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vis_utils.h
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//--------------------------------------------------------------------
// 文件名: vis_utils.h
// 内 容:
// 说 明:
// 创建日期: 2007年5月28日
// 创建人: 陆利民
// 版权所有: 苏州蜗牛电子有限公司
//--------------------------------------------------------------------
#ifndef _VISUAL_VIS_UTILS_H
#define _VISUAL_VIS_UTILS_H
#include "../public/module.h"
#include "../public/fast_str.h"
#include "../public/var.h"
#include "../public/var_list.h"
#include "../public/i_var_table.h"
#include "../public/inlines.h"
#include "../public/core_log.h"
#include "fm_define.h"
#include "fm_header.h"
#define COLOR_ARGB(a, r, g, b) ((unsigned int)((((a) & 0xFF)<<24) \
| (((r) & 0xFF) << 16) | (((g) & 0xFF) << 8) | ((b) & 0xFF)))
#define COLOR_RGBA(r, g, b, a) COLOR_ARGB(a, r, g, b)
// 浮点数转整数
inline int VisUtil_FloatToInt(float val)
{
return (int)val;
}
// 整数转浮点数
inline float VisUtil_IntToFloat(int val)
{
return (float)val;
}
// 设置着色器常量
inline void VisUtil_SetShaderConst(void* dst, size_t offset, const void* src,
size_t count)
{
memcpy((unsigned char*)dst + offset * sizeof(FmVec4), src,
count * sizeof(FmVec4));
}
// 工具函数
// 颜色值转换成字符串
inline result_string VisUtil_IntToColor(unsigned int val)
{
char buf[64];
SafeSprintf(buf, sizeof(buf), "%d,%d,%d,%d", (val >> 24) & 0xFF,
(val >> 16) & 0xFF, (val >> 8) & 0xFF, (val >> 0) & 0xFF);
return result_string(buf);
}
// 字符串转换成颜色值
inline unsigned int VisUtil_ColorToInt(const char* val)
{
Assert(val != NULL);
char buf[128];
CopyString(buf, sizeof(buf), val);
char* s1 = strchr(buf, ',');
if (NULL == s1)
{
return 0xFFFFFFFF;
}
char* s2 = strchr(s1 + 1, ',');
if (NULL == s2)
{
return 0xFFFFFFFF;
}
char* s3 = strchr(s2 + 1, ',');
if (NULL == s3)
{
return 0xFFFFFFFF;
}
*s1 = 0;
*s2 = 0;
*s3 = 0;
unsigned int res = 0;
res |= (atoi(buf) & 0xFF) << 24;
res |= (atoi(s1 + 1) & 0xFF) << 16;
res |= (atoi(s2 + 1) & 0xFF) << 8;
res |= (atoi(s3 + 1) & 0xFF);
return res;
}
// 向量值转换成字符串
inline result_string VisUtil_VectorToString(const FmVec3& val)
{
char buf[128];
SafeSprintf(buf, sizeof(buf), "%f,%f,%f", double(val.x), double(val.y),
double(val.z));
return result_string(buf);
}
// 字符串转换成向量值
inline FmVec3 VisUtil_StringToVector(const char* val)
{
Assert(val != NULL);
char buf[128];
CopyString(buf, sizeof(buf), val);
char* s1 = strchr(buf, ',');
if (NULL == s1)
{
return FmVec3(0.0F, 0.0F, 0.0F);
}
char* s2 = strchr(s1 + 1, ',');
if (NULL == s2)
{
return FmVec3(0.0F, 0.0F, 0.0F);
}
*s1 = 0;
*s2 = 0;
float x = (float)atof(buf);
float y = (float)atof(s1 + 1);
float z = (float)atof(s2 + 1);
return FmVec3(x, y, z);
}
// 字符串转换成向量值
inline FmVec4 VisUtil_StringToVector4(const char* val)
{
Assert(val != NULL);
char buf[128];
CopyString(buf, sizeof(buf), val);
char* s1 = strchr(buf, ',');
if (NULL == s1)
{
return FmVec4(0.0F, 0.0F, 0.0F, 0.0F);
}
char* s2 = strchr(s1 + 1, ',');
if (NULL == s2)
{
return FmVec4(0.0F, 0.0F, 0.0F, 0.0F);
}
char* s3 = strchr(s2 + 1, ',');
if (NULL == s3)
{
return FmVec4(0.0F, 0.0F, 0.0F, 0.0F);
}
*s1 = 0;
*s2 = 0;
*s3 = 0;
float x = (float)atof(buf);
float y = (float)atof(s1 + 1);
float z = (float)atof(s2 + 1);
float w = (float)atof(s3 + 1);
return FmVec4(x, y, z, w);
}
// 颜色值转为向量
inline FmVec3 VisUtil_ColorToVector(unsigned int color)
{
unsigned int r = (color & 0xFF0000) >> 16;
unsigned int g = (color & 0xFF00) >> 8;
unsigned int b = color & 0xFF;
return FmVec3(float(r) / 255.0F, float(g) / 255.0F,
float(b) / 255.0F);
}
// 向量转为颜色值
inline unsigned int VisUtil_VectorToColor(const FmVec3& v)
{
