* rewrote mouse rotation to be more intuitive, doing the rotation in
world space instead of local object space. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@24148 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
@@ -1,3 +1,16 @@
|
||||
/*
|
||||
* Copyright 2008 Haiku Inc. All rights reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* Alexandre Deckner
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* Original Be Sample source modified to use a quaternion for the object's orientation
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright 1999, Be Incorporated. All Rights Reserved.
|
||||
This file may be used under the terms of the Be Sample Code License.
|
||||
@@ -61,16 +74,13 @@ extern long setEvent(sem_id event);
|
||||
|
||||
GLObject::GLObject(ObjectView* ov)
|
||||
:
|
||||
rotX(0),
|
||||
rotY(0),
|
||||
spinX(2),
|
||||
spinY(2),
|
||||
x(0),
|
||||
y(0),
|
||||
z(-2.0),
|
||||
fRotation(0.0f, 0.0f, 0.0f, 1.0f),
|
||||
spinX(2),
|
||||
spinY(2),
|
||||
solidity(0),
|
||||
lastRotX(0),
|
||||
lastRotY(0),
|
||||
color(4),
|
||||
changed(false),
|
||||
fObjView(ov)
|
||||
@@ -131,29 +141,53 @@ GLObject::MenuInvoked(BPoint point)
|
||||
setEvent(fObjView->drawEvent);
|
||||
}
|
||||
|
||||
int
|
||||
GLObject::Solidity() const
|
||||
{
|
||||
return solidity;
|
||||
}
|
||||
|
||||
|
||||
bool
|
||||
GLObject::SpinIt()
|
||||
{
|
||||
rotX += spinX;
|
||||
rotY += spinY;
|
||||
bool c = changed;
|
||||
c = c || ((rotX != lastRotX) || (rotY != lastRotY));
|
||||
lastRotX = rotX;
|
||||
lastRotY = rotY;
|
||||
c = c || ((spinX != 0.0f) || (spinY != 0.0f));
|
||||
|
||||
if (c)
|
||||
RotateWorldSpace(spinY, spinX);
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GLObject::Spin(float rx, float ry)
|
||||
{
|
||||
spinX = rx;
|
||||
spinY = ry;
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GLObject::RotateWorldSpace(float rx, float ry)
|
||||
{
|
||||
fRotation = Quaternion(Vector3(0.0f, 1.0f, 0.0f), 0.01f * rx) * fRotation;
|
||||
fRotation = Quaternion(Vector3(1.0f, 0.0f, 0.0f), 0.01f * ry) * fRotation;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GLObject::Draw(bool forID, float IDcolor[])
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(x, y, z);
|
||||
glRotatef(rotY, 0.0,1.0,0.0);
|
||||
glRotatef(rotX, 1.0,0.0,0.0);
|
||||
|
||||
|
||||
float mat[4][4];
|
||||
fRotation.toOpenGLMatrix(mat);
|
||||
glMultMatrixf((GLfloat*)mat);
|
||||
|
||||
if (forID) {
|
||||
glColor3fv(IDcolor);
|
||||
}
|
||||
|
||||
@@ -1,12 +1,27 @@
|
||||
/*
|
||||
* Copyright 2008 Haiku Inc. All rights reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* Alexandre Deckner
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* Original Be Sample source modified to use a quaternion for the object's orientation
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright 1999, Be Incorporated. All Rights Reserved.
|
||||
This file may be used under the terms of the Be Sample Code License.
