Something went wrong. Try again.
OpenMW is an open implementation of the Morrowind engine
Something went wrong. Try again.
2.7 kB · 99 lines
C++
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100#ifndef MISC_MATHUTIL_H#define MISC_MATHUTIL_H
#include <osg/Math>#include <osg/Matrixf>#include <osg/Quat>#include <osg/Vec2f>#include <osg/Vec3f>
#include <cmath>#include <type_traits>
namespace Misc{ /// Normalizes given angle to the range [-PI, PI]. E.g. PI*3/2 -> -PI/2. inline double normalizeAngle(double angle) { double fullTurns = angle / (2 * osg::PI) + 0.5; return (fullTurns - floor(fullTurns) - 0.5) * (2 * osg::PI); }
/// Rotates given 2d vector counterclockwise. Angle is in radians. inline osg::Vec2f rotateVec2f(osg::Vec2f vec, float angle) { float s = std::sin(angle); float c = std::cos(angle); return osg::Vec2f(vec.x() * c + vec.y() * -s, vec.x() * s + vec.y() * c); }
inline osg::Vec3f toEulerAnglesXZ(osg::Vec3f forward) { float x = -std::asin(forward.z()); float z = std::atan2(forward.x(), forward.y()); return osg::Vec3f(x, 0, z); }
inline osg::Vec3f toEulerAnglesXZ(const osg::Quat& quat) { osg::Vec3f forward = quat * osg::Vec3f(0, 1, 0); forward.normalize(); return toEulerAnglesXZ(forward); }
inline osg::Vec3f toEulerAnglesXZ(const osg::Matrixf& m) { osg::Vec3f forward(m(1, 0), m(1, 1), m(1, 2)); forward.normalize(); return toEulerAnglesXZ(forward); }
inline osg::Vec3f toEulerAnglesZYX(osg::Vec3f forward, osg::Vec3f up) { float y = -std::asin(up.x()); float x = std::atan2(up.y(), up.z()); osg::Vec3f forwardZ = (osg::Quat(x, osg::Vec3f(1, 0, 0)) * osg::Quat(y, osg::Vec3f(0, 1, 0))) * forward; float z = std::atan2(forwardZ.x(), forwardZ.y()); return osg::Vec3f(x, y, z); }
inline osg::Vec3f toEulerAnglesZYX(const osg::Quat& quat) { osg::Vec3f forward = quat * osg::Vec3f(0, 1, 0); forward.normalize(); osg::Vec3f up = quat * osg::Vec3f(0, 0, 1); up.normalize(); return toEulerAnglesZYX(forward, up); }
inline osg::Vec3f toEulerAnglesZYX(const osg::Matrixf& m) { osg::Vec3f forward(m(1, 0), m(1, 1), m(1, 2)); osg::Vec3f up(m(2, 0), m(2, 1), m(2, 2)); forward.normalize(); up.normalize(); return toEulerAnglesZYX(forward, up); }
template <class T> bool isPowerOfTwo(T x) { static_assert(std::is_integral_v<T>); return ((x > 0) && ((x & (x - 1)) == 0)); }
inline int nextPowerOfTwo(int v) { if (isPowerOfTwo(v)) return v; int depth = 0; while (v) { v >>= 1; depth++; } return 1 << depth; }}
#endif