Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
@@ -6,7 +6,6 @@
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#include <assert.h>
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#include <math.h>
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/*----------------------------------------------------------------------
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Copyright (c) 2004 Open Dynamics Framework Group
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www.physicstools.org
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@@ -41,58 +40,53 @@
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// http://www.amillionpixels.us
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//
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void fm_inverseRT(const float *matrix,const float *pos,float *t) // inverse rotate translate the point.
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void fm_inverseRT(const float *matrix, const float *pos, float *t) // inverse rotate translate the point.
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{
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float _x = pos[0] - matrix[3*4+0];
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float _y = pos[1] - matrix[3*4+1];
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float _z = pos[2] - matrix[3*4+2];
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float _x = pos[0] - matrix[3 * 4 + 0];
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float _y = pos[1] - matrix[3 * 4 + 1];
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float _z = pos[2] - matrix[3 * 4 + 2];
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// Multiply inverse-translated source vector by inverted rotation transform
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t[0] = (matrix[0*4+0] * _x) + (matrix[0*4+1] * _y) + (matrix[0*4+2] * _z);
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t[1] = (matrix[1*4+0] * _x) + (matrix[1*4+1] * _y) + (matrix[1*4+2] * _z);
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t[2] = (matrix[2*4+0] * _x) + (matrix[2*4+1] * _y) + (matrix[2*4+2] * _z);
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t[0] = (matrix[0 * 4 + 0] * _x) + (matrix[0 * 4 + 1] * _y) + (matrix[0 * 4 + 2] * _z);
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t[1] = (matrix[1 * 4 + 0] * _x) + (matrix[1 * 4 + 1] * _y) + (matrix[1 * 4 + 2] * _z);
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t[2] = (matrix[2 * 4 + 0] * _x) + (matrix[2 * 4 + 1] * _y) + (matrix[2 * 4 + 2] * _z);
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}
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void fm_identity(float *matrix) // set 4x4 matrix to identity.
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void fm_identity(float *matrix) // set 4x4 matrix to identity.
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{
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matrix[0*4+0] = 1;
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matrix[1*4+1] = 1;
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matrix[2*4+2] = 1;
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matrix[3*4+3] = 1;
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matrix[0 * 4 + 0] = 1;
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matrix[1 * 4 + 1] = 1;
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matrix[2 * 4 + 2] = 1;
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matrix[3 * 4 + 3] = 1;
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matrix[1*4+0] = 0;
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matrix[2*4+0] = 0;
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matrix[3*4+0] = 0;
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matrix[1 * 4 + 0] = 0;
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matrix[2 * 4 + 0] = 0;
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matrix[3 * 4 + 0] = 0;
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matrix[0*4+1] = 0;
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matrix[2*4+1] = 0;
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matrix[3*4+1] = 0;
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matrix[0 * 4 + 1] = 0;
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matrix[2 * 4 + 1] = 0;
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matrix[3 * 4 + 1] = 0;
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matrix[0*4+2] = 0;
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matrix[1*4+2] = 0;
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matrix[3*4+2] = 0;
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matrix[0*4+3] = 0;
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matrix[1*4+3] = 0;
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matrix[2*4+3] = 0;
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matrix[0 * 4 + 2] = 0;
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matrix[1 * 4 + 2] = 0;
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matrix[3 * 4 + 2] = 0;
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matrix[0 * 4 + 3] = 0;
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matrix[1 * 4 + 3] = 0;
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matrix[2 * 4 + 3] = 0;
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}
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void fm_eulerMatrix(float ax,float ay,float az,float *matrix) // convert euler (in radians) to a dest 4x4 matrix (translation set to zero)
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void fm_eulerMatrix(float ax, float ay, float az, float *matrix) // convert euler (in radians) to a dest 4x4 matrix (translation set to zero)