|
||||
*/
|
||||
|
||||
#ifndef GL_OBJECT_H
|
||||
#define GL_OBJECT_H
|
||||
|
||||
#include "ObjectView.h"
|
||||
#include "util.h"
|
||||
#include "Quaternion.h"
|
||||
|
||||
struct point {
|
||||
float x,y,z;
|
||||
@@ -29,16 +44,21 @@ class GLObject {
|
||||
GLObject(ObjectView* ov);
|
||||
virtual ~GLObject();
|
||||
virtual void Draw(bool forID, float IDcolor[]);
|
||||
|
||||
virtual bool SpinIt();
|
||||
void Spin(float rx, float ry);
|
||||
void RotateWorldSpace(float rx, float ry);
|
||||
virtual void MenuInvoked(BPoint point);
|
||||
virtual void DoDrawing(bool forID) {};
|
||||
int Solidity() const;
|
||||
|
||||
float rotX, rotY, spinX, spinY;
|
||||
float x, y, z;
|
||||
int solidity;
|
||||
|
||||
Quaternion fRotation;
|
||||
|
||||
protected:
|
||||
float lastRotX, lastRotY;
|
||||
|
||||
float spinX, spinY;
|
||||
int solidity;
|
||||
int color;
|
||||
bool changed;
|
||||
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/*
|
||||
* Copyright 2008 Haiku Inc. All rights reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* Alexandre Deckner
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* Original Be Sample source modified to use a quaternion for the object's orientation
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright 1999, Be Incorporated. All Rights Reserved.
|
||||
This file may be used under the terms of the Be Sample Code License.
|
||||
@@ -409,13 +422,13 @@ ObjectView::MouseDown(BPoint point)
|
||||
if (buttons == B_PRIMARY_MOUSE_BUTTON || buttons == B_SECONDARY_MOUSE_BUTTON) {
|
||||
fTrackingInfo.pickedObject = object;
|
||||
fTrackingInfo.buttons = buttons;
|
||||
fTrackingInfo.isTracking = true;
|
||||
fTrackingInfo.isTracking = true;
|
||||
fTrackingInfo.lastX = point.x;
|
||||
fTrackingInfo.lastY = point.y;
|
||||
fTrackingInfo.lastY = point.y;
|
||||
fTrackingInfo.lastDx = 0.0f;
|
||||
fTrackingInfo.lastDy = 0.0f;
|
||||
fTrackingInfo.pickedObject->spinX = 0.0f;
|
||||
fTrackingInfo.pickedObject->spinY = 0.0f;
|
||||
fTrackingInfo.lastDy = 0.0f;
|
||||
fTrackingInfo.pickedObject->Spin(0.0f, 0.0f);
|
||||
|
||||
|
||||
SetMouseEventMask(B_POINTER_EVENTS,
|
||||
B_LOCK_WINDOW_FOCUS | B_NO_POINTER_HISTORY);
|
||||
@@ -437,9 +450,8 @@ ObjectView::MouseUp(BPoint point)
|
||||
&& fTrackingInfo.pickedObject != NULL
|
||||
&& (fabs(fTrackingInfo.lastDx) > 1.0f
|
||||
|| fabs(fTrackingInfo.lastDy) > 1.0f) ) {
|
||||
|
||||
fTrackingInfo.pickedObject->spinX = 0.5f * fTrackingInfo.lastDy;
|
||||
fTrackingInfo.pickedObject->spinY = 0.5f * fTrackingInfo.lastDx;
|
||||
|
||||
fTrackingInfo.pickedObject->Spin(0.5f * fTrackingInfo.lastDy, 0.5f * fTrackingInfo.lastDx);
|
||||
|
||||
setEvent(drawEvent);
|
||||
}
|
||||
@@ -468,10 +480,8 @@ ObjectView::MouseMoved(BPoint point, uint32 transit, const BMessage *msg)
|
||||
|
||||
if (fTrackingInfo.buttons == B_PRIMARY_MOUSE_BUTTON) {
|
||||
|
||||
fTrackingInfo.pickedObject->spinX = 0;
|
||||
fTrackingInfo.pickedObject->spinY = 0;
|
||||
fTrackingInfo.pickedObject->rotY += dx;
|
||||
fTrackingInfo.pickedObject->rotX += dy;
|
||||
