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////  GLMHelpers.cpp//  libraries/shared/src////  Created by Stephen Birarda on 2014-08-07.//  Copyright 2014 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "GLMHelpers.h" #include <limits> #include <glm/gtc/matrix_transform.hpp> #include "NumericalConstants.h" const vec3 Vectors::UNIT_X{ 1.0f, 0.0f, 0.0f };const vec3 Vectors::UNIT_Y{ 0.0f, 1.0f, 0.0f };const vec3 Vectors::UNIT_Z{ 0.0f, 0.0f, 1.0f };const vec3 Vectors::UNIT_NEG_X{ -1.0f, 0.0f, 0.0f };const vec3 Vectors::UNIT_NEG_Y{ 0.0f, -1.0f, 0.0f };const vec3 Vectors::UNIT_NEG_Z{ 0.0f, 0.0f, -1.0f };const vec3 Vectors::UNIT_XY{ glm::normalize(UNIT_X + UNIT_Y) };const vec3 Vectors::UNIT_XZ{ glm::normalize(UNIT_X + UNIT_Z) };const vec3 Vectors::UNIT_YZ{ glm::normalize(UNIT_Y + UNIT_Z) };const vec3 Vectors::UNIT_XYZ{ glm::normalize(UNIT_X + UNIT_Y + UNIT_Z) };const vec3 Vectors::MAX{ FLT_MAX };const vec3 Vectors::MIN{ -FLT_MAX };const vec3 Vectors::ZERO{ 0.0f };const vec3 Vectors::ONE{ 1.0f };const vec3 Vectors::TWO{ 2.0f };const vec3 Vectors::HALF{ 0.5f };const vec3& Vectors::RIGHT = Vectors::UNIT_X;const vec3& Vectors::UP = Vectors::UNIT_Y;const vec3& Vectors::FRONT = Vectors::UNIT_NEG_Z; const quat Quaternions::IDENTITY{ 1.0f, 0.0f, 0.0f, 0.0f };const quat Quaternions::X_180{ 0.0f, 1.0f, 0.0f, 0.0f };const quat Quaternions::Y_180{ 0.0f, 0.0f, 1.0f, 0.0f };const quat Quaternions::Z_180{ 0.0f, 0.0f, 0.0f, 1.0f }; const mat4 Matrices::IDENTITY { glm::mat4() };const mat4 Matrices::X_180 { createMatFromQuatAndPos(Quaternions::X_180, Vectors::ZERO) };const mat4 Matrices::Y_180 { createMatFromQuatAndPos(Quaternions::Y_180, Vectors::ZERO) };const mat4 Matrices::Z_180 { createMatFromQuatAndPos(Quaternions::Z_180, Vectors::ZERO) }; //  Safe version of glm::mix; based on the code in Nick Bobic's article,//  https://www.gamasutra.com/view/feature/131686/rotating_objects_using_quaternions.php?page=1 (via Clyde,//  https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float proportion) {    float cosa = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;    float ox = q2.x, oy = q2.y, oz = q2.z, ow = q2.w, s0, s1;     // adjust signs if necessary    if (cosa < 0.0f) {        cosa = -cosa;        ox = -ox;        oy = -oy;        oz = -oz;        ow = -ow;    }     // calculate coefficients; if the angle is too close to zero, we must fall back    // to linear interpolation    if ((1.0f - cosa) > EPSILON) {        float angle = acosf(cosa), sina = sinf(angle);        s0 = sinf((1.0f - proportion) * angle) / sina;        s1 = sinf(proportion * angle) / sina;     } else {        s0 = 1.0f - proportion;        s1 = proportion;    }     return glm::normalize(glm::quat(s0 * q1.w + s1 * ow, s0 * q1.x + s1 * ox, s0 * q1.y + s1 * oy, s0 * q1.z + s1 * oz));} // Allows sending of fixed-point numbers: radix 1 makes 15.1 number, radix 8 makes 8.8 number, etcint packFloatScalarToSignedTwoByteFixed(unsigned char* buffer, float scalar, int radix) {    using FixedType = int16_t;    FixedType twoByteFixed = (FixedType) glm::clamp(scalar * (1 << radix), (float)std::numeric_limits<FixedType>::min(),        (float)std::numeric_limits<FixedType>::max());    memcpy(buffer, &twoByteFixed, sizeof(FixedType));    return sizeof(FixedType);} int unpackFloatScalarFromSignedTwoByteFixed(const int16_t* byteFixedPointer, float* destinationPointer, int radix) {    int16_t twoByteFixed;    memcpy(&twoByteFixed, byteFixedPointer, sizeof(int16_t));    *destinationPointer = twoByteFixed / (float)(1 << radix);    return sizeof(int16_t);} int packFloatVec3ToSignedTwoByteFixed(unsigned char* destBuffer, const glm::vec3& srcVector, int radix) {    const unsigned char* startPosition = destBuffer;    destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.x, radix);    destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.y, radix);    destBuffer += packFloatScalarToSignedTwoByteFixed(destBuffer, srcVector.z, radix);    return destBuffer - startPosition;} int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm::vec3& destination, int radix) {    const unsigned char* startPosition = sourceBuffer;    sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.x), radix);    sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.y), radix);    sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(destination.z), radix);    return sourceBuffer - startPosition;} int packFloatAngleToTwoByte(unsigned char* buffer, float degrees) {    const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0f);     uint16_t twoByteAngle = floorf((degrees + 180.0f) * ANGLE_CONVERSION_RATIO);    memcpy(buffer, &twoByteAngle, sizeof(uint16_t));     return sizeof(uint16_t);} int unpackFloatAngleFromTwoByte(const uint16_t* byteAnglePointer, float* destinationPointer) {    uint16_t twoByteAngle;    memcpy(&twoByteAngle, byteAnglePointer, sizeof(uint16_t));    *destinationPointer = (twoByteAngle / (float) std::numeric_limits<uint16_t>::max()) * 360.0f - 180.0f;    return sizeof(uint16_t);} int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput) {    glm::quat quatNormalized = glm::normalize(quatInput);    const float QUAT_PART_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 2.0f);    uint16_t quatParts[4];    quatParts[0] = floorf((quatNormalized.x + 1.0f) * QUAT_PART_CONVERSION_RATIO);    quatParts[1] = floorf((quatNormalized.y + 1.0f) * QUAT_PART_CONVERSION_RATIO);    quatParts[2] = floorf((quatNormalized.z + 1.0f) * QUAT_PART_CONVERSION_RATIO);    quatParts[3] = floorf((quatNormalized.w + 1.0f) * QUAT_PART_CONVERSION_RATIO);     memcpy(buffer, &quatParts, sizeof(quatParts));    return sizeof(quatParts);} int unpackOrientationQuatFromBytes(const unsigned char* buffer, glm::quat& quatOutput) {    uint16_t quatParts[4];    memcpy(&quatParts, buffer, sizeof(quatParts));     quatOutput.x = ((quatParts[0] / (float) std::numeric_limits<uint16_t>::max()) * 2.0f) - 1.0f;    quatOutput.y = ((quatParts[1] / (float) std::numeric_limits<uint16_t>::max()) * 2.0f) - 1.0f;    quatOutput.z = ((quatParts[2] / (float) std::numeric_limits<uint16_t>::max()) * 2.0f) - 1.0f;    quatOutput.w = ((quatParts[3] / (float) std::numeric_limits<uint16_t>::max()) * 2.0f) - 1.0f;     return sizeof(quatParts);} #define HI_BYTE(x) (uint8_t)(x >> 8)#define LO_BYTE(x) (uint8_t)(0xff & x) int packOrientationQuatToSixBytes(unsigned char* buffer, const glm::quat& quatInput) {     // find largest component    uint8_t largestComponent = 0;    for (int i = 1; i < 4; i++) {        if (fabs(quatInput[i]) > fabs(quatInput[largestComponent])) {            largestComponent = i;        }    }     // ensure that the sign of the dropped component is always negative.    glm::quat q = quatInput[largestComponent] > 0 ? -quatInput : quatInput;     const float MAGNITUDE = 1.0f / sqrtf(2.0f);    const uint32_t NUM_BITS_PER_COMPONENT = 15;    const uint32_t RANGE = (1 << NUM_BITS_PER_COMPONENT) - 1;     // quantize the smallest three components into integers    uint16_t components[3];    for (int i = 0, j = 0; i < 4; i++) {        if (i != largestComponent) {            // transform component into 0..1 range.            float value = (q[i] + MAGNITUDE) / (2.0f * MAGNITUDE);             // quantize 0..1 into 0..range            components[j] = (uint16_t)(value * RANGE);            j++;        }    }     // encode the largestComponent into the high bits of the first two components    components[0] = (0x7fff & components[0]) | ((0x01 & largestComponent) << 15);    components[1] = (0x7fff & components[1]) | ((0x02 & largestComponent) << 14);     buffer[0] = HI_BYTE(components[0]);    buffer[1] = LO_BYTE(components[0]);    buffer[2] = HI_BYTE(components[1]);    buffer[3] = LO_BYTE(components[1]);    buffer[4] = HI_BYTE(components[2]);    