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131
Torque/SDK/engine/math/mathUtils.cc
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131
Torque/SDK/engine/math/mathUtils.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "math/mMath.h"
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#include "math/mathUtils.h"
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#include "math/mRandom.h"
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namespace MathUtils
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{
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MRandomLCG sgRandom(0xdeadbeef); ///< Our random number generator.
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//------------------------------------------------------------------------------
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// Creates orientation matrix from a direction vector. Assumes ( 0 0 1 ) is up.
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//------------------------------------------------------------------------------
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MatrixF createOrientFromDir( Point3F &direction )
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{
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Point3F j = direction;
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Point3F k(0.0, 0.0, 1.0);
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Point3F i;
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mCross( j, k, &i );
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if( i.magnitudeSafe() == 0.0 )
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{
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i = Point3F( 0.0, -1.0, 0.0 );
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}
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i.normalizeSafe();
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mCross( i, j, &k );
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MatrixF mat( true );
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mat.setColumn( 0, i );
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mat.setColumn( 1, j );
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mat.setColumn( 2, k );
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return mat;
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}
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//------------------------------------------------------------------------------
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// Creates random direction given angle parameters similar to the particle system.
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// The angles are relative to the specified axis.
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//------------------------------------------------------------------------------
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Point3F randomDir( Point3F &axis, F32 thetaAngleMin, F32 thetaAngleMax,
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F32 phiAngleMin, F32 phiAngleMax )
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{
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MatrixF orient = createOrientFromDir( axis );
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Point3F axisx;
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orient.getColumn( 0, &axisx );
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F32 theta = (thetaAngleMax - thetaAngleMin) * sgRandom.randF() + thetaAngleMin;
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F32 phi = (phiAngleMax - phiAngleMin) * sgRandom.randF() + phiAngleMin;
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// Both phi and theta are in degs. Create axis angles out of them, and create the
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// appropriate rotation matrix...
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AngAxisF thetaRot(axisx, theta * (M_PI / 180.0));
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AngAxisF phiRot(axis, phi * (M_PI / 180.0));
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Point3F ejectionAxis = axis;
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MatrixF temp(true);
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thetaRot.setMatrix(&temp);
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temp.mulP(ejectionAxis);
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phiRot.setMatrix(&temp);
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temp.mulP(ejectionAxis);
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return ejectionAxis;
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}
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//------------------------------------------------------------------------------
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// Returns yaw and pitch angles from a given vector. Angles are in RADIANS.
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// Assumes north is (0.0, 1.0, 0.0), the degrees move upwards clockwise.
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// The range of yaw is 0 - 2PI. The range of pitch is -PI/2 - PI/2.
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// ASSUMES Z AXIS IS UP
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//------------------------------------------------------------------------------
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void getAnglesFromVector( VectorF &vec, F32 &yawAng, F32 &pitchAng )
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{
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yawAng = mAtan( vec.x, vec.y );
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if( yawAng < 0.0 )
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{
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yawAng += M_2PI;
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}
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if( fabs(vec.x) > fabs(vec.y) )
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{
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pitchAng = mAtan( fabs(vec.z), fabs(vec.x) );
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}
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else
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{
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pitchAng = mAtan( fabs(vec.z), fabs(vec.y) );
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}
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if( vec.z < 0.0 )
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{
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pitchAng = -pitchAng;
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}
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}
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//------------------------------------------------------------------------------
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// Returns vector from given yaw and pitch angles. Angles are in RADIANS.
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// Assumes north is (0.0, 1.0, 0.0), the degrees move upwards clockwise.
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// The range of yaw is 0 - 2PI. The range of pitch is -PI/2 - PI/2.
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// ASSUMES Z AXIS IS UP
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//------------------------------------------------------------------------------
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void getVectorFromAngles( VectorF &vec, F32 &yawAng, F32 &pitchAng )
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{
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VectorF pnt( 0.0, 1.0, 0.0 );
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EulerF rot( -pitchAng, 0.0, 0.0 );
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MatrixF mat( rot );
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rot.set( 0.0, 0.0, yawAng );
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MatrixF mat2( rot );
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mat.mulV( pnt );
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mat2.mulV( pnt );
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vec = pnt;
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}
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} // end namespace MathUtils
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