mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 14:29:20 +02:00
* refactor(sonar): use override instead of redundant virtual (cpp:S3471) * refactor(sonar): remove empty statements, one declaration per statement (cpp:S1116, cpp:S1659) * refactor(sonar): drop redundant lambda return types (cpp:S3574) * refactor(sonar): prefer using over typedef (cpp:S5416) * refactor(sonar): use =default for trivial special members (cpp:S3490) * refactor(sonar): use nullptr literal (cpp:S4962) * refactor(sonar): remove redundant access specifiers (cpp:S3539) * refactor(sonar): remove redundant casts (cpp:S1905) * refactor(sonar): use std::scoped_lock instead of std::lock_guard (cpp:S5997) * refactor(sonar): construct elements in place with emplace_back (cpp:S6003) * refactor(sonar): make narrowing conversions explicit (cpp:S5276) * refactor(sonar): mark unused parameters (cpp:S1172) Unused names are commented out; parameters used only on some platforms are marked [[maybe_unused]]. * refactor(sonar): declare non-mutating member functions const (cpp:S5817) Virtual functions are left untouched so overrides keep matching. * refactor(sonar): merge collapsible nested if statements (cpp:S1066) Comments that preceded the inner if are kept above the merged statement. * refactor(sonar): scope single-use variables in if init-statements (cpp:S6004) * fix(sonar): give polymorphic base classes virtual destructors (cpp:S1235) * refactor(sonar): use try_emplace for map insertion (cpp:S6030) * refactor(sonar): use auto where the type is spelled out on the right (cpp:S5827) * refactor(sonar): remove redundant parentheses (cpp:S1110) * refactor(sonar): document intentionally empty functions (cpp:S1186) * refactor(sonar): remove dead stores (cpp:S1854) Side effects (e.g. LISTLINE++) are kept. * refactor(sonar): remove unused variables, captures and private fields (cpp:S1481, cpp:S1068) * refactor(sonar): use structured bindings for pair access (cpp:S6005) * refactor(sonar): use range-based loops and ranges algorithms (cpp:S5566) * refactor(sonar): split chained assignments (cpp:S1121) * refactor(sonar): add default cases to switch statements (cpp:S3562) * refactor(sonar): use std::size for array lengths (cpp:S7127) * refactor(sonar): use std::ranges algorithms and std::erase(_if) (cpp:S6197) * refactor(sonar): access static members through the class (cpp:S2209) * refactor(sonar): add braces around nested if-else (cpp:S5261) * refactor(sonar): avoid side effects inside typeid operands (cpp:S5279) * refactor(sonar): drop top-level const from by-value return types (cpp:S5951) * refactor(sonar): declare variables separately from their type definitions (cpp:S3646) * refactor(sonar): declare loop counters in the for statement (cpp:S5955) * refactor(sonar): rely on class template argument deduction (cpp:S6012) * refactor(sonar): inherit base constructors instead of forwarding them (cpp:S5952) * refactor(sonar): rename locals that shadow outer declarations (cpp:S1117) Only local variables and definition parameters are renamed; shadowing struct fields and enumerators in headers are left for a separate change. * refactor(sonar): reduce enum qualification with using enum (cpp:S6177) Applied only where no unqualified name in the block could be captured by the introduced enumerators. * refactor(sonar): mark converting constructors explicit (cpp:S1709) sound_source and the gl::object conversion operators stay implicit; they are relied upon by copy-list-initialisation and GL calls. * refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230) * refactor(sonar): make read-only local references and pointers const (cpp:S5350) * refactor(sonar): take read-only pointer and reference parameters as const (cpp:S995) TTrain command handlers keep their signature, it is fixed by the handler table. * refactor(sonar): pass expensive-to-copy parameters by const reference (cpp:S1238) Signatures declared in files touched by PR 206 (Driver.h, EU07.cpp) and virtual overrides are left unchanged. * refactor(sonar): use