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https://github.com/MaSzyna-EU07/maszyna.git
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Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
This commit is contained in:
356
utilities/Float3d.h
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356
utilities/Float3d.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <cmath>
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//---------------------------------------------------------------------------
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class float3
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{ // wapółrzędne wierchołka 3D o pojedynczej precyzji
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public:
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float x, y, z;
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float3(void){};
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float3(float a, float b, float c)
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{
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x = a;
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y = b;
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z = c;
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};
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float Length() const;
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float LengthSquared() const;
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operator glm::vec3() const
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{
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return glm::vec3(x, y, z);
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}
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};
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inline bool operator==(const float3 &v1, const float3 &v2)
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{
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return (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
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};
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inline float3 &operator+=(float3 &v1, const float3 &v2)
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{
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v1.x += v2.x;
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v1.y += v2.y;
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v1.z += v2.z;
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return v1;
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};
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inline float3 operator-(const float3 &v)
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{
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return float3(-v.x, -v.y, -v.z);
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};
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inline float3 operator-(const float3 &v1, const float3 &v2)
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{
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return float3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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};
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inline float3 operator+(const float3 &v1, const float3 &v2)
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{
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return float3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
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};
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inline float float3::Length() const
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{
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return std::sqrt(LengthSquared());
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};
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inline float float3::LengthSquared() const {
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return ( x * x + y * y + z * z );
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}
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inline float3 operator*( float3 const &v, float const k ) {
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return float3( v.x * k, v.y * k, v.z * k );
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};
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inline float3 operator/( float3 const &v, float const k )
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{
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return float3(v.x / k, v.y / k, v.z / k);
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};
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inline float3 SafeNormalize(const float3 &v)
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{ // bezpieczna normalizacja (wektor długości 1.0)
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auto const l = v.Length();
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float3 retVal;
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if (l == 0)
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retVal.x = retVal.y = retVal.z = 0;
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else
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retVal = v / l;
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return retVal;
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};
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inline float3 CrossProduct( float3 const &v1, float3 const &v2 )
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{
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return float3(v1.y * v2.z - v1.z * v2.y, v2.x * v1.z - v2.z * v1.x, v1.x * v2.y - v1.y * v2.x);
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}
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inline float DotProduct( float3 const &v1, float3 const &v2 ) {
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
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}
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inline float3 Interpolate( float3 const &First, float3 const &Second, float const Factor ) {
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return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
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}
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class float4
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{ // kwaternion obrotu
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public:
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float x, y, z, w;
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float4()
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{
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x = y = z = 0.f;
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w = 1.f;
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};
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float4(float a, float b, float c, float d)
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{
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x = a;
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y = b;
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z = c;
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w = d;
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};
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float inline LengthSquared() const
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{
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return x * x + y * y + z * z + w * w;
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};
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float inline Length() const
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{
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return sqrt(x * x + y * y + z * z + w * w);
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};
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};
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inline float4 operator*(const float4 &q1, const float4 &q2)
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{ // mnożenie to prawie jak mnożenie macierzy
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return float4(q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
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q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z,
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q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x,
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q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z);
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}
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inline float4 operator-(const float4 &q)
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{ // sprzężony; odwrotny tylko dla znormalizowanych!
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return float4(-q.x, -q.y, -q.z, q.w);
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};
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inline float4 operator-(const float4 &q1, const float4 &q2)
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{ // z odejmowaniem nie ma lekko
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return (-q1) * q2; // inwersja tylko dla znormalizowanych!
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};
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inline float4 operator+(const float4 &v1, const float4 &v2)
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{
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return float4(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z, v1.w + v2.w);
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};
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inline float4 operator/(const float4 &v, float const k)
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{
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return float4(v.x / k, v.y / k, v.z / k, v.w / k);
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};
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inline float4 Normalize(const float4 &v)
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{ // bezpieczna normalizacja (wektor długości 1.0)
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auto const lengthsquared = v.LengthSquared();
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if (lengthsquared == 1.0)
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return v;
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if (lengthsquared == 0.0)
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return float4(); // wektor zerowy, w=1
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else
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return v / std::sqrt(lengthsquared); // pierwiastek liczony tylko jeśli trzeba wykonać dzielenia
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};
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inline
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float Dot(const float4 &q1, const float4 &q2)
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{ // iloczyn skalarny
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return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
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}
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inline float4 &operator*=(float4 &v1, float const d)
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{ // mnożenie przez skalar, jaki ma sens?
