1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132
|
/******************************************************************************
Copyright (C) 2023 by Lain Bailey <lain@obsproject.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <stdlib.h>
#include "vec2.h"
#include "vec3.h"
#include "math-defs.h"
#include "math-extra.h"
void polar_to_cart(struct vec3 *dst, const struct vec3 *v)
{
struct vec3 cart;
float sinx = cosf(v->x);
float sinx_z = v->z * sinx;
cart.x = sinx_z * sinf(v->y);
cart.z = sinx_z * cosf(v->y);
cart.y = v->z * sinf(v->x);
vec3_copy(dst, &cart);
}
void cart_to_polar(struct vec3 *dst, const struct vec3 *v)
{
struct vec3 polar;
polar.z = vec3_len(v);
if (close_float(polar.z, 0.0f, EPSILON)) {
vec3_zero(&polar);
} else {
polar.x = asinf(v->y / polar.z);
polar.y = atan2f(v->x, v->z);
}
vec3_copy(dst, &polar);
}
void norm_to_polar(struct vec2 *dst, const struct vec3 *norm)
{
dst->x = atan2f(norm->x, norm->z);
dst->y = asinf(norm->y);
}
void polar_to_norm(struct vec3 *dst, const struct vec2 *polar)
{
float sinx = sinf(polar->x);
dst->x = sinx * cosf(polar->y);
dst->y = sinx * sinf(polar->y);
dst->z = cosf(polar->x);
}
float calc_torquef(float val1, float val2, float torque, float min_adjust,
float t)
{
float out = val1;
float dist;
bool over;
if (close_float(val1, val2, EPSILON))
return val2;
dist = (val2 - val1) * torque;
over = dist > 0.0f;
if (over) {
if (dist < min_adjust) /* prevents from going too slow */
dist = min_adjust;
out += dist * t; /* add torque */
if (out > val2) /* clamp if overshoot */
out = val2;
} else {
if (dist > -min_adjust)
dist = -min_adjust;
out += dist * t;
if (out < val2)
out = val2;
}
return out;
}
void calc_torque(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2,
float torque, float min_adjust, float t)
{
struct vec3 line, dir;
float orig_dist, torque_dist, adjust_dist;
if (vec3_close(v1, v2, EPSILON)) {
vec3_copy(dst, v2);
return;
}
vec3_sub(&line, v2, v1);
orig_dist = vec3_len(&line);
vec3_mulf(&dir, &line, 1.0f / orig_dist);
torque_dist = orig_dist * torque; /* use distance to determine speed */
if (torque_dist < min_adjust) /* prevent from going too slow */
torque_dist = min_adjust;
adjust_dist = torque_dist * t;
if (adjust_dist <= (orig_dist - LARGE_EPSILON)) {
vec3_mulf(dst, &dir, adjust_dist);
vec3_add(dst, dst, v1); /* add torque */
} else {
vec3_copy(dst, v2); /* clamp if overshoot */
}
}
float rand_float(int positive_only)
{
if (positive_only)
return (float)((double)rand() / (double)RAND_MAX);
else
return (float)(((double)rand() / (double)RAND_MAX * 2.0) - 1.0);
}
|