transparent comparators for string-keyed maps (cpp:S6045) std::unordered_map instances and map types exposed in headers used by other modules are left as they are. * fix(sonar): do not use UI text as a printf format string (cpp:S5281) Text lines containing '%' would otherwise be interpreted as format specifiers by ImGui::TextColored. * refactor(sonar): use std::bind_front for callbacks (cpp:S5995) * refactor(sonar): drop const_cast on string literals passed to the Python C API (cpp:S859) * refactor(sonar): take read-only string parameters as std::string_view (cpp:S6009) The Windows messaging helpers keep std::string, they need c_str(). * refactor(sonar): make read-only global tables const (cpp:S5421) Mutable global state (flags, timers, singletons) is left as is. * refactor(sonar): replace single-case switch statements with if (cpp:S1301) * refactor(sonar): format UUIDs and log timestamps with std::format (cpp:S6494, cpp:S5945) * refactor(sonar): use std::array for local fixed-size arrays (cpp:S5945) Arrays that are class members or part of headers are left unchanged. * fix(sonar): test the bearing damage bit, not bit 0 (cpp:S872) 'DamageFlag & dtrain_bearing > 0' parsed as 'DamageFlag & (dtrain_bearing > 0)', i.e. DamageFlag & 1, so bearing friction reacted to the wrong damage flag. * refactor(sonar): assorted small fixes - empty() instead of size() comparisons (cpp:S1155) - member initialisers in declaration order (cpp:S3229) - no redundant c_str() when a std::string is accepted (cpp:S7121) - contains() on associative containers (cpp:S6171) - const reference instead of a copying range-for (cpp:S6032) - starts_with() for prefix checks (cpp:S6178) - no std::move on temporaries (cpp:S5274) - has_value() on std::optional (cpp:S7172) - bool literals for bool members (cpp:S5820) - inline only on the definition (cpp:S3548) - explicit base access specifier (cpp:S5965) - explicit element access instead of dereferencing an array (cpp:S7116) - rely on the C++20 rewritten operator!= (cpp:S6186) * refactor(sonar): more small fixes - std::format instead of iostream manipulators in to_string/to_hex_str (cpp:S6495); output verified identical, negative hex values keep the unsigned form - remove an empty compound statement (cpp:S108) - drop an always-false unsigned < 0 branch (cpp:S1768) - explicit lambda capture (cpp:S3608) - std::make_unique (cpp:S5950) * chore: strip stray carriage returns left in TTrain constructor comments * fix: keep quantize() in its own value type The S5276 change cast the result of the generic quantize<Type_>() to unsigned int, which truncated float/double callers (shadow angle slider, editor rotation snapping, AI speed control steps) and broke negative values. * fix(sonar): use integer loop counters in segment sampling (cpp:S2193) * refactor(sonar): clean up issues reported on PR 209 - remove locals left unused after the dead-store cleanup (cpp:S1481, cpp:S1854) - unnamed unused parameter (cpp:S1172) - single-use declarations moved into if init-statements (cpp:S6004) - auto for casted initialisers (cpp:S5827) - const references and pointers where nothing is modified (cpp:S5350) - rename structured bindings shadowed by inner declarations (cpp:S1117)
368 lines
10 KiB
C++
368 lines
10 KiB
C++
/*
|
||
This Source Code Form is subject to the
|
||
terms of the Mozilla Public License, v.
|
||
2.0. If a copy of the MPL was not
|
||
distributed with this file, You can
|
||
obtain one at
|
||
http://mozilla.org/MPL/2.0/.
|
||
*/
|
||
|
||
#pragma once
|
||
|
||
#include <cmath>
|
||
//---------------------------------------------------------------------------
|
||
|
||
class float3
|
||
{ // wapółrzędne wierchołka 3D o pojedynczej precyzji
|
||
public:
|
||
float x;
|
||
float y;
|
||
float z;
|
||
float3() = default;
|
||
float3(float a, float b, float c) : x(a), y(b), z(c) {}
|
||
float Length() const;
|
||
float LengthSquared() const;
|
||
|
||
operator glm::vec3() const
|
||
{
|
||
return glm::vec3(x, y, z);
|
||
}
|
||
};
|
||
|
||
