Implementing basic scene tree
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@@ -2,10 +2,11 @@
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/gtc/quaternion.hpp>
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namespace Seele
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{
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typedef glm::vec2 Vector2;
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typedef glm::vec3 Vector3;
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typedef glm::vec3 Vector;
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typedef glm::vec4 Vector4;
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typedef glm::uvec2 UVector2;
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@@ -15,4 +16,101 @@ typedef glm::uvec4 UVector4;
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typedef glm::ivec2 IVector2;
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typedef glm::ivec3 IVector3;
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typedef glm::ivec4 IVector4;
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typedef glm::quat Quaternion;
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static inline float square(float x)
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{
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return x * x;
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}
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static inline Vector unrotateVector(Quaternion quaternion, Vector v)
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{
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const Vector q(-quaternion.x, -quaternion.y, -quaternion.z);
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const Vector t = 2.f * glm::cross(q, v);
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const Vector result = v + (quaternion.w * t) + glm::cross(q, t);
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return result;
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}
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static inline bool equalsQuaternion(const Quaternion& right, const Quaternion& left, float tolerance)
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{
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return (abs(right.x - left.x) <= tolerance && abs(right.y - left.y) <= tolerance && abs(right.z - left.z) <= tolerance && abs(right.w - left.w) <= tolerance)
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|| (abs(right.x + left.x) <= tolerance && abs(right.y + left.y) <= tolerance && abs(right.z + left.z) <= tolerance && abs(right.w + left.w) <= tolerance);
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}
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static inline float clampRotatorAxis(float angle)
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{
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angle = fmod(angle, 360.f);
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if (angle < 0.f)
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{
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angle += 360.f;
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}
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return angle;
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}
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static inline float normalizeRotatorAxis(float angle)
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{
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angle = clampRotatorAxis(angle);
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if (angle > 180.f)
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{
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angle -= 360.f;
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}
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return angle;
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}
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static inline Quaternion toQuaternion(const Vector& other)
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{
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Quaternion result;
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const float DEG_TO_RAD = glm::pi<float>() / (180.f);
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const float RADS_DIVIDED_BY_2 = DEG_TO_RAD / 2.f;
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const float PitchNoWinding = fmod(other.x, 360.0f);
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const float YawNoWinding = fmod(other.y, 360.0f);
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const float RollNoWinding = fmod(other.z, 360.0f);
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const float SP = sin(PitchNoWinding * RADS_DIVIDED_BY_2);
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const float SY = sin(YawNoWinding * RADS_DIVIDED_BY_2);
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const float SR = sin(RollNoWinding * RADS_DIVIDED_BY_2);
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const float CP = cos(PitchNoWinding * RADS_DIVIDED_BY_2);
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const float CY = cos(YawNoWinding * RADS_DIVIDED_BY_2);
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const float CR = cos(RollNoWinding * RADS_DIVIDED_BY_2);
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result.x = CR * SP * SY - SR * CP * CY;
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result.y = -CR * SP * CY - SR * CP * SY;
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result.z = CR * CP * SY - SR * SP * CY;
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result.w = CR * CP * CY + SR * SP * SY;
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return result;
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}
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static inline Vector toRotator(const Quaternion& other)
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{
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const float singularityTest = other.z * other.x - other.w * other.y;
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const float yawY = 2.f * (other.w * other.z + other.x * other.y);
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const float yawX = (1.f - 2.f * (square(other.y) + square(other.z)));
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const float SINGULARITY_THRESHOLD = 0.4999995f;
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const float RAD_TO_DEG = (180.f) / glm::pi<float>();
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Vector rotatorFromQuat;
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if (singularityTest < -SINGULARITY_THRESHOLD)
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{
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rotatorFromQuat.x = -90.f;
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rotatorFromQuat.y = atan2(yawY, yawX) * RAD_TO_DEG;
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rotatorFromQuat.z = normalizeRotatorAxis(-rotatorFromQuat.y - (2.f * atan2(other.x, other.w) * RAD_TO_DEG));
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}
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else if (singularityTest > SINGULARITY_THRESHOLD)
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{
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rotatorFromQuat.x = 90.f;
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rotatorFromQuat.y = atan2(yawY, yawX) * RAD_TO_DEG;
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rotatorFromQuat.z = normalizeRotatorAxis(rotatorFromQuat.y - (2.f * atan2(other.x, other.w) * RAD_TO_DEG));
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}
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else
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{
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rotatorFromQuat.x = asin(2.f * (singularityTest)) * RAD_TO_DEG;
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rotatorFromQuat.y = atan2(yawY, yawX) * RAD_TO_DEG;
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rotatorFromQuat.z = atan2(-2.f * (other.w * other.x + other.y * other.z), (1.f - 2.f * (square(other.x) + square(other.y)))) * RAD_TO_DEG;
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}
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return rotatorFromQuat;
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}
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} // namespace Seele
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