fTrackingInfo.pickedObject->Spin(0.0f, 0.0f);
|
||||
fTrackingInfo.pickedObject->RotateWorldSpace(dx,dy);
|
||||
fTrackingInfo.lastDx = dx;
|
||||
fTrackingInfo.lastDy = dy;
|
||||
|
||||
@@ -489,12 +499,12 @@ ObjectView::MouseMoved(BPoint point, uint32 transit, const BMessage *msg)
|
||||
yinc *= -(fTrackingInfo.pickedObject->z * 4 / zRatio);
|
||||
}
|
||||
|
||||
fTrackingInfo.pickedObject->x += xinc;
|
||||
fTrackingInfo.pickedObject->x += xinc;
|
||||
if (modifiers() & B_SHIFT_KEY)
|
||||
fTrackingInfo.pickedObject->z += zinc;
|
||||
else
|
||||
fTrackingInfo.pickedObject->y += yinc;
|
||||
|
||||
|
||||
fForceRedraw = true;
|
||||
setEvent(drawEvent);
|
||||
}
|
||||
@@ -721,13 +731,13 @@ ObjectView::DrawFrame(bool noPause)
|
||||
fObjListLock.Lock();
|
||||
for (int i = 0; i < fObjects.CountItems(); i++) {
|
||||
GLObject *object = reinterpret_cast<GLObject*>(fObjects.ItemAt(i));
|
||||
if (object->solidity == 0)
|
||||
if (object->Solidity() == 0)
|
||||
object->Draw(false, NULL);
|
||||
}
|
||||
EnforceState();
|
||||
for (int i = 0; i < fObjects.CountItems(); i++) {
|
||||
GLObject *object = reinterpret_cast<GLObject*>(fObjects.ItemAt(i));
|
||||
if (object->solidity != 0)
|
||||
if (object->Solidity() != 0)
|
||||
object->Draw(false, NULL);
|
||||
}
|
||||
fObjListLock.Unlock();
|
||||
|
||||
@@ -1,3 +1,9 @@
|
||||
/*
|
||||
* Copyright 2008 Haiku Inc. All rights reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright 1999, Be Incorporated. All Rights Reserved.
|
||||
This file may be used under the terms of the Be Sample Code License.
|
||||
|
||||
Executable
+408
@@ -0,0 +1,408 @@
|
||||
/*
|
||||
* Copyright 2008 Haiku Inc. All rights reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* Alexandre Deckner
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
*
|
||||
* This is a refactored and stripped down version of bullet-2.66 src\LinearMath\btQuaternion.h
|
||||
* The dependancies on base class btQuadWord have been removed for simplification.
|
||||
* Added gl matrix conversion method.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
#ifndef __QUATERNION_H__
|
||||
#define __QUATERNION_H__
|
||||
|
||||
#include "Vector3.h"
|
||||
|
||||
class Quaternion {
|
||||
protected:
|
||||
float m_x;
|
||||
float m_y;
|
||||
float m_z;
|
||||
float m_w;
|
||||
public:
|
||||
Quaternion() {}
|
||||
|
||||
Quaternion(const Quaternion& q)
|
||||
{
|
||||
*((Quaternion*)this) = q;
|
||||
}
|
||||
|
||||
Quaternion(const float& x, const float& y, const float& z,const float& w)
|
||||
{
|
||||
m_x = x, m_y = y, m_z = z, m_w = w;
|
||||
}
|
||||
|
||||
Quaternion(const Vector3& axis, const float& angle)
|
||||
{
|
||||
setRotation(axis, angle);
|
||||
}
|
||||
|
||||
Quaternion(const float& yaw, const float& pitch, const float& roll)
|
||||
{
|
||||
setEuler(yaw, pitch, roll);
|
||||
}
|
||||
|
||||
inline const float& x() const { return m_x; }
|
||||
|
||||
|
||||
inline const float& y() const { return m_y; }
|
||||
|
||||
|
||||
inline const float& z() const { return m_z; }
|
||||
|
||||
|
||||
