diff --git a/libraries/shared/src/GLMHelpers.h b/libraries/shared/src/GLMHelpers.h new file mode 100644 index 0000000000..43a1d09722 --- /dev/null +++ b/libraries/shared/src/GLMHelpers.h @@ -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 \ No newline at end of file diff --git a/libraries/shared/src/SharedUtil.cpp b/libraries/shared/src/SharedUtil.cpp index 2b8b9929e5..470dfffd13 100644 --- a/libraries/shared/src/SharedUtil.cpp +++ b/libraries/shared/src/SharedUtil.cpp @@ -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]); - 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; diff --git a/libraries/shared/src/SharedUtil.h b/libraries/shared/src/SharedUtil.h index 18494d48e4..015758427a 100644 --- a/libraries/shared/src/SharedUtil.h +++ b/libraries/shared/src/SharedUtil.h @@ -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