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{
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float quat[4];
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fm_eulerToQuat(ax,ay,az,quat);
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fm_quatToMatrix(quat,matrix);
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float quat[4];
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fm_eulerToQuat(ax, ay, az, quat);
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fm_quatToMatrix(quat, matrix);
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}
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void fm_getAABB(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax)
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void fm_getAABB(unsigned int vcount, const float *points, unsigned int pstride, float *bmin, float *bmax)
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{
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const unsigned char *source = (const unsigned char *) points;
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const unsigned char *source = (const unsigned char *)points;
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bmin[0] = points[0];
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bmin[1] = points[1];
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@@ -102,29 +96,26 @@ void fm_getAABB(unsigned int vcount,const float *points,unsigned int pstride,flo
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bmax[1] = points[1];
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bmax[2] = points[2];
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for (unsigned int i = 1; i < vcount; i++)
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{
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source += pstride;
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const float *p = (const float *)source;
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for (unsigned int i=1; i<vcount; i++)
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{
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source+=pstride;
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const float *p = (const float *) source;
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if (p[0] < bmin[0]) bmin[0] = p[0];
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if (p[1] < bmin[1]) bmin[1] = p[1];
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if (p[2] < bmin[2]) bmin[2] = p[2];
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if ( p[0] < bmin[0] ) bmin[0] = p[0];
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if ( p[1] < bmin[1] ) bmin[1] = p[1];
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if ( p[2] < bmin[2] ) bmin[2] = p[2];
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if ( p[0] > bmax[0] ) bmax[0] = p[0];
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if ( p[1] > bmax[1] ) bmax[1] = p[1];
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if ( p[2] > bmax[2] ) bmax[2] = p[2];
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}
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if (p[0] > bmax[0]) bmax[0] = p[0];
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if (p[1] > bmax[1]) bmax[1] = p[1];
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if (p[2] > bmax[2]) bmax[2] = p[2];
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}
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}
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void fm_eulerToQuat(float roll,float pitch,float yaw,float *quat) // convert euler angles to quaternion.
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void fm_eulerToQuat(float roll, float pitch, float yaw, float *quat) // convert euler angles to quaternion.
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{
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roll *= 0.5f;
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roll *= 0.5f;
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pitch *= 0.5f;
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yaw *= 0.5f;
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yaw *= 0.5f;
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float cr = cosf(roll);
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float cp = cosf(pitch);
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@@ -139,119 +130,109 @@ void fm_eulerToQuat(float roll,float pitch,float yaw,float *quat) // convert eul
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float spcy = sp * cy;
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float cpsy = cp * sy;
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quat[0] = ( sr * cpcy - cr * spsy);
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quat[1] = ( cr * spcy + sr * cpsy);
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quat[2] = ( cr * cpsy - sr * spcy);
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quat[3] = cr * cpcy + sr * spsy;
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quat[0] = (sr * cpcy - cr * spsy);
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quat[1] = (cr * spcy + sr * cpsy);
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quat[2] = (cr * cpsy - sr * spcy);
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quat[3] = cr * cpcy + sr * spsy;
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}
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void fm_quatToMatrix(const float *quat,float *matrix) // convert quaterinion rotation to matrix, zeros out the translation component.
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void fm_quatToMatrix(const float *quat, float *matrix) // convert quaterinion rotation to matrix, zeros out the translation component.
