diff options
author | Brad Davis <[email protected]> | 2013-12-15 13:14:02 -0800 |
---|---|---|
committer | Brad Davis <[email protected]> | 2013-12-15 13:14:02 -0800 |
commit | cc010856c4413013e229e9344c882a92e7c3d485 (patch) | |
tree | 54308c22332f34d2e11d0d4924d0d8b1434a2606 | |
parent | 67bac685c9c292c4c850973b41b22090718f56de (diff) |
Fixing const correctness for euler angles method
-rw-r--r-- | LibOVR/Src/Kernel/OVR_Math.h | 208 |
1 files changed, 104 insertions, 104 deletions
diff --git a/LibOVR/Src/Kernel/OVR_Math.h b/LibOVR/Src/Kernel/OVR_Math.h index 108b9d3..ce21e62 100644 --- a/LibOVR/Src/Kernel/OVR_Math.h +++ b/LibOVR/Src/Kernel/OVR_Math.h @@ -46,7 +46,7 @@ enum Axis enum RotateDirection { Rotate_CCW = 1, - Rotate_CW = -1 + Rotate_CW = -1 }; // Constants for right handed and left handed coordinate systems @@ -71,7 +71,7 @@ struct WorldAxes AxisDirection XAxis, YAxis, ZAxis; WorldAxes(AxisDirection x, AxisDirection y, AxisDirection z) - : XAxis(x), YAxis(y), ZAxis(z) + : XAxis(x), YAxis(y), ZAxis(z) { OVR_ASSERT(abs(x) != abs(y) && abs(y) != abs(z) && abs(z) != abs(x));} }; @@ -83,7 +83,7 @@ struct WorldAxes // per type, with Math<float> and Math<double> being distinct. template<class Type> class Math -{ +{ }; // Single-precision Math constants class. @@ -140,18 +140,18 @@ T DegreeToRad(T rads) { return rads * Math<T>::DegreeToRadFactor; } // Numerically stable acos function template<class T> -T Acos(T val) { +T Acos(T val) { if (val > T(1)) return T(0); else if (val < T(-1)) return Math<T>::Pi; - else return acos(val); + else return acos(val); }; // Numerically stable asin function template<class T> -T Asin(T val) { +T Asin(T val) { if (val > T(1)) return Math<T>::PiOver2; else if (val < T(-1)) return Math<T>::PiOver2 * T(3); - else return asin(val); + else return asin(val); }; #ifdef OVR_CC_MSVC @@ -179,7 +179,7 @@ public: bool operator== (const Vector2& b) const { return x == b.x && y == b.y; } bool operator!= (const Vector2& b) const { return x != b.x || y != b.y; } - + Vector2 operator+ (const Vector2& b) const { return Vector2(x + b.x, y + b.y); } Vector2& operator+= (const Vector2& b) { x += b.x; y += b.y; return *this; } Vector2 operator- (const Vector2& b) const { return Vector2(x - b.x, y - b.y); } @@ -201,7 +201,7 @@ public: { return (fabs(b.x-x) < tolerance) && (fabs(b.y-y) < tolerance); } - + // Entrywise product of two vectors Vector2 EntrywiseMultiply(const Vector2& b) const { return Vector2(x * b.x, y * b.y);} @@ -211,8 +211,8 @@ public: T Dot(const Vector2& b) const { return x*b.x + y*b.y; } // Returns the angle from this vector to b, in radians. - T Angle(const Vector2& b) const - { + T Angle(const Vector2& b) const + { T div = LengthSq()*b.LengthSq(); OVR_ASSERT(div != T(0)); T result = Acos((this->Dot(b))/sqrt(div)); @@ -230,19 +230,19 @@ public: // Determine if this a unit vector. bool IsNormalized() const { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; } - // Normalize, convention vector length to 1. - void Normalize() + // Normalize, convention vector length to 1. + void Normalize() { T l = Length(); OVR_ASSERT(l != T(0)); - *this /= l; + *this /= l; } // Returns normalized (unit) version of the vector without modifying itself. - Vector2 Normalized() const - { + Vector2 Normalized() const + { T l = Length(); OVR_ASSERT(l != T(0)); - return *this / l; + return *this / l; } // Linearly interpolates from this vector to another. @@ -251,11 +251,11 @@ public: // Projects this vector onto the argument; in other words, // A.Project(B) returns projection of vector A onto B. - Vector2 ProjectTo(const Vector2& b) const - { + Vector2 ProjectTo(const Vector2& b) const + { T l2 = b.LengthSq(); OVR_ASSERT(l2 != T(0)); - return b * ( Dot(b) / l2 ); + return b * ( Dot(b) / l2 ); } }; @@ -283,7 +283,7 @@ public: bool operator== (const Vector3& b) const { return x == b.x && y == b.y && z == b.z; } bool operator!