inline bool operator==(const float3 &v1, const float3 &v2)
|
||
{
|
||
return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z;
|
||
};
|
||
inline float3 &operator+=(float3 &v1, const float3 &v2)
|
||
{
|
||
v1.x += v2.x;
|
||
v1.y += v2.y;
|
||
v1.z += v2.z;
|
||
return v1;
|
||
};
|
||
inline float3 operator-(const float3 &v)
|
||
{
|
||
return float3(-v.x, -v.y, -v.z);
|
||
};
|
||
inline float3 operator-(const float3 &v1, const float3 &v2)
|
||
{
|
||
return float3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
|
||
};
|
||
inline float3 operator+(const float3 &v1, const float3 &v2)
|
||
{
|
||
return float3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
|
||
};
|
||
inline float float3::Length() const
|
||
{
|
||
return std::sqrt(LengthSquared());
|
||
};
|
||
inline float float3::LengthSquared() const {
|
||
return x * x + y * y + z * z;
|
||
}
|
||
inline float3 operator*( float3 const &v, float const k ) {
|
||
return float3( v.x * k, v.y * k, v.z * k );
|
||
};
|
||
inline float3 operator/( float3 const &v, float const k )
|
||
{
|
||
return float3(v.x / k, v.y / k, v.z / k);
|
||
};
|
||
inline float3 SafeNormalize(const float3 &v)
|
||
{ // bezpieczna normalizacja (wektor długości 1.0)
|
||
auto const l = v.Length();
|
||
float3 retVal;
|
||
if (l == 0)
|
||
{
|
||
retVal.x = 0;
|
||
retVal.y = 0;
|
||
retVal.z = 0;
|
||
}
|
||
else
|
||
retVal = v / l;
|
||
return retVal;
|
||
};
|
||
inline float3 CrossProduct( float3 const &v1, float3 const &v2 )
|
||
{
|
||
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);
|
||
}
|
||
inline float DotProduct( float3 const &v1, float3 const &v2 ) {
|
||
|
||
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
|
||
}
|
||
|
||
inline float3 Interpolate( float3 const &First, float3 const &Second, float const Factor ) {
|
||
|
||
return First * (1.0f - Factor) + Second * Factor;
|
||
}
|
||
|
||
class float4
|
||
{ // kwaternion obrotu
|
||
public:
|
||
float x;
|
||
float y;
|
||
float z;
|
||
float w;
|
||
float4() : x(0.f), y(0.f), z(0.f), w(1.f) {}
|
||
float4(float a, float b, float c, float d) : x(a), y(b), z(c), w(d) {}
|
||
float inline LengthSquared() const
|
||
{
|
||
return x * x + y * y + z * z + w * w;
|
||
};
|
||
float inline Length() const
|
||
{
|
||
return static_cast<float>(sqrt(x * x + y * y + z * z + w * w));
|
||
};
|
||
};
|
||
inline float4 operator*(const float4 &q1, const float4 &q2)
|
||
{ // mnożenie to prawie jak mnożenie macierzy
|
||
return float4(q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
|
||
q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z,
|
||
q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x,
|
||
q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z);
|
||
}
|
||
inline float4 operator-(const float4 &q)
|
||
{ // sprzężony; odwrotny tylko dla znormalizowanych!
|
||
return float4(-q.x, -q.y, -q.z, q.w);
|
||
};
|
||
inline float4 operator-(const float4 &q1, const float4 &q2)
|
||
{ // z odejmowaniem nie ma lekko
|
||
return -q1 * q2; // inwersja tylko dla znormalizowanych!
|
||
};
|
||
inline float4 operator+(const float4 &v1, const float4 &v2)
|
||
{
|
||
return float4(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z, v1.w + v2.w);
|
||
};
|
||
inline float4 operator/(const float4 &v, float const k)
|
||
{
|
||
return float4(v.x / k, v.y / k, v.z / k, v.w / k);
|
||
};
|
||
inline float4 Normalize(const float4 &v)
|
||
{ // bezpieczna normalizacja (wektor długości 1.0)
|
||
auto const lengthsquared = v.LengthSquared();
|
||
if (lengthsquared == 1.0)
|
||
return v;
|
||
if (lengthsquared == 0.0)
|
||
return float4(); // wektor zerowy, w=1
|
||
else
|
||
return v / std::sqrt(lengthsquared); // pierwiastek liczony tylko jeśli trzeba wykonać dzielenia
|
||
};
|
||
inline
|
||
float Dot(const float4 &q1, const float4 &q2)
|
||
{ // iloczyn skalarny
|
||
return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
|
||
}
|
||
inline float4 &operator*=(float4 &v1, float const d)
|
||
{ // mnożenie przez skalar, jaki ma sens?