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{
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float xx = quat[0] * quat[0];
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float yy = quat[1] * quat[1];
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float zz = quat[2] * quat[2];
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float xy = quat[0] * quat[1];
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float xz = quat[0] * quat[2];
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float yz = quat[1] * quat[2];
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float wx = quat[3] * quat[0];
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float wy = quat[3] * quat[1];
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float wz = quat[3] * quat[2];
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float xx = quat[0]*quat[0];
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float yy = quat[1]*quat[1];
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float zz = quat[2]*quat[2];
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float xy = quat[0]*quat[1];
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float xz = quat[0]*quat[2];
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float yz = quat[1]*quat[2];
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float wx = quat[3]*quat[0];
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float wy = quat[3]*quat[1];
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float wz = quat[3]*quat[2];
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matrix[0 * 4 + 0] = 1 - 2 * (yy + zz);
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matrix[1 * 4 + 0] = 2 * (xy - wz);
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matrix[2 * 4 + 0] = 2 * (xz + wy);
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matrix[0*4+0] = 1 - 2 * ( yy + zz );
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matrix[1*4+0] = 2 * ( xy - wz );
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matrix[2*4+0] = 2 * ( xz + wy );
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matrix[0 * 4 + 1] = 2 * (xy + wz);
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matrix[1 * 4 + 1] = 1 - 2 * (xx + zz);
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matrix[2 * 4 + 1] = 2 * (yz - wx);
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matrix[0*4+1] = 2 * ( xy + wz );
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matrix[1*4+1] = 1 - 2 * ( xx + zz );
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matrix[2*4+1] = 2 * ( yz - wx );
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matrix[0*4+2] = 2 * ( xz - wy );
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matrix[1*4+2] = 2 * ( yz + wx );
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matrix[2*4+2] = 1 - 2 * ( xx + yy );
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matrix[3*4+0] = matrix[3*4+1] = matrix[3*4+2] = 0.0f;
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matrix[0*4+3] = matrix[1*4+3] = matrix[2*4+3] = 0.0f;
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matrix[3*4+3] = 1.0f;
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matrix[0 * 4 + 2] = 2 * (xz - wy);
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matrix[1 * 4 + 2] = 2 * (yz + wx);
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matrix[2 * 4 + 2] = 1 - 2 * (xx + yy);
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matrix[3 * 4 + 0] = matrix[3 * 4 + 1] = matrix[3 * 4 + 2] = 0.0f;
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matrix[0 * 4 + 3] = matrix[1 * 4 + 3] = matrix[2 * 4 + 3] = 0.0f;
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matrix[3 * 4 + 3] = 1.0f;
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}
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void fm_quatRotate(const float *quat,const float *v,float *r) // rotate a vector directly by a quaternion.
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void fm_quatRotate(const float *quat, const float *v, float *r) // rotate a vector directly by a quaternion.
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{
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float left[4];
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float left[4];
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left[0] = quat[3]*v[0] + quat[1]*v[2] - v[1]*quat[2];
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left[1] = quat[3]*v[1] + quat[2]*v[0] - v[2]*quat[0];
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left[2] = quat[3]*v[2] + quat[0]*v[1] - v[0]*quat[1];
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left[3] = - quat[0]*v[0] - quat[1]*v[1] - quat[2]*v[2];
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r[0] = (left[3]*-quat[0]) + (quat[3]*left[0]) + (left[1]*-quat[2]) - (-quat[1]*left[2]);
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r[1] = (left[3]*-quat[1]) + (quat[3]*left[1]) + (left[2]*-quat[0]) - (-quat[2]*left[0]);
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r[2] = (left[3]*-quat[2]) + (quat[3]*left[2]) + (left[0]*-quat[1]) - (-quat[0]*left[1]);
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left[0] = quat[3] * v[0] + quat[1] * v[2] - v[1] * quat[2];
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left[1] = quat[3] * v[1] + quat[2] * v[0] - v[2] * quat[0];
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left[2] = quat[3] * v[2] + quat[0] * v[1] - v[0] * quat[1];
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left[3] = -quat[0] * v[0] - quat[1] * v[1] - quat[2] * v[2];
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r[0] = (left[3] * -quat[0]) + (quat[3] * left[0]) + (left[1] * -quat[2]) - (-quat[1] * left[2]);
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r[1] = (left[3] * -quat[1]) + (quat[3] * left[1]) + (left[2] * -quat[0]) - (-quat[2] * left[0]);
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r[2] = (left[3] * -quat[2]) + (quat[3] * left[2]) + (left[0] * -quat[1]) - (-quat[0] * left[1]);
