server/dep/src/g3dlite/UprightFrame.cpp
Lynx3d ae3ad10bcf [10097] Update G3D up to v8.0b4
+ Got rid of zip lib requirement in G3D...
  Still can re-enable code by defining _HAVE_ZIP...

+ Remove silly X11 lib dependency from G3D
  Code doesn't seem to do anything yet anyway, and even if, we don't want it :p

+ Fix another weird G3D build problem...

+ Remove some __asm usage in g3d, which is not available on Win64
  My editor also decided to remove a ton of trailing white spaces...tss...

+ Reapply G3D fixes for 64bit VC

+ not use SSE specific header when SSE not enabled in *nix

+ Updated project files

+ New vmap_assembler VC90/VC80 Project

+ vmap assembler binaries updates

NOTE: Old vmap fikes expected work (as tests show) with new library version.
      But better use new generated versions. Its different in small parts to bad or good...

(based on Lynx3d's repo commit 44798d3)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-06-23 06:45:25 +04:00

132 lines
3.3 KiB
C++

/**
@file UprightFrame.cpp
Box class
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-05-02
@edited 2007-05-05
*/
#include "G3D/UprightFrame.h"
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
namespace G3D {
UprightFrame::UprightFrame(const CoordinateFrame& cframe) {
Vector3 look = cframe.lookVector();
yaw = G3D::pi() + atan2(look.x, look.z);
pitch = asin(look.y);
translation = cframe.translation;
}
CoordinateFrame UprightFrame::toCoordinateFrame() const {
CoordinateFrame cframe;
Matrix3 P(Matrix3::fromAxisAngle(Vector3::unitX(), pitch));
Matrix3 Y(Matrix3::fromAxisAngle(Vector3::unitY(), yaw));
cframe.rotation = Y * P;
cframe.translation = translation;
return cframe;
}
UprightFrame UprightFrame::operator+(const UprightFrame& other) const {
return UprightFrame(translation + other.translation, pitch + other.pitch, yaw + other.yaw);
}
UprightFrame UprightFrame::operator*(const float k) const {
return UprightFrame(translation * k, pitch * k, yaw * k);
}
void UprightFrame::unwrapYaw(UprightFrame* a, int N) {
// Use the first point to establish the wrapping convention
for (int i = 1; i < N; ++i) {
const float prev = a[i - 1].yaw;
float& cur = a[i].yaw;
// No two angles should be more than pi (i.e., 180-degrees) apart.
if (abs(cur - prev) > G3D::pi()) {
// These angles must have wrapped at zero, causing them
// to be interpolated the long way.
// Find canonical [0, 2pi] versions of these numbers
float p = wrap(prev, twoPi());
float c = wrap(cur, twoPi());
// Find the difference -pi < diff < pi between the current and previous values
float diff = c - p;
if (diff < -G3D::pi()) {
diff += twoPi();
} else if (diff > G3D::pi()) {
diff -= twoPi();
}
// Offset the current from the previous by the difference
// between them.
cur = prev + diff;
}
}
}
void UprightFrame::serialize(class BinaryOutput& b) const {
translation.serialize(b);
b.writeFloat32(pitch);
b.writeFloat32(yaw);
}
void UprightFrame::deserialize(class BinaryInput& b) {
translation.deserialize(b);
pitch = b.readFloat32();
yaw = b.readFloat32();
}
void UprightSpline::serialize(class BinaryOutput& b) const {
b.writeBool8(cyclic);
b.writeInt32(control.size());
for (int i = 0; i < control.size(); ++i) {
control[i].serialize(b);
}
b.writeInt32(time.size());
for (int i = 0; i < time.size(); ++i) {
b.writeFloat32(time[i]);
}
}
void UprightSpline::deserialize(class BinaryInput& b) {
cyclic = b.readBool8();
control.resize(b.readInt32());
for (int i = 0; i < control.size(); ++i) {
control[i].deserialize(b);
}
if (b.hasMore()) {
time.resize(b.readInt32());
for (int i = 0; i < time.size(); ++i) {
time[i] = b.readFloat32();
}
debugAssert(time.size() == control.size());
} else {
// Import legacy path
time.resize(control.size());
for (int i = 0; i < time.size(); ++i) {
time[i] = i;
}
}
}
}