dust3d/src/util.cpp

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#include <cmath>
#include "util.h"
#include "version.h"
QString valueOfKeyInMapOrEmpty(const std::map<QString, QString> &map, const QString &key)
{
auto it = map.find(key);
if (it == map.end())
return QString();
return it->second;
}
bool isTrueValueString(const QString &str)
{
return "true" == str || "True" == str || "1" == str;
}
bool isFloatEqual(float a, float b)
{
return fabs(a - b) <= 0.000001;
}
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void qNormalizeAngle(int &angle)
{
while (angle < 0)
angle += 360 * 16;
while (angle > 360 * 16)
angle -= 360 * 16;
}
// https://en.wikibooks.org/wiki/Cg_Programming/Unity/Hermite_Curves
QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1, QVector3D m1)
{
return (2.0f * t * t * t - 3.0f * t * t + 1.0f) * p0
+ (t * t * t - 2.0f * t * t + t) * m0
+ (-2.0f * t * t * t + 3.0f * t * t) * p1
+ (t * t * t - t * t) * m1;
}
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float angleInRangle360BetweenTwoVectors(QVector3D a, QVector3D b, QVector3D planeNormal)
{
float degrees = acos(QVector3D::dotProduct(a, b)) * 180.0 / M_PI;
QVector3D direct = QVector3D::crossProduct(a, b);
if (QVector3D::dotProduct(direct, planeNormal) < 0)
return 180 + degrees;
return degrees;
}
QVector3D projectLineOnPlane(QVector3D line, QVector3D planeNormal)
{
const auto verticalOffset = QVector3D::dotProduct(line, planeNormal) * planeNormal;
return line - verticalOffset;
}
QString unifiedWindowTitle(const QString &text)
{
return text + QObject::tr(" - ") + APP_NAME;
}
// Sam Hocevar's answer
// https://gamedev.stackexchange.com/questions/98246/quaternion-slerp-and-lerp-implementation-with-overshoot
QQuaternion quaternionOvershootSlerp(const QQuaternion &q0, const QQuaternion &q1, float t)
{
// If t is too large, divide it by two recursively
if (t > 1.0) {
auto tmp = quaternionOvershootSlerp(q0, q1, t / 2);
return tmp * q0.inverted() * tmp;
}
// Its easier to handle negative t this way
if (t < 0.0)
return quaternionOvershootSlerp(q1, q0, 1.0 - t);
return QQuaternion::slerp(q0, q1, t);
}
float radianBetweenVectors(const QVector3D &first, const QVector3D &second)
{
return std::acos(QVector3D::dotProduct(first.normalized(), second.normalized()));
};
float angleBetweenVectors(const QVector3D &first, const QVector3D &second)
{
return radianBetweenVectors(first, second) * 180.0 / M_PI;
}
float areaOfTriangle(const QVector3D &a, const QVector3D &b, const QVector3D &c)
{
auto ab = b - a;
auto ac = c - a;
return 0.5 * QVector3D::crossProduct(ab, ac).length();
};