// Copyright (C) 2008-2012 NVIDIA Corporation. // Copyright (C) 2019 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #ifndef QSSGUTILS_H #define QSSGUTILS_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include #include #include #include #include #include #include #include class tst_RotationDataClass; QT_BEGIN_NAMESPACE namespace QSSGUtils { namespace aux { Q_DECL_CONSTEXPR inline float translateConstantAttenuation(float attenuation) { return attenuation; } template Q_DECL_CONSTEXPR inline float translateLinearAttenuation(float attenuation) { return qBound(float(MINATTENUATION), attenuation, float(MAXATTENUATION)) * .01f; } template Q_DECL_CONSTEXPR inline float translateQuadraticAttenuation(float attenuation) { return qBound(float(MINATTENUATION), attenuation, float(MAXATTENUATION)) * .0001f; } } namespace vec2 { float Q_QUICK3DUTILS_EXPORT magnitude(const QVector2D &v); } namespace vec3 { inline QVector3D minimum(const QVector3D &v1, const QVector3D &v2) Q_DECL_NOTHROW { return { qMin(v1.x(), v2.x()), qMin(v1.y(), v2.y()), qMin(v1.z(), v2.z()) }; } inline QVector3D maximum(const QVector3D &v1, const QVector3D &v2) Q_DECL_NOTHROW { return { qMax(v1.x(), v2.x()), qMax(v1.y(), v2.y()), qMax(v1.z(), v2.z()) }; } bool Q_QUICK3DUTILS_EXPORT isFinite(const QVector3D &v); float Q_QUICK3DUTILS_EXPORT magnitude(const QVector3D &v); float Q_QUICK3DUTILS_EXPORT magnitudeSquared(const QVector3D &v); float Q_QUICK3DUTILS_EXPORT normalize(QVector3D &v); } namespace mat33 { QVector3D Q_QUICK3DUTILS_EXPORT transform(const QMatrix3x3 &m, const QVector3D &v); } namespace mat44 { QMatrix3x3 Q_QUICK3DUTILS_EXPORT getUpper3x3(const QMatrix4x4 &m); void Q_QUICK3DUTILS_EXPORT normalize(QMatrix4x4 &m); QVector3D Q_QUICK3DUTILS_EXPORT rotate(const QMatrix4x4 &m, const QVector3D &v); QVector4D Q_QUICK3DUTILS_EXPORT rotate(const QMatrix4x4 &m, const QVector4D &v); QVector3D Q_QUICK3DUTILS_EXPORT transform(const QMatrix4x4 &m, const QVector3D &v); QVector4D Q_QUICK3DUTILS_EXPORT transform(const QMatrix4x4 &m, const QVector4D &v); QVector3D Q_QUICK3DUTILS_EXPORT getPosition(const QMatrix4x4 &m); QVector3D Q_QUICK3DUTILS_EXPORT getScale(const QMatrix4x4 &m); bool Q_QUICK3DUTILS_EXPORT decompose(const QMatrix4x4 &m, QVector3D &position, QVector3D &scale, QQuaternion &rotation); inline void flip(QMatrix4x4 &matrix) { // Flip between left-handed and right-handed orientation float *writePtr(matrix.data()); // rotation conversion writePtr[0 * 4 + 2] *= -1; writePtr[1 * 4 + 2] *= -1; writePtr[2 * 4 + 0] *= -1; writePtr[2 * 4 + 1] *= -1; // translation conversion writePtr[3 * 4 + 2] *= -1; } } namespace quat { bool Q_QUICK3DUTILS_EXPORT isFinite(const QQuaternion &q); float Q_QUICK3DUTILS_EXPORT magnitude(const QQuaternion &q); bool Q_QUICK3DUTILS_EXPORT isSane(const QQuaternion &q); bool Q_QUICK3DUTILS_EXPORT isUnit(const QQuaternion &q); QVector3D Q_QUICK3DUTILS_EXPORT rotated(const QQuaternion &q, const QVector3D &v); QVector3D Q_QUICK3DUTILS_EXPORT inverseRotated(const QQuaternion &q, const QVector3D &v); } namespace color { QColor Q_QUICK3DUTILS_EXPORT linearTosRGB(const QVector4D &linearColorFactor); QVector4D Q_QUICK3DUTILS_EXPORT sRGBToLinear(const QColor &color); QColor Q_QUICK3DUTILS_EXPORT sRGBToLinearColor(const QColor &color); } template QSSGDataRef PtrAtOffset(quint8 *baseData, quint32 offset, quint32 byteSize) { return QSSGDataRef(byteSize ? reinterpret_cast(baseData + offset) : nullptr, byteSize / sizeof(TDataType)); } Q_QUICK3DUTILS_EXPORT const char *nonNull(const char *src); inline QVector3D degToRad(const QVector3D &v) { return QVector3D(qDegreesToRadians(v.x()), qDegreesToRadians(v.y()), qDegreesToRadians(v.z())); } inline QVector3D radToDeg(const QVector3D &v) { return QVector3D(qRadiansToDegrees(v.x()), qRadiansToDegrees(v.y()), qRadiansToDegrees(v.z())); } namespace rect { // Return coordinates in pixels but relative to this rect. inline QVector2D toRectRelative(const QRectF &r, const QVector2D &absoluteCoordinates) { return QVector2D(absoluteCoordinates.x() - float(r.x()), absoluteCoordinates.y() - float(r.y())); } inline QVector2D halfDims(const QRectF &r) { return QVector2D(float(r.width() / 2.0), float(r.height() / 2.0)); } // Take coordinates in global space and move local space where 0,0 is the center // of the rect but return value in pixels, not in normalized -1,1 range inline QVector2D toNormalizedRectRelative(const