|
||
v1.x *= d;
|
||
v1.y *= d;
|
||
v1.z *= d;
|
||
v1.w *= d;
|
||
return v1;
|
||
};
|
||
inline float4 Slerp(const float4 &q0, const float4 &q1, float t)
|
||
// void Slerp(QUATERNION *Out, const QUATERNION &q0, const QUATERNION &q1, float t)
|
||
{ // interpolacja sweryczna
|
||
float cosOmega = Dot(q0, q1);
|
||
float4 new_q1(q1);
|
||
if (cosOmega < 0.0f)
|
||
{ // jeżeli są niezgodne kierunki, jeden z nich trzeba zanegować
|
||
new_q1.x = -new_q1.x;
|
||
new_q1.y = -new_q1.y;
|
||
new_q1.z = -new_q1.z;
|
||
new_q1.w = -new_q1.w;
|
||
cosOmega = -cosOmega;
|
||
}
|
||
float k0;
|
||
float k1;
|
||
if (cosOmega > 0.9999f)
|
||
{ // jeśli jesteśmy z (t) na maksimum kosinusa, to tam prawie liniowo jest
|
||
k0 = 1.0f - t;
|
||
k1 = t;
|
||
}
|
||
else
|
||
{ // a w ogólnym przypadku trzeba liczyć na trygonometrię
|
||
auto const sinOmega = std::sqrt(1.0f - cosOmega * cosOmega); // sinus z jedynki tryg.
|
||
auto const omega = std::atan2(sinOmega, cosOmega); // wyznaczenie kąta
|
||
auto const oneOverSinOmega = 1.0f / sinOmega; // odwrotność sinusa, bo sinus w mianowniku
|
||
k0 = static_cast<float>(sin((1.0f - t) * omega) * oneOverSinOmega);
|
||
k1 = static_cast<float>(sin(t * omega) * oneOverSinOmega);
|
||
}
|
||
return float4(q0.x * k0 + new_q1.x * k1, q0.y * k0 + new_q1.y * k1, q0.z * k0 + new_q1.z * k1,
|
||
q0.w * k0 + new_q1.w * k1);
|
||
}
|
||
|
||
struct float8
|
||
{ // wierchołek 3D z wektorem normalnym i mapowaniem, pojedyncza precyzja
|
||
public:
|
||
float3 Point;
|
||
float3 Normal;
|
||
float tu;
|
||
float tv;
|
||
};
|
||
|
||
class float4x4
|
||
{ // macierz transformacji pojedynczej precyzji
|
||
public:
|
||
float e[16];
|
||
|
||
void deserialize_float32(std::istream&);
|
||
void deserialize_float64(std::istream&);
|
||
void serialize_float32(std::ostream&) const;
|
||
float4x4() = default;
|
||
explicit float4x4(const float f[16])
|
||
{
|
||
for (int i = 0; i < 16; ++i)
|
||
e[i] = f[i];
|
||
};
|
||
float * operator()(int i)
|
||
{
|
||
return &e[i << 2];
|
||
}
|
||
const float * readArray(void) const
|
||
{
|
||
return e;
|
||
}
|
||
void Identity()
|
||
{
|
||
for (auto &element : e)
|
||
element = 0;
|
||
e[0] = 1.0f;
|
||
e[5] = 1.0f;
|
||
e[10] = 1.0f;
|
||
e[15] = 1.0f;
|
||
}
|
||
const float *operator[](int i) const
|
||
{
|
||
return &e[i << 2];
|
||
};
|
||
void InitialRotate()
|
||
{ // taka specjalna rotacja, nie ma co ciągać trygonometrii
|
||
float f;
|
||
for (int i = 0; i < 16; i += 4)
|
||
{
|
||
e[i] = -e[i]; // zmiana znaku X
|
||
f = e[i + 1];
|
||
e[i + 1] = e[i + 2];
|
||
e[i + 2] = f; // zamiana Y i Z
|
||
}
|
||
};
|
||
float4x4 &Rotation(float const angle, float3 const &axis);
|
||
inline bool IdentityIs() const
|
||
{ // sprawdzenie jednostkowości
|
||
for (int i = 0; i < 16; ++i)
|
||
if (e[i] != (i % 5 ? 0.0 : 1.0)) // jedynki tylko na 0, 5, 10 i 15
|
||
return false;
|
||
return true;
|
||
}
|
||
void Quaternion(float4 const *q);
|
||
inline float3 *TranslationGet()
|
||
{
|
||
return (float3 *)(e + 12);
|
||
}
|
||
};
|
||
|
||
inline float3 operator*(const float4x4 &m, const float3 &v)
|
||
{ // mnożenie wektora przez macierz
|
||
return float3(v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0] + m[3][0],
|
||