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}
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void fm_getTranslation(const float *matrix,float *t)
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void fm_getTranslation(const float *matrix, float *t)
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{
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t[0] = matrix[3*4+0];
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t[1] = matrix[3*4+1];
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t[2] = matrix[3*4+2];
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t[0] = matrix[3 * 4 + 0];
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t[1] = matrix[3 * 4 + 1];
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t[2] = matrix[3 * 4 + 2];
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}
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void fm_matrixToQuat(const float *matrix,float *quat) // convert the 3x3 portion of a 4x4 matrix into a quaterion as x,y,z,w
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void fm_matrixToQuat(const float *matrix, float *quat) // convert the 3x3 portion of a 4x4 matrix into a quaterion as x,y,z,w
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{
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float tr = matrix[0*4+0] + matrix[1*4+1] + matrix[2*4+2];
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float tr = matrix[0 * 4 + 0] + matrix[1 * 4 + 1] + matrix[2 * 4 + 2];
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// check the diagonal
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if (tr > 0.0f )
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if (tr > 0.0f)
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{
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float s = (float) sqrt ( (double) (tr + 1.0f) );
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float s = (float)sqrt((double)(tr + 1.0f));
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quat[3] = s * 0.5f;
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s = 0.5f / s;
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quat[0] = (matrix[1*4+2] - matrix[2*4+1]) * s;
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quat[1] = (matrix[2*4+0] - matrix[0*4+2]) * s;
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quat[2] = (matrix[0*4+1] - matrix[1*4+0]) * s;
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quat[0] = (matrix[1 * 4 + 2] - matrix[2 * 4 + 1]) * s;
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quat[1] = (matrix[2 * 4 + 0] - matrix[0 * 4 + 2]) * s;
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quat[2] = (matrix[0 * 4 + 1] - matrix[1 * 4 + 0]) * s;
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}
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else
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{
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// diagonal is negative
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int nxt[3] = {1, 2, 0};
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float qa[4];
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float qa[4];
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int i = 0;
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if (matrix[1*4+1] > matrix[0*4+0]) i = 1;
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if (matrix[2*4+2] > matrix[i*4+i]) i = 2;
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if (matrix[1 * 4 + 1] > matrix[0 * 4 + 0]) i = 1;
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if (matrix[2 * 4 + 2] > matrix[i * 4 + i]) i = 2;
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int j = nxt[i];
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int k = nxt[j];
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float s = sqrtf ( ((matrix[i*4+i] - (matrix[j*4+j] + matrix[k*4+k])) + 1.0f) );
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float s = sqrtf(((matrix[i * 4 + i] - (matrix[j * 4 + j] + matrix[k * 4 + k])) + 1.0f));
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qa[i] = s * 0.5f;
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if (s != 0.0f ) s = 0.5f / s;
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if (s != 0.0f) s = 0.5f / s;
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qa[3] = (matrix[j*4+k] - matrix[k*4+j]) * s;
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qa[j] = (matrix[i*4+j] + matrix[j*4+i]) * s;
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qa[k] = (matrix[i*4+k] + matrix[k*4+i]) * s;
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qa[3] = (matrix[j * 4 + k] - matrix[k * 4 + j]) * s;
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qa[j] = (matrix[i * 4 + j] + matrix[j * 4 + i]) * s;
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qa[k] = (matrix[i * 4 + k] + matrix[k * 4 + i]) * s;
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quat[0] = qa[0];
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quat[1] = qa[1];
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quat[2] = qa[2];
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quat[3] = qa[3];
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}
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}
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float fm_sphereVolume(float radius) // return's the volume of a sphere of this radius (4/3 PI * R cubed )
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float fm_sphereVolume(float radius) // return's the volume of a sphere of this radius (4/3 PI * R cubed )
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{
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return (4.0f / 3.0f ) * FM_PI * radius * radius * radius;
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return (4.0f / 3.0f) * FM_PI * radius * radius * radius;
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}
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