= (const Vector3& b) const { return x != b.x || y != b.y || z != b.z; } - + Vector3 operator+ (const Vector3& b) const { return Vector3(x + b.x, y + b.y, z + b.z); } Vector3& operator+= (const Vector3& b) { x += b.x; y += b.y; z += b.z; return *this; } Vector3 operator- (const Vector3& b) const { return Vector3(x - b.x, y - b.y, z - b.z); } @@ -303,14 +303,14 @@ public: // Compare two vectors for equality with tolerance. Returns true if vectors match withing tolerance. bool Compare(const Vector3&b, T tolerance = Mathf::Tolerance) { - return (fabs(b.x-x) < tolerance) && - (fabs(b.y-y) < tolerance) && + return (fabs(b.x-x) < tolerance) && + (fabs(b.y-y) < tolerance) && (fabs(b.z-z) < tolerance); } - + // Entrywise product of two vectors - Vector3 EntrywiseMultiply(const Vector3& b) const { return Vector3(x * b.x, - y * b.y, + Vector3 EntrywiseMultiply(const Vector3& b) const { return Vector3(x * b.x, + y * b.y, z * b.z);} // Dot product @@ -326,7 +326,7 @@ public: x*b.y - y*b.x); } // Returns the angle from this vector to b, in radians. - T Angle(const Vector3& b) const + T Angle(const Vector3& b) const { T div = LengthSq()*b.LengthSq(); OVR_ASSERT(div != T(0)); @@ -341,24 +341,24 @@ public: // Returns distance between two points represented by vectors. T Distance(Vector3& b) const { return (*this - b).Length(); } - + // Determine if this a unit vector. bool IsNormalized() const { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; } - // Normalize, convention vector length to 1. - void Normalize() + // Normalize, convention vector length to 1. + void Normalize() { T l = Length(); OVR_ASSERT(l != T(0)); - *this /= l; + *this /= l; } // Returns normalized (unit) version of the vector without modifying itself. - Vector3 Normalized() const - { + Vector3 Normalized() const + { T l = Length(); OVR_ASSERT(l != T(0)); - return *this / l; + return *this / l; } // Linearly interpolates from this vector to another. @@ -367,11 +367,11 @@ public: // Projects this vector onto the argument; in other words, // A.Project(B) returns projection of vector A onto B. - Vector3 ProjectTo(const Vector3& b) const - { + Vector3 ProjectTo(const Vector3& b) const + { T l2 = b.LengthSq(); OVR_ASSERT(l2 != T(0)); - return b * ( Dot(b) / l2 ); + return b * ( Dot(b) / l2 ); } // Projects this vector onto a plane defined by a normal vector @@ -401,7 +401,7 @@ public: bool operator== (const Size& b) const { return Width == b.Width && Height == b.Height; } bool operator!= (const Size& b) const { return Width != b.Width || Height != b.Height; } - + Size operator+ (const Size& b) const { return Size(Width + b.Width, Height + b.Height); } Size& operator+= (const Size& b) { Width += b.Width; Height += b.Height; return *this; } Size operator- (const Size& b) const { return Size(Width - b.Width, Height - b.Height); } @@ -414,7 +414,7 @@ public: // Scalar multiplication/division scales both components. Size operator* (T s) const { return Size(Width*s, Height*s); } - Size& operator*= (T s) { Width *= s; Height *= s; return *this; } + Size& operator*= (T s) { Width *= s; Height *= s; return *this; } Size operator/ (T s) const { return Size(Width/s, Height/s); } Size& operator/= (T s) { Width /= s; Height /= s; return *this; } @@ -438,19 +438,19 @@ typedef Size<double> Sized; // The matrix is stored in row-major order in memory, meaning that values // of the first row are stored before the next one. // -// The arrangement of the matrix is chosen to be in Right-Handed +// The arrangement of the matrix is chosen to be in Right-Handed // coordinate system and counterclockwise rotations when looking down // the axis // // Transformation Order: // - Transformations are applied from right to left, so the expression // M1 * M2 * M3 * V means that