v.x * m[0][1] + v.y * m[1][1] + v.z * m[2][1] + m[3][1],
|
||
v.x * m[0][2] + v.y * m[1][2] + v.z * m[2][2] + m[3][2]);
|
||
}
|
||
|
||
inline glm::vec3 operator*( const float4x4 &m, const glm::vec3 &v ) { // mnożenie wektora przez macierz
|
||
return glm::vec3(
|
||
v.x * m[ 0 ][ 0 ] + v.y * m[ 1 ][ 0 ] + v.z * m[ 2 ][ 0 ] + m[ 3 ][ 0 ],
|
||
v.x * m[ 0 ][ 1 ] + v.y * m[ 1 ][ 1 ] + v.z * m[ 2 ][ 1 ] + m[ 3 ][ 1 ],
|
||
v.x * m[ 0 ][ 2 ] + v.y * m[ 1 ][ 2 ] + v.z * m[ 2 ][ 2 ] + m[ 3 ][ 2 ] );
|
||
}
|
||
|
||
inline float4x4 &float4x4::Rotation(float const Angle, float3 const &Axis)
|
||
{
|
||
auto const c = std::cos(Angle);
|
||
auto const s = std::sin(Angle);
|
||
// One minus c (short name for legibility of formulai)
|
||
auto const omc = 1.f - c;
|
||
auto const axis = SafeNormalize(Axis);
|
||
auto const xs = axis.x * s;
|
||
auto const ys = axis.y * s;
|
||
auto const zs = axis.z * s;
|
||
auto const xyomc = axis.x * axis.y * omc;
|
||
auto const xzomc = axis.x * axis.z * omc;
|
||
auto const yzomc = axis.y * axis.z * omc;
|
||
e[0] = axis.x * axis.x * omc + c;
|
||
e[1] = xyomc + zs;
|
||
e[2] = xzomc - ys;
|
||
e[3] = 0;
|
||
e[4] = xyomc - zs;
|
||
e[5] = axis.y * axis.y * omc + c;
|
||
e[6] = yzomc + xs;
|
||
e[7] = 0;
|
||
e[8] = xzomc + ys;
|
||
e[9] = yzomc - xs;
|
||
e[10] = axis.z * axis.z * omc + c;
|
||
e[11] = 0;
|
||
e[12] = 0;
|
||
e[13] = 0;
|
||
e[14] = 0;
|
||
e[15] = 1;
|
||
return *this;
|
||
};
|
||
|
||
inline bool operator==(const float4x4& v1, const float4x4& v2)
|
||
{
|
||
for (size_t i = 0; i < 16; i++)
|
||
{
|
||
if (v1.e[i] != v2.e[i])
|
||
return false;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
inline float4x4 operator*(const float4x4 &m1, const float4x4 &m2)
|
||
{ // iloczyn macierzy
|
||
float4x4 retVal;
|
||
for (int x = 0; x < 4; ++x)
|
||
for (int y = 0; y < 4; ++y)
|
||
{
|
||
retVal(x)[y] = 0;
|
||
for (int i = 0; i < 4; ++i)
|
||
retVal(x)[y] += m1[i][y] * m2[x][i];
|
||
}
|
||
return retVal;
|
||
};
|
||
|
||
// From code in Graphics Gems; p. 766
|
||
inline float Det2x2(float a, float b, float c, float d)
|
||
{ // obliczenie wyznacznika macierzy 2×2
|
||
return a * d - b * c;
|
||
};
|
||
|
||
inline float Det3x3(float a1, float a2, float a3, float b1, float b2, float b3, float c1, float c2,
|
||
float c3)
|
||
{ // obliczenie wyznacznika macierzy 3×3
|
||
return +a1 * Det2x2(b2, b3, c2, c3) - b1 * Det2x2(a2, a3, c2, c3) + c1 * Det2x2(a2, a3, b2, b3);
|
||
};
|
||
|
||
inline
|
||
float Det(const float4x4 &m)
|
||
{ // obliczenie wyznacznika macierzy 4×4
|
||
float a1 = m[0][0];
|
||
float a2 = m[1][0];
|
||
float a3 = m[2][0];
|
||
float a4 = m[3][0];
|
||
float b1 = m[0][1];
|
||
float b2 = m[1][1];
|
||
float b3 = m[2][1];
|
||
float b4 = m[3][1];
|
||
float c1 = m[0][2];
|
||
float c2 = m[1][2];
|
||
float c3 = m[2][2];
|
||
float c4 = m[3][2];
|
||
float d1 = m[0][3];
|
||
float d2 = m[1][3];
|
||
float d3 = m[2][3];
|
||
float d4 = m[3][3];
|
||
return +a1 * Det3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4) -
|
||
b1 * Det3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4) +
|
||
c1 * Det3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4) -
|
||
d1 * Det3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
|
||
};
|