* Fix many style issues. Quaternion and Vector3 still show some of their foreign
origin. Yes.. shame on me, i had even imported their non unix line endings :) Will make them BCitizens soon. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33890 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
@@ -15,43 +15,47 @@
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float
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MathUtils::EaseInOutCubic(float t /*time*/, float b /*begin*/, float c /*distance*/, float d /*duration*/)
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MathUtils::EaseInOutCubic(float time, float start, float distance,
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float duration)
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{
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t /= d / 2.0;
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if (t < 1.0)
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return c / 2.0 * t * t * t + b;
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t -= 2.0;
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return c / 2.0 * (t * t * t + 2.0) + b;
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time /= duration / 2.0;
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if (time < 1.0)
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return distance / 2.0 * time * time * time + start;
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time -= 2.0;
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return distance / 2.0 * (time * time * time + 2.0) + start;
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}
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float
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MathUtils::EaseInOutQuart(float t /*time*/, float b /*begin*/, float c /*distance*/, float d /*duration*/)
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MathUtils::EaseInOutQuart(float time, float start, float distance,
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float duration)
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{
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t /= d / 2;
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time /= duration / 2;
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if (t < 1)
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return c / 2 * t * t * t * t + b;
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if (time < 1)
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return distance / 2 * time * time * time * time + start;
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t -= 2;
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time -= 2;
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return -c / 2 * (t * t * t * t - 2) + b;
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return -distance / 2 * (time * time * time * time - 2) + start;
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}
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float
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MathUtils::EaseInOutQuint(float t /*time*/, float b /*begin*/, float c /*distance*/, float d /*duration*/)
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MathUtils::EaseInOutQuint(float time, float start, float distance,
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float duration)
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{
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t /= d / 2;
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if (t < 1)
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return c / 2 * t * t * t * t * t + b;
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t -= 2;
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return c / 2 *(t * t * t * t * t + 2) + b;
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time /= duration / 2;
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if (time < 1)
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return distance / 2 * time * time * time * time * time + start;
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time -= 2;
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return distance / 2 *(time * time * time * time * time + 2) + start;
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}
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float
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MathUtils::EaseInOutSine(float t /*time*/, float b /*begin*/, float c /*distance*/, float d /*duration*/)
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MathUtils::EaseInOutSine(float time, float start, float distance,
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float duration)
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{
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return -c / 2 * (cos(3.14159 * t / d) - 1) + b;
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return -distance / 2 * (cos(3.14159 * time / distance) - 1) + start;
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}
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@@ -12,10 +12,14 @@
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class MathUtils
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{
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public:
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static float EaseInOutCubic(float time, float begin, float distance, float duration);
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static float EaseInOutQuart(float time, float begin, float distance, float duration);
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static float EaseInOutQuint(float time, float begin, float distance, float duration);
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static float EaseInOutSine(float time, float begin, float distance, float duration);
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static float EaseInOutCubic(float time, float begin, float distance,
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float duration);
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static float EaseInOutQuart(float time, float begin, float distance,
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float duration);
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static float EaseInOutQuint(float time, float begin, float distance,
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float duration);
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static float EaseInOutSine(float time, float begin, float distance,
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float duration);
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};
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#endif /* _MATH_UTILS_H */
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@@ -76,7 +76,6 @@ MeshInstance::Render()
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glBindTexture(GL_TEXTURE_2D, fTextureReference->Id());
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int lastVertexCount = 0;
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//int batchCount = 0;
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for (uint32 i = 0; i < fMeshReference->FaceCount(); i++) {
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@@ -91,8 +90,6 @@ MeshInstance::Render()
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glBegin(GL_TRIANGLES);
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else
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glBegin(GL_QUADS);
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//batchCount++;
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}
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// calculate normal
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@@ -144,7 +141,6 @@ MeshInstance::Render()
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lastVertexCount = face.vertexCount;
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}
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glEnd();
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//printf("batchCount %d\n", batchCount);
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if (fDrawNormals) {
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glBegin(GL_LINES);
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@@ -9,30 +9,38 @@
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/*
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*
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* This is a refactored and stripped down version of bullet-2.66 src\LinearMath\btQuaternion.h
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* The dependancies on base class btQuadWord have been removed for simplification.
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* This is a refactored and stripped down version of
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* bullet-2.66 src\LinearMath\btQuaternion.h
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* The dependancies on base class btQuadWord have been removed for
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* simplification.
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* Added gl matrix conversion method.