the vector V is transformed by M3 first, -// followed by M2 and M1. +// followed by M2 and M1. // // Coordinate system: Right Handed // // Rotations: Counterclockwise when looking down the axis. All angles are in radians. -// +// // | sx 01 02 tx | // First column (sx, 10, 20): Axis X basis vector. // | 10 sy 12 ty | // Second column (01, sy, 21): Axis Y basis vector. // | 20 21 sz tz | // Third columnt (02, 12, sz): Axis Z basis vector. @@ -463,7 +463,7 @@ class Matrix4f static Matrix4f IdentityValue; public: - float M[4][4]; + float M[4][4]; enum NoInitType { NoInit }; @@ -473,7 +473,7 @@ public: // By default, we construct identity matrix. Matrix4f() { - SetIdentity(); + SetIdentity(); } Matrix4f(float m11, float m12, float m13, float m14, @@ -659,8 +659,8 @@ public: Matrix4f Adjugated() const { - return Matrix4f(Cofactor(0,0), Cofactor(1,0), Cofactor(2,0), Cofactor(3,0), - Cofactor(0,1), Cofactor(1,1), Cofactor(2,1), Cofactor(3,1), + return Matrix4f(Cofactor(0,0), Cofactor(1,0), Cofactor(2,0), Cofactor(3,0), + Cofactor(0,1), Cofactor(1,1), Cofactor(2,1), Cofactor(3,1), Cofactor(0,2), Cofactor(1,2), Cofactor(2,2), Cofactor(3,2), Cofactor(0,3), Cofactor(1,3), Cofactor(2,3), Cofactor(3,3)); } @@ -711,7 +711,7 @@ public: float psign = -1.0f; if (((A1 + 1) % 3 == A2) && ((A2 + 1) % 3 == A3)) // Determine whether even permutation psign = 1.0f; - + float pm = psign*M[A1][A3]; if (pm < -1.0f + Math<float>::SingularityRadius) { // South pole singularity @@ -743,9 +743,9 @@ public: // rotations are CCW or CW (D) in LH or RH coordinate system (S) template <Axis A1, Axis A2, RotateDirection D, HandedSystem S> void ToEulerAnglesABA(float *a, float *b, float *c) - { + { OVR_COMPILER_ASSERT(A1 != A2); - + // Determine the axis that was not supplied int m = 3 - A1 - A2; @@ -774,21 +774,21 @@ public: } return; } - + // Creates a matrix that converts the vertices from one coordinate system // to another. static Matrix4f AxisConversion(const WorldAxes& to, const WorldAxes& from) - { + { // Holds axis values from the 'to' structure int toArray[3] = { to.XAxis, to.YAxis, to.ZAxis }; // The inverse of the toArray - int inv[4]; + int inv[4]; inv[0] = inv[abs(to.XAxis)] = 0; inv[abs(to.YAxis)] = 1; inv[abs(to.ZAxis)] = 2; - Matrix4f m(0, 0, 0, + Matrix4f m(0, 0, 0, 0, 0, 0, 0, 0, 0); @@ -797,7 +797,7 @@ public: m.M[inv[abs(from.YAxis)]][1] = float(from.YAxis/toArray[inv[abs(from.YAxis)]]); m.M[inv[abs(from.ZAxis)]][2] = float(from.ZAxis/toArray[inv[abs(from.ZAxis)]]); return m; - } + } // Creates a matrix for translation by vector @@ -850,7 +850,7 @@ public: return t; } - + // Creates a rotation matrix rotating around the X axis by 'angle' radians. // Just for quick testing. Not for final API. Need to remove case. @@ -858,19 +858,19 @@ public: { float sina = s * d *sin(angle); float cosa = cos(angle); - + switch(A) { case Axis_X: - return Matrix4f(1, 0, 0, + return Matrix4f(1, 0, 0, 0, cosa, -sina, 0, sina, cosa); case Axis_Y: - return Matrix4f(cosa, 0, sina, + return Matrix4f(cosa, 0, sina, 0, 1, 0, -sina, 0, cosa); case Axis_Z: - return Matrix4f(cosa, -sina, 0, + return Matrix4f(cosa, -sina, 0, sina, cosa, 0, 0, 0, 1); } @@ -888,7 +888,7 @@ public: { float sina = sin(angle); float cosa = cos(angle); - return Matrix4f(1, 0, 0, + return Matrix4f(1, 0, 0, 0, cosa, -sina, 0, sina, cosa); } @@ -904,7 +904,7 @@ public: { float sina = sin(angle); float cosa = cos(angle); - return Matrix4f(cosa, 0, sina, + return Matrix4f(cosa, 0, sina, 0, 1, 0, -sina, 0, cosa); } @@ -920,7 +920,7 @@ public: { float sina = sin(angle); float cosa = cos(angle); - return Matrix4f(cosa, -sina, 0, + return Matrix4f(cosa, -sina, 0, sina, cosa, 0, 0, 0, 1); } @@ -934,12 +934,12 @@ public: // LookAtLH creates a View transformation matrix for left-handed coordinate system. // The resulting matrix points camera from 