QRectF &r, QVector2D absoluteCoordinates) { // normalize them const QVector2D relativeCoords(toRectRelative(r, absoluteCoordinates)); const QVector2D halfD(halfDims(r)); const QVector2D normalized((relativeCoords.x() / halfD.x()) - 1.0f, (relativeCoords.y() / halfD.y()) - 1.0f); return QVector2D(normalized.x() * halfD.x(), normalized.y() * halfD.y()); } inline QVector2D relativeToNormalizedCoordinates(const QRectF &r, QVector2D rectRelativeCoords) { return { (rectRelativeCoords.x() / halfDims(r).x()) - 1.0f, (rectRelativeCoords.y() / halfDims(r).y()) - 1.0f }; } // Normalized coordinates are in the range of -1,1 where -1 is the left, bottom edges // and 1 is the top,right edges. inline QVector2D absoluteToNormalizedCoordinates(const QRectF &r, const QVector2D &absoluteCoordinates) { return relativeToNormalizedCoordinates(r, toRectRelative(r, absoluteCoordinates)); } inline QVector2D toAbsoluteCoords(const QRectF &r, const QVector2D &inRelativeCoords) { return QVector2D(inRelativeCoords.x() + float(r.x()), inRelativeCoords.y() + float(r.y())); } } } // namespace QSSGUtils class RotationData { public: RotationData() = default; explicit RotationData(const QVector3D &r) : m_quatRot() , m_eulerRot(r) , m_dirty(Dirty::Quaternion) {} explicit RotationData(const QQuaternion &r) : m_quatRot(r.normalized()) , m_eulerRot() , m_dirty(Dirty::Euler) {} RotationData &operator=(const QVector3D &r) noexcept { m_eulerRot = r; m_dirty = Dirty::Quaternion; return *this; } RotationData &operator=(const QQuaternion &r) noexcept { m_quatRot = r.normalized(); m_dirty = Dirty::Euler; return *this; } friend inline bool operator ==(const RotationData &a, const RotationData &b) { if (a.m_dirty == Dirty::None && b.m_dirty == Dirty::None) return fuzzyQuaternionCompare(a.m_quatRot, b.m_quatRot); return fuzzyQuaternionCompare(QQuaternion(a), QQuaternion(b)); } friend inline bool operator !=(const RotationData &a, const RotationData &b) { return !(a == b); } friend inline bool operator ==(const RotationData &a, const QVector3D &eulerRotation) { if (a.m_dirty == Dirty::None) return qFuzzyCompare(a.m_eulerRot, eulerRotation); return qFuzzyCompare(QVector3D(a), eulerRotation); } friend inline bool operator !=(const RotationData &a, const QVector3D &eulerRotation) { return !(a == eulerRotation); } friend inline bool operator ==(const RotationData &a, const QQuaternion &rotation) { if (a.m_dirty == Dirty::None) return fuzzyQuaternionCompare(a.m_quatRot, rotation); return fuzzyQuaternionCompare(QQuaternion(a), rotation); } friend inline bool operator !=(const RotationData &a, const QQuaternion &rotation) { return !(a == rotation); } [[nodiscard]] inline QVector3D getEulerRotation() const { if (m_dirty == Dirty::Euler) { m_eulerRot = m_quatRot.toEulerAngles(); m_dirty = Dirty::None; } return m_eulerRot; } [[nodiscard]] inline QQuaternion getQuaternionRotation() const { if (m_dirty == Dirty::Quaternion) { m_quatRot = QQuaternion::fromEulerAngles(m_eulerRot).normalized(); m_dirty = Dirty::None; } return m_quatRot; } [[nodiscard]] inline QMatrix3x3 toRotationMatrix() const { return getQuaternionRotation().toRotationMatrix(); } [[nodiscard]] inline operator QQuaternion() const { return getQuaternionRotation(); } [[nodiscard]] inline operator QVector3D() const { return getEulerRotation(); } private: friend class ::tst_RotationDataClass; static constexpr double dotProduct(const QQuaternion &q1, const QQuaternion &q2) noexcept { return double(q1.scalar()) * double(q2.scalar()) + double(q1.x()) * double(q2.x()) + double(q1.y()) * double(q2.y()) + double(q1.z()) * double(q2.z()); } [[nodiscard]] static constexpr bool fuzzyQuaternionCompare(const QQuaternion &a, const QQuaternion &b) { return qFuzzyCompare(qAbs(dotProduct(a, b)), 1.0); } enum class Dirty { None, Quaternion = 0x1, Euler = 0x2 }; mutable QQuaternion m_quatRot; // Should always be normalized mutable QVector3D m_eulerRot; mutable Dirty m_dirty { Dirty::None }; }; namespace DebugViewHelpers { template inline void ensureDebugObjectName(T *node, QObject *src) { if (!node->debugObjectName.isEmpty()) return; node->debugObjectName = src->objectName(); if (node->debugObjectName.isEmpty()) node->debugObjectName = QString::fromLatin1(src->metaObject()->className()); if (node->debugObjectName.isEmpty()) node->debugObjectName = QString::asprintf("%p", src); } } QT_END_NAMESPACE #endif // QSSGUTILS_H