buffer[5] = LO_BYTE(components[2]);     return 6;} int unpackOrientationQuatFromSixBytes(const unsigned char* buffer, glm::quat& quatOutput) {     uint16_t components[3];    components[0] = ((uint16_t)(0x7f & buffer[0]) << 8) | buffer[1];    components[1] = ((uint16_t)(0x7f & buffer[2]) << 8) | buffer[3];    components[2] = ((uint16_t)(0x7f & buffer[4]) << 8) | buffer[5];     // largestComponent is encoded into the highest bits of the first 2 components    uint8_t largestComponent = ((0x80 & buffer[2]) >> 6) | ((0x80 & buffer[0]) >> 7);     const uint32_t NUM_BITS_PER_COMPONENT = 15;    const float RANGE = (float)((1 << NUM_BITS_PER_COMPONENT) - 1);    const float MAGNITUDE = 1.0f / sqrtf(2.0f);    float floatComponents[3];    for (int i = 0; i < 3; i++) {        floatComponents[i] = ((float)components[i] / RANGE) * (2.0f * MAGNITUDE) - MAGNITUDE;    }     // missingComponent is always negative.    float missingComponent = -sqrtf(1.0f - floatComponents[0] * floatComponents[0] - floatComponents[1] * floatComponents[1] - floatComponents[2] * floatComponents[2]);     for (int i = 0, j = 0; i < 4; i++) {        if (i != largestComponent) {            quatOutput[i] = floatComponents[j];            j++;        } else {            quatOutput[i] = missingComponent;        }    }     return 6;} bool closeEnough(float a, float b, float relativeError) {    assert(relativeError >= 0.0f);    // NOTE: we add EPSILON to the denominator so we can avoid checking for division by zero.    // This method works fine when: fabsf(a + b) >> EPSILON    return fabsf(a - b) / (0.5f * fabsf(a + b) + EPSILON) < relativeError;} //  Safe version of glm::eulerAngles; uses the factorization method described in David Eberly's//  http://www.geometrictools.com/Documentation/EulerAngles.pdf (via Clyde,// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)glm::vec3 safeEulerAngles(const glm::quat& q) {    float sy = 2.0f * (q.y * q.w - q.x * q.z);    glm::vec3 eulers;    if (sy < 1.0f - EPSILON) {        if (sy > -1.0f + EPSILON) {            eulers = glm::vec3(                               atan2f(q.y * q.z + q.x * q.w, 0.5f - (q.x * q.x + q.y * q.y)),                               asinf(sy),                               atan2f(q.x * q.y + q.z * q.w, 0.5f - (q.y * q.y + q.z * q.z)));         } else {            // not a unique solution; x + z = atan2(-m21, m11)            eulers = glm::vec3(                               0.0f,                               - PI_OVER_TWO,                               atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z)));        }    } else {        // not a unique solution; x - z = atan2(-m21, m11)        eulers = glm::vec3(                           0.0f,                           PI_OVER_TWO,                           -atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z)));    }     // adjust so that z, rather than y, is in [-pi/2, pi/2]    if (eulers.z < -PI_OVER_TWO) {        if (eulers.x < 0.0f) {            eulers.x += PI;        } else {            eulers.x -= PI;        }        eulers.y = -eulers.y;        if (eulers.y < 0.0f) {            eulers.y += PI;        } else {            eulers.y -= PI;        }        eulers.z += PI;     } else if (eulers.z > PI_OVER_TWO) {        if (eulers.x < 0.0f) {            eulers.x += PI;        } else {            eulers.x -= PI;        }        eulers.y = -eulers.y;        if (eulers.y < 0.0f) {            eulers.y += PI;        } else {            eulers.y -= PI;        }        eulers.z -= PI;    }    return eulers;} //  Helper function returns the positive angle (in radians) between two 3D vectorsfloat angleBetween(const glm::vec3& v1, const glm::vec3& v2) {    float lengthFactor = glm::length(v1) * glm::length(v2);     if (lengthFactor < EPSILON) {        qWarning() << "DANGER: don't supply zero-length vec3's as arguments";    }     float cosAngle = glm::dot(v1, v2) / lengthFactor;    // If v1 and v2 are colinear, then floating point rounding errors might cause    // cosAngle to be slightly higher than 1 or slightly lower than -1    // which is are values for which acos is not defined and result in a NaN    // So we clamp the value to insure the value is in the correct range    cosAngle = glm::clamp(cosAngle, -1.0f, 1.0f);    return acosf(cosAngle);} //  Helper function return the rotation from the first vector onto the secondglm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {    return glm::rotation(glm::normalize(v1), glm::normalize(v2));} bool isPointBehindTrianglesPlane(glm::vec3 point, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) {    glm::vec3 v1 = p0 - p1, v2 = p2 - p1; // Non-collinear vectors contained in the plane    glm::vec3 n = glm::cross(v1, v2); // Plane's normal vector, pointing out of the triangle    float d = -glm::dot(n, p0); // Compute plane's equation constant    return (glm::dot(n, point) + d) >= 0;} glm::vec3 extractTranslation(const glm::mat4& matrix) {    return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);} void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {    matrix[3][0] = translation.x;    matrix[3][1] = translation.y;    matrix[3][2] = translation.z;} glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {    // uses the iterative polar decomposition algorithm described by Ken Shoemake at    // http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf    // code adapted from Clyde, https://github.com/threerings/clyde/blob/master/core/src/main/java/com/threerings/math/Matrix4f.java    // start with the contents of the upper 3x3 portion of the matrix    glm::mat3 upper = glm::mat3(matrix);    if (!assumeOrthogonal) {        for (int i = 0; i < 10; i++) {            // store the results of the previous iteration            glm::mat3 previous = upper;             // compute average of the matrix with its inverse transpose            float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2];            float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2];            float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2];            float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10;            if (fabsf(det) == 0.0f) {                // determinant is zero; matrix is not invertible                break;            }            float hrdet = 0.5f / det;            upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f;            upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f;            upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f;             upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f;            upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f;            upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f;             upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f;            upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f;            upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f;             // compute the difference; if it's small enough, we're done            glm::mat3 diff = upper - previous;            if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] +                diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] +                diff[2][2] * diff[2][2] < EPSILON) {                break;            }        }    }     // now that we have a nice orthogonal matrix, we can extract the rotation quaternion    // using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions    float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]);    float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]);    float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]);    float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]);    return glm::normalize(glm::quat(0.5f * sqrtf(w2),                                    0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f),                                    0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f),                                    0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f)));} glm::quat glmExtractRotation(const glm::mat4& matrix) {    glm::vec3 scale = extractScale(matrix);    // quat_cast doesn't work so well with scaled matrices, so cancel it out.    glm::mat4 tmp = glm::scale(matrix, 1.0f / scale);    return glm::normalize(glm::quat_cast(tmp));} glm::vec3 extractScale(const glm::mat4& matrix) {    glm::mat3 m(matrix);    float det = glm::determinant(m);    if (det < 0.0f) {        // left handed matrix, flip sign to compensate.        return glm::vec3(-glm::length(m[0]), glm::length(m[1]), glm::length(m[2]));    } else {        return glm::vec3(glm::length(m[0]), glm::length(m[1]), glm::length(m[2]));    }} float extractUniformScale(const glm::mat4& matrix) {    return extractUniformScale(extractScale(matrix));} float extractUniformScale(const glm::vec3& scale) {    return (scale.x + scale.y + scale.z) / 3.0f;} QByteArray createByteArray(const glm::vec3& vector) {    return QByteArray::number(vector.x) + ',' + QByteArray::number(vector.y) + ',' + QByteArray::number(vector.z);} QByteArray createByteArray(const glm::quat& quat) {    return QByteArray::number(quat.x) + ',' + QByteArray::number(quat.y) + "," + QByteArray::number(quat.z) + ","        + QByteArray::number(quat.w);} bool isSimilarOrientation(const glm::quat& orientionA, const glm::quat& orientionB, float similarEnough) {    // Compute the angular distance between the two orientations    float angleOrientation = orientionA == orientionB ? 0.0f : glm::degrees(glm::angle(orientionA * glm::inverse(orientionB)));    if (isNaN(angleOrientation)) {        angleOrientation = 0.0f;    }    return (angleOrientation <= similarEnough);} bool isSimilarPosition(const glm::vec3& positionA, const glm::vec3& positionB, float similarEnough) {    // Compute the distance between the two points    float positionDistance = glm::distance(positionA, positionB);    return (positionDistance <= similarEnough);} glm::uvec2 toGlm(const QSize& size) {    return glm::uvec2(size.width(), size.height());} glm::ivec2 toGlm(const QPoint& pt) {    return glm::ivec2(pt.x(), pt.y());} glm::vec2 toGlm(const QPointF& pt) {    return glm::vec2(pt.x(), pt.y());} glm::vec3 toGlm(const glm::u8vec3& color) {    static const float MAX_COLOR = 255.0f;    return glm::vec3(color) / MAX_COLOR;} vec4 toGlm(const glm::u8vec3& color, float alpha) {    static const float MAX_COLOR = 255.0f;    return vec4(glm::vec3(color) / MAX_COLOR, alpha);} glm::vec4 toGlm(const QColor& color) {    return glm::vec4(color.redF(), color.greenF(), color.blueF(), color.alphaF());} ivec4 toGlm(const QRect& rect) {    return ivec4(rect.x(), rect.y(), rect.width(), rect.height());} QMatrix4x4 fromGlm(const glm::mat4 & m) {  return QMatrix4x4(&m[0][0]).transposed();} QSize fromGlm(const glm::ivec2 & v) {    return QSize(v.x, v.y);} QRectF glmToRect(const glm::vec2 & pos, const glm::vec2 & size) {    QRectF result(pos.x, pos.y, size.x, size.y);    return result;} // create matrix from orientation and positionglm::mat4 createMatFromQuatAndPos(const glm::quat& q, const glm::vec3& p) {    glm::mat4 m = glm::mat4_cast(q);    m[3] = glm::vec4(p, 1.0f);    return m;} // create matrix from a non-uniform scale, orientation and positionglm::mat4 createMatFromScaleQuatAndPos(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) {    glm::vec3 xAxis = rot * glm::vec3(scale.x, 0.0f, 0.0f);    glm::vec3 yAxis = rot * glm::vec3(0.0f, scale.y, 0.0f);    glm::vec3 zAxis = rot * glm::vec3(0.0f, 0.0f, scale.z);    return glm::mat4(glm::vec4(xAxis, 0.0f), glm::vec4(yAxis, 0.0f),

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