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*
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*/
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/*
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Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
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Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans
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http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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In no event will the authors be held liable for any damages arising from the
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use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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1. The origin of this software must not be misrepresented; you must not claim
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that you wrote the original software. If you use this software in a product,
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an acknowledgment in the product documentation would be appreciated but is
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not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef __QUATERNION_H__
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#define __QUATERNION_H__
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#include "Vector3.h"
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#include <SupportDefs.h> //pout FLT_EPSILON
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#include <SupportDefs.h>
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class Quaternion {
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protected:
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@@ -228,7 +236,8 @@ public:
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operator+(const Quaternion& q2) const
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{
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const Quaternion& q1 = *this;
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return Quaternion(q1.x() + q2.x(), q1.y() + q2.y(), q1.z() + q2.z(), q1.m_w + q2.m_w);
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return Quaternion(q1.x() + q2.x(), q1.y() + q2.y(), q1.z() + q2.z(),
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q1.m_w + q2.m_w);
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}
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@@ -236,7 +245,8 @@ public:
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operator-(const Quaternion& q2) const
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{
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const Quaternion& q1 = *this;
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return Quaternion(q1.x() - q2.x(), q1.y() - q2.y(), q1.z() - q2.z(), q1.m_w - q2.m_w);
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return Quaternion(q1.x() - q2.x(), q1.y() - q2.y(), q1.z() - q2.z(),
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q1.m_w - q2.m_w);
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}
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@@ -261,8 +271,7 @@ public:
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Quaternion slerp(const Quaternion& q, const float& t) const
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{
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float theta = angle(q);
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if (theta != 0.0f)
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{
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if (theta != 0.0f) {
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float d = 1.0f / sin(theta);
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float s0 = sin((1.0f - t) * theta);
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float s1 = sin(t * theta);
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@@ -270,16 +279,14 @@ public:
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(m_y * s0 + q.y() * s1) * d,
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(m_z * s0 + q.z() * s1) * d,
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(m_w * s0 + q.m_w * s1) * d);
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}
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else
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{
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} else {
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return *this;
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}
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}
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void toOpenGLMatrix(float m[4][4]){
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void toOpenGLMatrix(float m[4][4])
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{
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float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
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// calculate coefficients
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@@ -316,7 +323,8 @@ operator-(const Quaternion& q)
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inline Quaternion
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operator*(const Quaternion& q1, const Quaternion& q2) {
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return Quaternion(q1.w() * q2.x() + q1.x() * q2.w() + q1.y() * q2.z() - q1.z() * q2.y(),
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return Quaternion(
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q1.w() * q2.x() + q1.x() * q2.w() + q1.y() * q2.z() - q1.z() * q2.y(),
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q1.w() * q2.y() + q1.y() * q2.w() + q1.z() * q2.x() - q1.x() * q2.z(),
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q1.w() * q2.z() + q1.z() * q2.w() + q1.x() * q2.y() - q1.y() * q2.x(),
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q1.w() * q2.w() - q1.x() * q2.x() - q1.y() * q2.y() - q1.z() * q2.z());
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@@ -378,8 +386,9 @@ slerp(const Quaternion& q1, const Quaternion& q2, const float& t)
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}
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// Game Programming Gems 2.10. make sure v0,v1 are normalized
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inline Quaternion
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shortestArcQuat(const Vector3& v0, const Vector3& v1) // Game Programming Gems 2.10. make sure v0,v1 are normalized
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shortestArcQuat(const Vector3& v0, const Vector3& v1)
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{
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Vector3 c = v0.cross(v1);
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float d = v0.dot(v1);
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+45
-14
@@ -9,22 +9,30 @@
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/*
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*
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* This is a refactored and stripped down version of bullet-2.66 src\LinearMath\btVector3.h
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* The dependancies on base class btQuadWord have been removed for simplification.
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* This is a refactored and stripped down version of bullet-2.66
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* src\LinearMath\btVector3.h
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* The dependancies on base class btQuadWord have been removed for
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* simplification.