inline const float& w() const { return m_w; }
|
||||
|
||||
|
||||
void setValue(const float& x, const float& y, const float& z)
|
||||
{
|
||||
m_x=x;
|
||||
m_y=y;
|
||||
m_z=z;
|
||||
m_w = 0.f;
|
||||
}
|
||||
|
||||
|
||||
void setValue(const float& x, const float& y, const float& z,const float& w)
|
||||
{
|
||||
m_x=x;
|
||||
m_y=y;
|
||||
m_z=z;
|
||||
m_w=w;
|
||||
}
|
||||
|
||||
|
||||
void setRotation(const Vector3& axis, const float& angle)
|
||||
{
|
||||
float d = axis.length();
|
||||
assert(d != float(0.0));
|
||||
float s = sin(angle * float(0.5)) / d;
|
||||
setValue(axis.x() * s, axis.y() * s, axis.z() * s,
|
||||
cos(angle * float(0.5)));
|
||||
}
|
||||
|
||||
|
||||
void setEuler(const float& yaw, const float& pitch, const float& roll)
|
||||
{
|
||||
float halfYaw = float(yaw) * float(0.5);
|
||||
float halfPitch = float(pitch) * float(0.5);
|
||||
float halfRoll = float(roll) * float(0.5);
|
||||
float cosYaw = cos(halfYaw);
|
||||
float sinYaw = sin(halfYaw);
|
||||
float cosPitch = cos(halfPitch);
|
||||
float sinPitch = sin(halfPitch);
|
||||
float cosRoll = cos(halfRoll);
|
||||
float sinRoll = sin(halfRoll);
|
||||
setValue(cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw,
|
||||
cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw,
|
||||
sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw,
|
||||
cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw);
|
||||
}
|
||||
|
||||
|
||||
Quaternion& operator+=(const Quaternion& q)
|
||||
{
|
||||
m_x += q.x(); m_y += q.y(); m_z += q.z(); m_w += q.m_w;
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
Quaternion& operator-=(const Quaternion& q)
|
||||
{
|
||||
m_x -= q.x(); m_y -= q.y(); m_z -= q.z(); m_w -= q.m_w;
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
Quaternion& operator*=(const float& s)
|
||||
{
|
||||
m_x *= s; m_y *= s; m_z *= s; m_w *= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
Quaternion& operator*=(const Quaternion& q)
|
||||
{
|
||||
setValue(m_w * q.x() + m_x * q.m_w + m_y * q.z() - m_z * q.y(),
|
||||
m_w * q.y() + m_y * q.m_w + m_z * q.x() - m_x * q.z(),
|
||||
m_w * q.z() + m_z * q.m_w + m_x * q.y() - m_y * q.x(),
|
||||
m_w * q.m_w - m_x * q.x() - m_y * q.y() - m_z * q.z());
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
float dot(const Quaternion& q) const
|
||||
{
|
||||
return m_x * q.x() + m_y * q.y() + m_z * q.z() + m_w * q.m_w;
|
||||
}
|
||||
|
||||
|
||||
float length2() const
|
||||
{
|
||||
return dot(*this);
|
||||
}
|
||||
|
||||
|
||||
float length() const
|
||||
{
|
||||
return sqrt(length2());
|
||||
}
|
||||
|
||||
|
||||
Quaternion& normalize()
|
||||
{
|
||||
return *this /= length();
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
operator*(const float& s) const
|
||||
{
|
||||
return Quaternion(x() * s, y() * s, z() * s, m_w * s);
|
||||
}
|
||||
|
||||
|
||||
Quaternion operator/(const float& s) const
|
||||
{
|
||||
assert(s != float(0.0));
|
||||
return *this * (float(1.0) / s);
|
||||
}
|
||||
|
||||
|
||||
Quaternion& operator/=(const float& s)
|
||||
{
|
||||
