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/****************************************************************************
**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
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** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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****************************************************************************/
#ifndef QSSGUTILS_H
#define QSSGUTILS_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DUtils/private/qtquick3dutilsglobal_p.h>
#include <QtQuick3DUtils/private/qssgdataref_p.h>
#include <QtQuick3DUtils/private/qssgrendereulerangles_p.h>
#include <QtGui/QVector2D>
#include <QtGui/QVector3D>
#include <QtGui/QQuaternion>
#include <QtGui/QMatrix3x3>
#include <QtGui/QMatrix4x4>
#include <QtCore/qdebug.h>
#include <QtCore/QString>
#include <QtCore/qloggingcategory.h>
#include <QtCore/QIODevice>
QT_BEGIN_NAMESPACE
namespace aux {
Q_DECL_CONSTEXPR inline float translateBrightness(float brightness) { return brightness * .01f; }
Q_DECL_CONSTEXPR inline float translateConstantAttenuation(float attenuation) { return attenuation; }
template<int MINATTENUATION = 0, int MAXATTENUATION = 1000>
Q_DECL_CONSTEXPR inline float translateLinearAttenuation(float attenuation) { return qBound(float(MINATTENUATION), attenuation, float(MAXATTENUATION)) * .01f; }
template<int MINATTENUATION = 0, int MAXATTENUATION = 1000>
Q_DECL_CONSTEXPR inline float translateQuadraticAttenuation(float attenuation) { return qBound(float(MINATTENUATION), attenuation, float(MAXATTENUATION)) * .0001f; }
}
namespace vec2 {
float Q_QUICK3DUTILS_EXPORT magnitude(const QVector2D &v);
}
namespace vec3 {
inline QVector3D minimum(const QVector3D &v1, const QVector3D &v2) Q_DECL_NOTHROW { return { qMin(v1.x(), v2.x()), qMin(v1.y(), v2.y()), qMin(v1.z(), v2.z()) }; }
inline QVector3D maximum(const QVector3D &v1, const QVector3D &v2) Q_DECL_NOTHROW { return { qMax(v1.x(), v2.x()), qMax(v1.y(), v2.y()), qMax(v1.z(), v2.z()) }; }
bool Q_QUICK3DUTILS_EXPORT isFinite(const QVector3D &v);
float Q_QUICK3DUTILS_EXPORT magnitude(const QVector3D &v);
float Q_QUICK3DUTILS_EXPORT magnitudeSquared(const QVector3D &v);
float Q_QUICK3DUTILS_EXPORT normalize(QVector3D &v);
}
namespace mat33 {
QVector3D Q_QUICK3DUTILS_EXPORT transform(const QMatrix3x3 &m, const QVector3D &v);
QMatrix3x3 Q_QUICK3DUTILS_EXPORT getInverse(const QMatrix3x3 &m);
}
namespace mat44 {
QMatrix3x3 Q_QUICK3DUTILS_EXPORT getUpper3x3(const QMatrix4x4 &m);
void Q_QUICK3DUTILS_EXPORT normalize(QMatrix4x4 &m);
QVector3D Q_QUICK3DUTILS_EXPORT rotate(const QMatrix4x4 &m, const QVector3D &v);
QVector4D Q_QUICK3DUTILS_EXPORT rotate(const QMatrix4x4 &m, const QVector4D &v);
QVector3D Q_QUICK3DUTILS_EXPORT transform(const QMatrix4x4 &m, const QVector3D &v);
QVector4D Q_QUICK3DUTILS_EXPORT transform(const QMatrix4x4 &m, const QVector4D &v);
QVector3D Q_QUICK3DUTILS_EXPORT getPosition(const QMatrix4x4 &m);
QVector3D Q_QUICK3DUTILS_EXPORT getRotation(const QMatrix4x4 &m, EulerOrder order);
QVector3D Q_QUICK3DUTILS_EXPORT getScale(const QMatrix4x4 &m);
inline void flip(QMatrix4x4 &matrix)
{
// Flip between left-handed and right-handed orientation
float *writePtr(matrix.data());
// rotation conversion
writePtr[0 * 4 + 2] *= -1;
writePtr[1 * 4 + 2] *= -1;
writePtr[2 * 4 + 0] *= -1;
writePtr[2 * 4 + 1] *= -1;
// translation conversion
writePtr[3 * 4 + 2] *= -1;
}
}
namespace quant {
bool Q_QUICK3DUTILS_EXPORT isFinite(const QQuaternion &q);
float Q_QUICK3DUTILS_EXPORT magnitude(const QQuaternion &q);
bool Q_QUICK3DUTILS_EXPORT isSane(const QQuaternion &q);
bool Q_QUICK3DUTILS_EXPORT isUnit(const QQuaternion &q);
QVector3D Q_QUICK3DUTILS_EXPORT rotated(const QQuaternion &q, const QVector3D &v);
QVector3D Q_QUICK3DUTILS_EXPORT inverseRotated(const QQuaternion &q, const QVector3D &v);
}
template<typename TDataType>
QSSGDataRef<TDataType> PtrAtOffset(quint8 *baseData, quint32 offset, quint32 byteSize)
{
return QSSGDataRef<TDataType>(byteSize ? reinterpret_cast<TDataType *>(baseData + offset) : nullptr,
byteSize / sizeof(TDataType));
}
Q_QUICK3DUTILS_EXPORT const char *nonNull(const char *src);
Q_QUICK3DUTILS_EXPORT float radToDeg(const float a);
Q_QUICK3DUTILS_EXPORT double radToDeg(const double a);
Q_QUICK3DUTILS_EXPORT float degToRad(const float a);
Q_QUICK3DUTILS_EXPORT double degToRad(const double a);
inline QVector3D degToRad(const QVector3D &v) {
return QVector3D(qDegreesToRadians(v.x()), qDegreesToRadians(v.y()), qDegreesToRadians(v.z()));
}
inline QVector3D radToDeg(const QVector3D &v) {
return QVector3D(qRadiansToDegrees(v.x()), qRadiansToDegrees(v.y()), qRadiansToDegrees(v.z()));
}
QT_END_NAMESPACE
#endif // QSSGUTILS_H