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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "math/mMath.h"
- #include "math/mathUtils.h"
- #include "math/mRandom.h"
- #include "2d/core/Vector2.h"
- RandomLCG sgRandom(0xdeadbeef); ///< Our random number generator.
- //------------------------------------------------------------------------------
- // Creates orientation matrix from a direction vector. Assumes ( 0 0 1 ) is up.
- //------------------------------------------------------------------------------
- MatrixF createOrientFromDir( Point3F &direction )
- {
- Point3F j = direction;
- Point3F k(0.0, 0.0, 1.0);
- Point3F i;
-
- mCross( j, k, &i );
- if( i.magnitudeSafe() == 0.0 )
- {
- i = Point3F( 0.0, -1.0, 0.0 );
- }
- i.normalizeSafe();
- mCross( i, j, &k );
- MatrixF mat( true );
- mat.setColumn( 0, i );
- mat.setColumn( 1, j );
- mat.setColumn( 2, k );
- return mat;
- }
- //------------------------------------------------------------------------------
- // Creates random direction given angle parameters similar to the particle system.
- // The angles are relative to the specified axis.
- //------------------------------------------------------------------------------
- Point3F randomDir( Point3F &axis, F32 thetaAngleMin, F32 thetaAngleMax,
- F32 phiAngleMin, F32 phiAngleMax )
- {
- MatrixF orient = createOrientFromDir( axis );
- Point3F axisx;
- orient.getColumn( 0, &axisx );
- F32 theta = (thetaAngleMax - thetaAngleMin) * sgRandom.randF() + thetaAngleMin;
- F32 phi = (phiAngleMax - phiAngleMin) * sgRandom.randF() + phiAngleMin;
- // Both phi and theta are in degs. Create axis angles out of them, and create the
- // appropriate rotation matrix...
- AngAxisF thetaRot(axisx, theta * ((F32)M_PI / 180.0f));
- AngAxisF phiRot(axis, phi * ((F32)M_PI / 180.0f));
- Point3F ejectionAxis = axis;
- MatrixF temp(true);
- thetaRot.setMatrix(&temp);
- temp.mulP(ejectionAxis);
- phiRot.setMatrix(&temp);
- temp.mulP(ejectionAxis);
- return ejectionAxis;
- }
- //------------------------------------------------------------------------------
- // Returns yaw and pitch angles from a given vector. Angles are in RADIANS.
- // Assumes north is (0.0, 1.0, 0.0), the degrees move upwards clockwise.
- // The range of yaw is 0 - 2PI. The range of pitch is -PI/2 - PI/2.
- // ASSUMES Z AXIS IS UP
- //------------------------------------------------------------------------------
- void getAnglesFromVector( VectorF &vec, F32 &yawAng, F32 &pitchAng )
- {
- yawAng = mAtan( vec.x, vec.y );
- if( yawAng < 0.0 )
- {
- yawAng += (F32)M_2PI;
- }
- if( fabs(vec.x) > fabs(vec.y) )
- {
- pitchAng = mAtan( fabs(vec.z), fabs(vec.x) );
- }
- else
- {
- pitchAng = mAtan( fabs(vec.z), fabs(vec.y) );
- }
- if( vec.z < 0.0 )
- {
- pitchAng = -pitchAng;
- }
- }
- //------------------------------------------------------------------------------
- // Returns vector from given yaw and pitch angles. Angles are in RADIANS.
- // Assumes north is (0.0, 1.0, 0.0), the degrees move upwards clockwise.
- // The range of yaw is 0 - 2PI. The range of pitch is -PI/2 - PI/2.
- // ASSUMES Z AXIS IS UP
- //------------------------------------------------------------------------------
- void getVectorFromAngles( VectorF &vec, F32 &yawAng, F32 &pitchAng )
- {
- VectorF pnt( 0.0, 1.0, 0.0 );
- EulerF rot( -pitchAng, 0.0, 0.0 );
- MatrixF mat( rot );
- rot.set( 0.0, 0.0, yawAng );
- MatrixF mat2( rot );
- mat.mulV( pnt );
- mat2.mulV( pnt );
- vec = pnt;
- }
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