assert(s != float(0.0));
|
||||
return *this *= float(1.0) / s;
|
||||
}
|
||||
|
||||
|
||||
Quaternion normalized() const
|
||||
{
|
||||
return *this / length();
|
||||
}
|
||||
|
||||
|
||||
float angle(const Quaternion& q) const
|
||||
{
|
||||
float s = sqrt(length2() * q.length2());
|
||||
assert(s != float(0.0));
|
||||
return acos(dot(q) / s);
|
||||
}
|
||||
|
||||
|
||||
float getAngle() const
|
||||
{
|
||||
float s = float(2.) * acos(m_w);
|
||||
return s;
|
||||
}
|
||||
|
||||
|
||||
Quaternion inverse() const
|
||||
{
|
||||
return Quaternion(m_x, m_y, m_z, -m_w);
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
operator+(const Quaternion& q2) const
|
||||
{
|
||||
const Quaternion& q1 = *this;
|
||||
return Quaternion(q1.x() + q2.x(), q1.y() + q2.y(), q1.z() + q2.z(), q1.m_w + q2.m_w);
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
operator-(const Quaternion& q2) const
|
||||
{
|
||||
const Quaternion& q1 = *this;
|
||||
return Quaternion(q1.x() - q2.x(), q1.y() - q2.y(), q1.z() - q2.z(), q1.m_w - q2.m_w);
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion operator-() const
|
||||
{
|
||||
const Quaternion& q2 = *this;
|
||||
return Quaternion( - q2.x(), - q2.y(), - q2.z(), - q2.m_w);
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion farthest( const Quaternion& qd) const
|
||||
{
|
||||
Quaternion diff,sum;
|
||||
diff = *this - qd;
|
||||
sum = *this + qd;
|
||||
if( diff.dot(diff) > sum.dot(sum) )
|
||||
return qd;
|
||||
return (-qd);
|
||||
}
|
||||
|
||||
|
||||
Quaternion slerp(const Quaternion& q, const float& t) const
|
||||
{
|
||||
float theta = angle(q);
|
||||
if (theta != float(0.0))
|
||||
{
|
||||
float d = float(1.0) / sin(theta);
|
||||
float s0 = sin((float(1.0) - t) * theta);
|
||||
float s1 = sin(t * theta);
|
||||
return Quaternion((m_x * s0 + q.x() * s1) * d,
|
||||
(m_y * s0 + q.y() * s1) * d,
|
||||
(m_z * s0 + q.z() * s1) * d,
|
||||
(m_w * s0 + q.m_w * s1) * d);
|
||||
}
|
||||
else
|
||||
{
|
||||
return *this;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void toOpenGLMatrix(float m[4][4]){
|
||||
|
||||
float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
|
||||
|
||||
// calculate coefficients
|
||||
x2 = m_x + m_x; y2 = m_y + m_y;
|
||||
z2 = m_z + m_z;
|
||||
xx = m_x * x2; xy = m_x * y2; xz = m_x * z2;
|
||||
yy = m_y * y2; yz = m_y * z2; zz = m_z * z2;
|
||||
wx = m_w * x2; wy = m_w * y2; wz = m_w * z2;
|
||||
|
||||
|
||||
m[0][0] = 1.0 - (yy + zz); m[1][0] = xy - wz;
|
||||
m[2][0] = xz + wy; m[3][0] = 0.0;
|
||||
|
||||
m[0][1] = xy + wz; m[1][1] = 1.0 - (xx + zz);
|
||||
m[2][1] = yz - wx; m[3][1] = 0.0;
|
||||
|
||||
|
||||
m[0][2] = xz - wy; m[1][2] = yz + wx;
|
||||
m[2][2] = 1.0 - (xx + yy); m[3][2] = 0.0;
|
||||
|
||||
|
||||
m[0][3] = 0; m[1][3] = 0;
|
||||
m[2][3] = 0; m[3][3] = 1;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
inline Quaternion
|
||||
operator-(const Quaternion& q)
|
||||
{
|
||||
return Quaternion(-q.x(), -q.y(), -q.z(), -q.w());
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