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v1.x *= d;
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v1.y *= d;
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v1.z *= d;
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v1.w *= d;
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return v1;
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};
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inline float4 Slerp(const float4 &q0, const float4 &q1, float t)
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// void Slerp(QUATERNION *Out, const QUATERNION &q0, const QUATERNION &q1, float t)
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{ // interpolacja sweryczna
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float cosOmega = Dot(q0, q1);
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float4 new_q1(q1);
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if (cosOmega < 0.0f)
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{ // jeżeli są niezgodne kierunki, jeden z nich trzeba zanegować
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new_q1.x = -new_q1.x;
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new_q1.y = -new_q1.y;
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new_q1.z = -new_q1.z;
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new_q1.w = -new_q1.w;
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cosOmega = -cosOmega;
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}
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float k0, k1;
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if (cosOmega > 0.9999f)
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{ // jeśli jesteśmy z (t) na maksimum kosinusa, to tam prawie liniowo jest
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k0 = 1.0f - t;
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k1 = t;
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}
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else
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{ // a w ogólnym przypadku trzeba liczyć na trygonometrię
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auto const sinOmega = std::sqrt(1.0f - cosOmega * cosOmega); // sinus z jedynki tryg.
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auto const omega = std::atan2(sinOmega, cosOmega); // wyznaczenie kąta
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auto const oneOverSinOmega = 1.0f / sinOmega; // odwrotność sinusa, bo sinus w mianowniku
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k0 = sin((1.0f - t) * omega) * oneOverSinOmega;
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k1 = sin(t * omega) * oneOverSinOmega;
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}
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return float4(q0.x * k0 + new_q1.x * k1, q0.y * k0 + new_q1.y * k1, q0.z * k0 + new_q1.z * k1,
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q0.w * k0 + new_q1.w * k1);
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}
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struct float8
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{ // wierchołek 3D z wektorem normalnym i mapowaniem, pojedyncza precyzja
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public:
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float3 Point;
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float3 Normal;
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float tu, tv;
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};
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class float4x4
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{ // macierz transformacji pojedynczej precyzji
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public:
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float e[16];
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void deserialize_float32(std::istream&);
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void deserialize_float64(std::istream&);
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void serialize_float32(std::ostream&);
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float4x4(void){};
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float4x4(const float f[16])
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{
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for (int i = 0; i < 16; ++i)
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e[i] = f[i];
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};
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float * operator()(int i)
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{
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return &e[i << 2];
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}
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const float * readArray(void) const
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{
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return e;
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}
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void Identity()
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{
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for (int i = 0; i < 16; ++i)
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e[i] = 0;
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e[0] = e[5] = e[10] = e[15] = 1.0f;
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}
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const float *operator[](int i) const
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{
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return &e[i << 2];
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};
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void InitialRotate()
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{ // taka specjalna rotacja, nie ma co ciągać trygonometrii
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float f;
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for (int i = 0; i < 16; i += 4)
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{
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e[i] = -e[i]; // zmiana znaku X
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f = e[i + 1];
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e[i + 1] = e[i + 2];
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e[i + 2] = f; // zamiana Y i Z
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}
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};
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inline float4x4 &Rotation(float const angle, float3 const &axis);
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inline bool IdentityIs()
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{ // sprawdzenie jednostkowości
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for (int i = 0; i < 16; ++i)
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if (e[i] != ((i % 5) ? 0.0 : 1.0)) // jedynki tylko na 0, 5, 10 i 15
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return false;
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return true;
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}
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void Quaternion(float4 *q);
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inline float3 *TranslationGet()
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{
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return (float3 *)(e + 12);