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*
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*/
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/*
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Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
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Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans
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http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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In no event will the authors be held liable for any damages arising from the
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use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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1. The origin of this software must not be misrepresented; you must not claim
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that you wrote the original software. If you use this software in a product,
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an acknowledgment in the product documentation would be appreciated but is
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not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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||||
*/
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@@ -167,9 +175,9 @@ public:
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inline float triple(const Vector3& v1, const Vector3& v2) const
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{
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return m_x * (v1.y() * v2.z() - v1.z() * v2.y()) +
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m_y * (v1.z() * v2.x() - v1.x() * v2.z()) +
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m_z * (v1.x() * v2.y() - v1.y() * v2.x());
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return m_x * (v1.y() * v2.z() - v1.z() * v2.y())
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+ m_y * (v1.z() * v2.x() - v1.x() * v2.z())
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+ m_z * (v1.x() * v2.y() - v1.y() * v2.x());
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}
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@@ -224,42 +232,49 @@ public:
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};
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inline Vector3
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operator+(const Vector3& v1, const Vector3& v2)
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{
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return Vector3(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z());
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}
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inline Vector3
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operator*(const Vector3& v1, const Vector3& v2)
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{
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return Vector3(v1.x() * v2.x(), v1.y() * v2.y(), v1.z() * v2.z());
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}
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inline Vector3
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operator-(const Vector3& v1, const Vector3& v2)
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{
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return Vector3(v1.x() - v2.x(), v1.y() - v2.y(), v1.z() - v2.z());
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}
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inline Vector3
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operator-(const Vector3& v)
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{
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return Vector3(-v.x(), -v.y(), -v.z());
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}
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inline Vector3
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operator*(const Vector3& v, const float& s)
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{
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return Vector3(v.x() * s, v.y() * s, v.z() * s);
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}
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inline Vector3
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operator*(const float& s, const Vector3& v)
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{
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return v * s;
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}
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inline Vector3
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operator/(const Vector3& v, const float& s)
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{
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@@ -267,18 +282,21 @@ operator/(const Vector3& v, const float& s)
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return v * (1.0f / s);
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}
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inline Vector3
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operator/(const Vector3& v1, const Vector3& v2)
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{
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return Vector3(v1.x() / v2.x(),v1.y() / v2.y(),v1.z() / v2.z());
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}
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inline float
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dot(const Vector3& v1, const Vector3& v2)
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{
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return v1.dot(v2);
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}
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inline float
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distance2(const Vector3& v1, const Vector3& v2)
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{
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@@ -292,24 +310,28 @@ distance(const Vector3& v1, const Vector3& v2)
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return v1.distance(v2);
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}
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inline float
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angle(const Vector3& v1, const Vector3& v2)
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{
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return v1.angle(v2);
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}
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inline Vector3
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cross(const Vector3& v1, const Vector3& v2)
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{
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return v1.cross(v2);
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}
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inline float
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triple(const Vector3& v1, const Vector3& v2, const Vector3& v3)
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{
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return v1.triple(v2, v3);
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}
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inline Vector3
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lerp(const Vector3& v1, const Vector3& v2, const float& t)
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{
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@@ -317,27 +339,36 @@ lerp(const Vector3& v1, const Vector3& v2, const float& t)
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}
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inline bool operator==(const Vector3& p1, const Vector3& p2)
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inline bool
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operator==(const Vector3& p1, const Vector3& p2)
|
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{
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return p1.x() == p2.x() && p1.y() == p2.y() && p1.z() == p2.z();
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}
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inline float Vector3::distance2(const Vector3& v) const
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inline float
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Vector3::distance2(const Vector3& v) const
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{
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return (v - *this).length2();
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}
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inline float Vector3::distance(const Vector3& v) const
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inline float
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Vector3::distance(const Vector3& v) const
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{
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return (v - *this).length();
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}
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inline Vector3 Vector3::normalized() const
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inline Vector3
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Vector3::normalized() const
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{
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return *this / length();
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}
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inline Vector3 Vector3::rotate( const Vector3& wAxis, const float angle )
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inline Vector3
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Vector3::rotate( const Vector3& wAxis, const float angle )
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{
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// wAxis must be a unit lenght vector
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@@ -91,8 +91,8 @@ VideoFileTexture::_Load(const char* fileName)
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format.u.raw_video.display.format = fVideoBitmap->ColorSpace();
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format.u.raw_video.display.line_width = (int32) bounds.Width();
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format.u.raw_video.display.line_count = (int32) bounds.Height();
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format.u.raw_video.display.bytes_per_row =
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fVideoBitmap->BytesPerRow();
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format.u.raw_video.display.bytes_per_row
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= fVideoBitmap->BytesPerRow();
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err = fVideoTrack->DecodedFormat(&format);
|
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if (err != B_OK) {
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@@ -120,8 +120,8 @@ VideoFileTexture::Update(float /*dt*/) {
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// TODO loop
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int64 frameCount = 0;
|
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media_header mh;
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status_t err =
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fVideoTrack->ReadFrames(fVideoBitmap->Bits(), &frameCount, &mh);
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status_t err
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||||
= fVideoTrack->ReadFrames(fVideoBitmap->Bits(), &frameCount, &mh);
|
||||
if (err) {
|
||||
printf("BMediaTrack::ReadFrames error -- %s\n", strerror(err));
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user