operator*(const Quaternion& q1, const Quaternion& q2) {
|
||||
return Quaternion(q1.w() * q2.x() + q1.x() * q2.w() + q1.y() * q2.z() - q1.z() * q2.y(),
|
||||
q1.w() * q2.y() + q1.y() * q2.w() + q1.z() * q2.x() - q1.x() * q2.z(),
|
||||
q1.w() * q2.z() + q1.z() * q2.w() + q1.x() * q2.y() - q1.y() * q2.x(),
|
||||
q1.w() * q2.w() - q1.x() * q2.x() - q1.y() * q2.y() - q1.z() * q2.z());
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
operator*(const Quaternion& q, const Vector3& w)
|
||||
{
|
||||
return Quaternion( q.w() * w.x() + q.y() * w.z() - q.z() * w.y(),
|
||||
q.w() * w.y() + q.z() * w.x() - q.x() * w.z(),
|
||||
q.w() * w.z() + q.x() * w.y() - q.y() * w.x(),
|
||||
-q.x() * w.x() - q.y() * w.y() - q.z() * w.z());
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
operator*(const Vector3& w, const Quaternion& q)
|
||||
{
|
||||
return Quaternion( w.x() * q.w() + w.y() * q.z() - w.z() * q.y(),
|
||||
w.y() * q.w() + w.z() * q.x() - w.x() * q.z(),
|
||||
w.z() * q.w() + w.x() * q.y() - w.y() * q.x(),
|
||||
-w.x() * q.x() - w.y() * q.y() - w.z() * q.z());
|
||||
}
|
||||
|
||||
|
||||
inline float
|
||||
dot(const Quaternion& q1, const Quaternion& q2)
|
||||
{
|
||||
return q1.dot(q2);
|
||||
}
|
||||
|
||||
|
||||
inline float
|
||||
length(const Quaternion& q)
|
||||
{
|
||||
return q.length();
|
||||
}
|
||||
|
||||
|
||||
inline float
|
||||
angle(const Quaternion& q1, const Quaternion& q2)
|
||||
{
|
||||
return q1.angle(q2);
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
inverse(const Quaternion& q)
|
||||
{
|
||||
return q.inverse();
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
slerp(const Quaternion& q1, const Quaternion& q2, const float& t)
|
||||
{
|
||||
return q1.slerp(q2, t);
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
shortestArcQuat(const Vector3& v0, const Vector3& v1) // Game Programming Gems 2.10. make sure v0,v1 are normalized
|
||||
{
|
||||
Vector3 c = v0.cross(v1);
|
||||
float d = v0.dot(v1);
|
||||
|
||||
if (d < -1.0 + FLT_EPSILON)
|
||||
return Quaternion(0.0f,1.0f,0.0f,0.0f); // just pick any vector
|
||||
|
||||
float s = sqrt((1.0f + d) * 2.0f);
|
||||
float rs = 1.0f / s;
|
||||
|
||||
return Quaternion(c.x()*rs, c.y()*rs, c.z()*rs, s * 0.5f);
|
||||
}
|
||||
|
||||
|
||||
inline Quaternion
|
||||
shortestArcQuatNormalize2(Vector3& v0,Vector3& v1)
|
||||
{
|
||||
v0.normalize();
|
||||
v1.normalize();
|
||||
return shortestArcQuat(v0,v1);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
Executable
+350
@@ -0,0 +1,350 @@
|
||||
/*
|
||||
* Copyright 2008 Haiku Inc. All rights reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* Alexandre Deckner
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
*
|
||||
* This is a refactored and stripped down version of bullet-2.66 src\LinearMath\btVector3.h
|
||||
* The dependancies on base class btQuadWord have been removed for simplification.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
#ifndef __VECTOR3_H__
|
||||
#define __VECTOR3_H__
|
||||
|
||||
///Vector3 can be used to represent 3D points and vectors.
