overte/libraries/script-engine/src/Vec3.cpp
Bradley Austin Davis b93e91b9f3 New android toolchain
2017-09-19 13:45:12 -07:00

95 lines
2.5 KiB
C++

//
// 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 <glm/gtx/vector_angle.hpp>
#include <QDebug>
#include <GLMHelpers.h>
#include <glm/gtx/string_cast.hpp>
#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<ScriptEngine*>(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)));
}