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}
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};
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inline float3 operator*(const float4x4 &m, const float3 &v)
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{ // mnożenie wektora przez macierz
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return float3(v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0] + m[3][0],
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v.x * m[0][1] + v.y * m[1][1] + v.z * m[2][1] + m[3][1],
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v.x * m[0][2] + v.y * m[1][2] + v.z * m[2][2] + m[3][2]);
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}
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inline glm::vec3 operator*( const float4x4 &m, const glm::vec3 &v ) { // mnożenie wektora przez macierz
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return glm::vec3(
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v.x * m[ 0 ][ 0 ] + v.y * m[ 1 ][ 0 ] + v.z * m[ 2 ][ 0 ] + m[ 3 ][ 0 ],
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v.x * m[ 0 ][ 1 ] + v.y * m[ 1 ][ 1 ] + v.z * m[ 2 ][ 1 ] + m[ 3 ][ 1 ],
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v.x * m[ 0 ][ 2 ] + v.y * m[ 1 ][ 2 ] + v.z * m[ 2 ][ 2 ] + m[ 3 ][ 2 ] );
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}
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inline float4x4 &float4x4::Rotation(float const Angle, float3 const &Axis)
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{
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auto const c = std::cos(Angle);
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auto const s = std::sin(Angle);
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// One minus c (short name for legibility of formulai)
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auto const omc = (1.f - c);
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auto const axis = SafeNormalize(Axis);
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auto const xs = axis.x * s;
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auto const ys = axis.y * s;
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auto const zs = axis.z * s;
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auto const xyomc = axis.x * axis.y * omc;
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auto const xzomc = axis.x * axis.z * omc;
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auto const yzomc = axis.y * axis.z * omc;
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e[0] = axis.x * axis.x * omc + c;
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e[1] = xyomc + zs;
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e[2] = xzomc - ys;
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e[3] = 0;
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e[4] = xyomc - zs;
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e[5] = axis.y * axis.y * omc + c;
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e[6] = yzomc + xs;
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e[7] = 0;
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e[8] = xzomc + ys;
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e[9] = yzomc - xs;
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e[10] = axis.z * axis.z * omc + c;
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e[11] = 0;
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e[12] = 0;
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e[13] = 0;
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e[14] = 0;
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e[15] = 1;
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return *this;
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};
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inline bool operator==(const float4x4& v1, const float4x4& v2)
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{
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for (size_t i = 0; i < 16; i++)
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{
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if (v1.e[i] != v2.e[i])
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return false;
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}
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return true;
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}
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inline float4x4 operator*(const float4x4 &m1, const float4x4 &m2)
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{ // iloczyn macierzy
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float4x4 retVal;
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for (int x = 0; x < 4; ++x)
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for (int y = 0; y < 4; ++y)
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{
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retVal(x)[y] = 0;
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for (int i = 0; i < 4; ++i)
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retVal(x)[y] += m1[i][y] * m2[x][i];
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}
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return retVal;
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};
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// From code in Graphics Gems; p. 766
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inline float Det2x2(float a, float b, float c, float d)
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{ // obliczenie wyznacznika macierzy 2×2
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return a * d - b * c;
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};
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inline float Det3x3(float a1, float a2, float a3, float b1, float b2, float b3, float c1, float c2,
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float c3)
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{ // obliczenie wyznacznika macierzy 3×3
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return +a1 * Det2x2(b2, b3, c2, c3) - b1 * Det2x2(a2, a3, c2, c3) + c1 * Det2x2(a2, a3, b2, b3);
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};
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inline
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float Det(const float4x4 &m)
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{ // obliczenie wyznacznika macierzy 4×4
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float a1 = m[0][0], a2 = m[1][0], a3 = m[2][0], a4 = m[3][0];
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float b1 = m[0][1], b2 = m[1][1], b3 = m[2][1], b4 = m[3][1];
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float c1 = m[0][2], c2 = m[1][2], c3 = m[2][2], c4 = m[3][2];
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float d1 = m[0][3], d2 = m[1][3], d3 = m[2][3], d4 = m[3][3];
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return +a1 * Det3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4) -
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b1 * Det3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4) +
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c1 * Det3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4) -
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d1 * Det3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
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};
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