|
||||
|
||||
class Vector3 {
|
||||
protected:
|
||||
float m_x;
|
||||
float m_y;
|
||||
float m_z;
|
||||
|
||||
public:
|
||||
inline Vector3() {}
|
||||
|
||||
|
||||
inline Vector3(const Vector3& v)
|
||||
{
|
||||
*((Vector3*)this) = v;
|
||||
}
|
||||
|
||||
|
||||
inline Vector3(const float& x, const float& y, const float& z)
|
||||
{
|
||||
m_x = x, m_y = y, m_z = z;
|
||||
}
|
||||
|
||||
|
||||
inline const float& x() const { return m_x; }
|
||||
|
||||
|
||||
inline const float& y() const { return m_y; }
|
||||
|
||||
|
||||
inline const float& z() const { return m_z; }
|
||||
|
||||
|
||||
inline void setValue(const float& x, const float& y, const float& z)
|
||||
{
|
||||
m_x=x;
|
||||
m_y=y;
|
||||
m_z=z;
|
||||
}
|
||||
|
||||
inline Vector3& operator+=(const Vector3& v)
|
||||
{
|
||||
m_x += v.x(); m_y += v.y(); m_z += v.z();
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
inline Vector3& operator-=(const Vector3& v)
|
||||
{
|
||||
m_x -= v.x(); m_y -= v.y(); m_z -= v.z();
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
inline Vector3& operator*=(const float& s)
|
||||
{
|
||||
m_x *= s; m_y *= s; m_z *= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
inline Vector3& operator/=(const float& s)
|
||||
{
|
||||
//btFullAssert(s != float(0.0));
|
||||
return *this *= float(1.0) / s;
|
||||
}
|
||||
|
||||
|
||||
inline float dot(const Vector3& v) const
|
||||
{
|
||||
return m_x * v.x() + m_y * v.y() + m_z * v.z();
|
||||
}
|
||||
|
||||
|
||||
inline float length2() const
|
||||
{
|
||||
return dot(*this);
|
||||
}
|
||||
|
||||
|
||||
inline float length() const
|
||||
{
|
||||
return sqrt(length2());
|
||||
}
|
||||
|
||||
|
||||
inline float distance2(const Vector3& v) const;
|
||||
|
||||
|
||||
inline float distance(const Vector3& v) const;
|
||||
|
||||
|
||||
inline Vector3& normalize()
|
||||
{
|
||||
return *this /= length();
|
||||
}
|
||||
|
||||
|
||||
inline Vector3 normalized() const;
|
||||
|
||||
|
||||
inline Vector3 rotate( const Vector3& wAxis, const float angle );
|
||||
|
||||
|
||||
inline float angle(const Vector3& v) const
|
||||
{
|
||||
float s = sqrt(length2() * v.length2());
|
||||
//btFullAssert(s != float(0.0));
|
||||
return acos(dot(v) / s);
|
||||
}
|
||||
|
||||
|
||||
inline Vector3 absolute() const
|
||||
{
|
||||
return Vector3(
|
||||
fabs(m_x),
|
||||
fabs(m_y),
|
||||
fabs(m_z));
|
||||
}
|
||||
|
||||
|
||||
inline Vector3 cross(const Vector3& v) const
|
||||
{
|
||||
return Vector3(
|
||||
m_y * v.z() - m_z * v.y(),
|
||||
m_z * v.x() - m_x * v.z(),
|
||||
m_x * v.y() - m_y * v.x());
|
||||
}
|
||||
|
||||
|
||||
inline float triple(const Vector3& v1, const Vector3& v2) const
|
||||
{
|
||||
return m_x * (v1.y() * v2.z() - v1.z() * v2.y()) +
|
||||
m_y * (v1.z() * v2.x() - v1.x() * v2.z()) +
|
||||
m_z * (v1.x() * v2.y() - v1.y() * v2.x());
|
||||
}
|
||||
|
||||
|
||||
inline int minAxis() const
|
||||
{
|
||||
return m_x < m_y ? (m_x < m_z ? 0 : 2) : (m_y < m_z ? 1 : 2);
|
||||
}
|
||||
|
||||
|
||||
inline int maxAxis() const
|
||||
{
|
||||
return m_x < m_y ? (m_y < m_z ? 2 : 1) : (m_x < m_z ? 2 : 0);
|
||||
}
|
||||
|
||||
|
||||
inline int furthestAxis() const
|
||||
{
|
||||
return absolute().minAxis();
|
||||
}
|
||||
|
||||
|
||||
inline int closestAxis() const
|
||||
{
|
||||
return absolute().maxAxis();
|
||||
}
|
||||
|
||||
|
||||
inline void setInterpolate3(const Vector3& v0, const Vector3& v1, float rt)
|
||||
{
|
||||
float s = float(1.0) - rt;
|
||||
m_x = s * v0.x() + rt * v1.x();
|
||||
m_y = s * v0.y() + rt * v1.y();
|
||||
m_z = s * v0.z() + rt * v1.z();
|
||||
//don't do the unused w component
|
||||