'eye' towards 'at' direction, with 'up' - // specifying the up vector. + // specifying the up vector. static Matrix4f LookAtLH(const Vector3f& eye, const Vector3f& at, const Vector3f& up); - - + + // PerspectiveRH creates a right-handed perspective projection matrix that can be - // used with the Oculus sample renderer. + // used with the Oculus sample renderer. // yfov - Specifies vertical field of view in radians. // aspect - Screen aspect ration, which is usually width/height for square pixels. // Note that xfov = yfov * aspect. @@ -948,10 +948,10 @@ public: // Even though RHS usually looks in the direction of negative Z, positive values // are expected for znear and zfar. static Matrix4f PerspectiveRH(float yfov, float aspect, float znear, float zfar); - - + + // PerspectiveRH creates a left-handed perspective projection matrix that can be - // used with the Oculus sample renderer. + // used with the Oculus sample renderer. // yfov - Specifies vertical field of view in radians. // aspect - Screen aspect ration, which is usually width/height for square pixels. // Note that xfov = yfov * aspect. @@ -968,7 +968,7 @@ public: // **************************************** Quat **************************************// // // Quatf represents a quaternion class used for rotations. -// +// // Quaternion multiplications are done in right-to-left order, to match the // behavior of matrices. @@ -978,7 +978,7 @@ class Quat { public: // w + Xi + Yj + Zk - T x, y, z, w; + T x, y, z, w; Quat() : x(0), y(0), z(0), w(1) {} Quat(T x_, T y_, T z_, T w_) : x(x_), y(y_), z(z_), w(w_) {} @@ -1018,7 +1018,7 @@ public: *axis = Vector3<T>(x, y, z).Normalized(); *angle = T(2) * Acos(w); } - else + else { *axis = Vector3<T>(1, 0, 0); *angle= 0; @@ -1048,8 +1048,8 @@ public: T LengthSq() const { return (x * x + y * y + z * z + w * w); } // Simple Eulidean distance in R^4 (not SLERP distance, but at least respects Haar measure) - T Distance(const Quat& q) const - { + T Distance(const Quat& q) const + { T d1 = (*this - q).Length(); T d2 = (*this + q).Length(); // Antipodal point check return (d1 < d2) ? d1 : d2; @@ -1065,31 +1065,31 @@ public: // Normalize bool IsNormalized() const { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; } - void Normalize() + void Normalize() { T l = Length(); OVR_ASSERT(l != T(0)); - *this /= l; + *this /= l; } - Quat Normalized() const - { + Quat Normalized() const + { T l = Length(); OVR_ASSERT(l != T(0)); - return *this / l; + return *this / l; } // Returns conjugate of the quaternion. Produces inverse rotation if quaternion is normalized. Quat Conj() const { return Quat(-x, -y, -z, w); } - // Quaternion multiplication. Combines quaternion rotations, performing the one on the + // Quaternion multiplication. Combines quaternion rotations, performing the one on the // right hand side first. Quat operator* (const Quat& b) const { return Quat(w * b.x + x * b.w + y * b.z - z * b.y, w * b.y - x * b.z + y * b.w + z * b.x, w * b.z + x * b.y - y * b.x + z * b.w, w * b.w - x * b.x - y * b.y - z * b.z); } - // + // // this^p normalized; same as rotating by this p times. Quat PowNormalized(T p) const { @@ -1098,15 +1098,15 @@ public: GetAxisAngle(&v, &a); return Quat(v, a * p); } - + // Rotate transforms vector in a manner that matches Matrix rotations (counter-clockwise, - // assuming negative direction of the axis). Standard formula: q(t) * V * q(t)^-1. + // assuming negative direction of the axis). Standard formula: q(t) * V * q(t)^-1. Vector3<T> Rotate(const Vector3<T>& v) const { return ((*this * Quat<T>(v.x, v.y, v.z, T(0))) * Inverted()).Imag(); } - + // Inversed quaternion rotates in the opposite direction. Quat Inverted() const { @@ -1118,7 +1118,7 @@ public: { *this = Quat(-x, -y, -z, w); } - + // Converting quaternion to matrix. operator Matrix4f() const { @@ -1142,31 +1142,31 @@ public: // In almost all cases, the first part is executed. // However, if the trace is not positive, the other // cases arise. - if (trace > T(0)) + if (trace > T(0)) { T s = sqrt(trace + T(1)) * T(2); // s=4*qw q.w = T(0.25) * s; q.x = (m.M[2][1] - m.M[1][2]) / s; q.y = (m.M[0][2] - m.M[2][0]) / s; - q.z = (m.M[1][0] - m.M[0][1]) / s; - } - else if ((m.M[0][0] > m.M[1][1])&&(m.M[0][0] > m.M[2][2])) + q.z = (m.M[1][0] - m.M[0][1]) / s; + } + else if ((m.M[0][0] > m.M[1][1])&&(m.M[0][0] > m.M[2][2])) { T s = sqrt(T(1) + m.M[0][0] - m.M[1][1] - m.M[2][2]) * T(2); q.w = (m.M[2][1] - m.M[1][2]) / s; q.x = T(0.25) * s; q.y = (m.M[0][1] + m.M[1][0]) / s; q.z = (m.M[2][0] + m.M[0][2]) / s; - } - else if (m.M[1][1] > m.M[2][2]) + } + else if (m.M[1][1] > m.M[2][2]) { T s = sqrt(T(1) + m.M[1][1] - m.M[0][0] - m.M[2][2]) * T(2); // S=4*qy q.w = (m.M[0][2] - m.M[2][0]) / s; q.x = (m.M[0][1] + m.M[1][0]) / s; q.y = T(0.25) * s; q.z = (m.M[1][2] + m.M[2][1]) / s; - } - else + } + else { T s = sqrt(T(1) + m.M[2][2] - m.M[0][0] - m.M[1][1]) * T(2); // S=4*qz q.w = (m.M[1][0] - m.M[0][1]) / s; @@ -1178,7 +1178,7 @@ public: } - + // GetEulerAngles extracts Euler angles from the quaternion, in the specified order of // axis rotations and the specified coordinate system. Right-handed coordinate system // is the default, with CCW rotations while looking in the negative axis direction. @@ -1188,7 +1188,7 @@ public: // is followed by rotation c around axis A3 // rotations are CCW or CW (D) in LH or RH coordinate system (S) template <Axis A1, Axis A2, Axis A3, RotateDirection D, HandedSystem S> - void GetEulerAngles(T *a, T *b, T *c) + void GetEulerAngles(T *a, T *b, T *c) const { OVR_COMPILER_ASSERT((A1 != A2) && (A2 != A3) && (A1 != A3)); @@ -1203,7 +1203,7 @@ public: // Determine whether even permutation if (((A1 + 1) % 3 == A2) && ((A2 + 1) % 3 == A3)) psign = T(1); - + T s2 = psign * T(2) * (psign*w*Q[A2] + Q[A1]*Q[A3]); if (s2 < T(-1) + Math<T>::SingularityRadius) @@ -1227,7 +1227,7 @@ public: *b = S*D*asin(s2); *c = S*D*atan2(T(2)*(w*Q[A3] - psign*Q[A1]*Q[A2]), ww + Q11 - Q22 - Q33); - } + } return; } @@ -1319,7 +1319,7 @@ public: }; Angle() : a(0) {} - + // Fix the range to be between -Pi and Pi Angle(T a_, AngularUnits u = Radians) : a((u == Radians) ? a_ : a_*Math<T>::DegreeToRadFactor) { FixRange(); } @@ -1330,10 +1330,10 @@ public: bool operator== (const Angle& b) const { return a == b.a; } bool operator!= (const Angle& b) const { return a != b.a; } -// bool operator< (const Angle& b) const { return a < a.b; } -// bool operator> (const Angle& b) const { return a > a.b; } -// bool operator<= (const Angle& b) const { return a <= a.b; } -// bool operator>= (const Angle& b) const { return a >= a.b; } +// bool operator< (const Angle& b) const { return a < a.b; } +// bool operator> (const Angle& b) const { return a > a.b; } +// bool operator<= (const Angle& b) const { return a <= a.b; } +// bool operator>= (const Angle& b) const { return a >= a.b; } // bool operator= (const T& x) { a = x; FixRange(); } // These operations assume a is already between -Pi and Pi. @@ -1345,7 +1345,7 @@ public: Angle& operator-= (const T& x) { a = a - x; FixRange(); return *this; } Angle operator- (const Angle& b) const { Angle res = *this; res -= b; return res; } Angle operator- (const T& x) const { Angle res = *this; res -= x; return res; } - + T Distance(const Angle& b) { T c = fabs(a - b.a); return (c <= Math<T>::Pi) ? c : Math<T>::TwoPi - c; } private: @@ -1353,7 +1353,7 @@ private: // The stored angle, which should be maintained between -Pi and Pi T a; - // Fixes the angle range to [-Pi,Pi], but assumes no more than 2Pi away on either side + // Fixes the angle range to [-Pi,Pi], but assumes no more than 2Pi away on either side inline void FastFixRange() { if (a < -Math<T>::Pi) |