// m_co[3] = s * v0[3] + rt * v1[3];
|
||||
}
|
||||
|
||||
|
||||
inline Vector3 lerp(const Vector3& v, const float& t) const
|
||||
{
|
||||
return Vector3(m_x + (v.x() - m_x) * t,
|
||||
m_y + (v.y() - m_y) * t,
|
||||
m_z + (v.z() - m_z) * t);
|
||||
}
|
||||
|
||||
|
||||
inline Vector3& operator*=(const Vector3& v)
|
||||
{
|
||||
m_x *= v.x(); m_y *= v.y(); m_z *= v.z();
|
||||
return *this;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
inline Vector3
|
||||
operator+(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return Vector3(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z());
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
operator*(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return Vector3(v1.x() * v2.x(), v1.y() * v2.y(), v1.z() * v2.z());
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
operator-(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return Vector3(v1.x() - v2.x(), v1.y() - v2.y(), v1.z() - v2.z());
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
operator-(const Vector3& v)
|
||||
{
|
||||
return Vector3(-v.x(), -v.y(), -v.z());
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
operator*(const Vector3& v, const float& s)
|
||||
{
|
||||
return Vector3(v.x() * s, v.y() * s, v.z() * s);
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
operator*(const float& s, const Vector3& v)
|
||||
{
|
||||
return v * s;
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
operator/(const Vector3& v, const float& s)
|
||||
{
|
||||
//btFullAssert(s != float(0.0));
|
||||
return v * (float(1.0) / s);
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
operator/(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return Vector3(v1.x() / v2.x(),v1.y() / v2.y(),v1.z() / v2.z());
|
||||
}
|
||||
|
||||
inline float
|
||||
dot(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return v1.dot(v2);
|
||||
}
|
||||
|
||||
inline float
|
||||
distance2(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return v1.distance2(v2);
|
||||
}
|
||||
|
||||
|
||||
inline float
|
||||
distance(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return v1.distance(v2);
|
||||
}
|
||||
|
||||
inline float
|
||||
angle(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return v1.angle(v2);
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
cross(const Vector3& v1, const Vector3& v2)
|
||||
{
|
||||
return v1.cross(v2);
|
||||
}
|
||||
|
||||
inline float
|
||||
triple(const Vector3& v1, const Vector3& v2, const Vector3& v3)
|
||||
{
|
||||
return v1.triple(v2, v3);
|
||||
}
|
||||
|
||||
inline Vector3
|
||||
lerp(const Vector3& v1, const Vector3& v2, const float& t)
|
||||
{
|
||||
return v1.lerp(v2, t);
|
||||
}
|
||||
|
||||
|
||||
inline bool operator==(const Vector3& p1, const Vector3& p2)
|
||||
{
|
||||
return p1.x() == p2.x() && p1.y() == p2.y() && p1.z() == p2.z();
|
||||
}
|
||||
|
||||
inline float Vector3::distance2(const Vector3& v) const
|
||||
{
|
||||
return (v - *this).length2();
|
||||
}
|
||||
|
||||
inline float Vector3::distance(const Vector3& v) const
|
||||
{
|
||||
return (v - *this).length();
|
||||
}
|
||||
|
||||
inline Vector3 Vector3::normalized() const
|
||||
{
|
||||
return *this / length();
|
||||
}
|
||||
|
||||
inline Vector3 Vector3::rotate( const Vector3& wAxis, const float angle )
|
||||
{
|
||||
// wAxis must be a unit lenght vector
|
||||
|
||||
Vector3 o = wAxis * wAxis.dot( *this );
|
||||
Vector3 x = *this - o;
|
||||
Vector3 y;
|
||||
|
||||
y = wAxis.cross( *this );
|
||||
|
||||
return ( o + x * cos( angle ) + y * sin( angle ) );
|
||||
}
|
||||
|
||||
#endif //__VECTOR3_H__
|
||||
Reference in New Issue
Block a user