return 0xFF000000 + ((int(v.x * 255.0F) & 0xFF) << 16)
+ ((int(v.y * 255.0F) & 0xFF) << 8) + (int(v.z * 255.0F) & 0xFF);
}
// 颜色值转为向量
inline FmVec4 VisUtil_ColorToVector4(unsigned int color)
{
unsigned int a = (color & 0xFF000000) >> 24;
unsigned int r = (color & 0xFF0000) >> 16;
unsigned int g = (color & 0xFF00) >> 8;
unsigned int b = color & 0xFF;
return FmVec4(float(r) / 255.0F, float(g) / 255.0F,
float(b) / 255.0F, float(a) / 255.0F);
}
// 向量转为颜色值
inline unsigned int VisUtil_Vector4ToColor(const FmVec4& v)
{
return ((int(v.w * 255.0F) & 0xFF) << 24)
+ ((int(v.x * 255.0F) & 0xFF) << 16)
+ ((int(v.y * 255.0F) & 0xFF) << 8)
+ (int(v.z * 255.0F) & 0xFF);
}
// 字符串转为对象ID
inline PERSISTID VisUtil_StringToID(const char* val)
{
Assert(val != NULL);
char buf[128];
CopyString(buf, sizeof(buf), val);
char* s1 = strchr(buf, '-');
if (NULL == s1)
{
return PERSISTID();
}
*s1 = 0;
return PERSISTID(atoi(buf), atoi(s1 + 1));
}
// 对象ID转为字符串
inline result_string VisUtil_IDToString(const PERSISTID& id)
{
char buf[128];
SafeSprintf(buf, sizeof(buf), "%d-%d", id.nIdent, id.nSerial);
return result_string(buf);
}
// 半精度浮点数转换成单精度浮点数
inline float VisUtil_HalfToFloat(unsigned short val)
{
union
{
float f;
unsigned int i;
} res;
register int s = (val >> 15) & 0x00000001;
register int e = (val >> 10) & 0x0000001F;
register int m = val & 0x000003FF;
if (e == 0)
{
if (m == 0) // +0.0或-0.0
{
res.i = s << 31;
}
else // -1.0到+1.0
{
while (!(m & 0x00000400))
{
m <<= 1;
e -= 1;
}
m &= ~0x00000400;
e = e + 1 + (127 - 15);
res.i = (s << 31) | (e << 23) | (m << 13);
}
}
else if (e == 31)
{
if (m == 0) // INF
{
res.i = (s << 31) | 0x7F800000;
}
else // NAN
{
res.i = (s << 31) | 0x7F800000 | (m << 13);
}
}
else
{
e = e + (127 - 15);
res.i = (s << 31) | (e << 23) | (m << 13);
}
return res.f;
}
// 单精度浮点数转换成半精度浮点数
inline unsigned short VisUtil_FloatToHalf(float val)
{
union
{
float f;
unsigned int i;
} v;
v.f = val;
register int s = (v.i >> 16) & 0x00008000;
register int e = ((v.i >> 23) & 0x000000FF) - (127 - 15);
register int m = v.i & 0x007FFFFF;
if (e <= 0)
{
if (e < -10)
{
return 0;
}
m = (m | 0x00800000) >> (1 - e);
return (unsigned short)(s | (m >> 13));
}
else if (e == 0xFF - (127 - 15))
{
if (m == 0) // INF
{
return (unsigned short)(s | 0x7C00);
}
else // NAN
{
m >>= 13;
return (unsigned short)(s | 0x7C00 | m | (m == 0));
}
}
else
{
if (e > 30) // Overflow
{
return (unsigned short)(s | 0x7C00);
}
return (unsigned short)(s | (e << 10) | (m >> 13));
}
}
// 获得自定义属性
inline bool VisUtil_GetCustomBool(IEntity* pEntity, const char* name)
{
IVar* pVar = pEntity->GetCustoms()->GetValue(name);
if (NULL == pVar)
{
return false;
}
return pVar->BoolVal();
}
inline int VisUtil_GetCustomInt(IEntity* pEntity, const char* name)
{
IVar* pVar = pEntity->GetCustoms()->GetValue(name);
if (NULL == pVar)
{
return 0;
}
return pVar->IntVal();
}
inline float VisUtil_GetCustomFloat(IEntity* pEntity, const char* name)
{
IVar* pVar = pEntity->GetCustoms()->GetValue(name);
if (NULL == pVar)
{
return 0.0F;
}
return pVar->FloatVal();
}
inline const char* VisUtil_GetCustomString(IEntity* pEntity, const char* name)
{
IVar* pVar = pEntity->GetCustoms()->GetValue(name);
if (NULL == pVar)
{
return "";
}
return pVar->StringVal();
}
// 设置自定义属性
inline void VisUtil_SetCustomBool(IEntity* pEntity, const char* name,
bool value)
{
pEntity->GetCustoms()->Assign(name, CVar(VTYPE_BOOL, value));
}
inline void VisUtil_SetCustomInt(IEntity* pEntity, const char* name,
int value)
{
pEntity->GetCustoms()->Assign(name, CVar(VTYPE_INT, value));
}
inline void VisUtil_SetCustomFloat(IEntity* pEntity, const char* name,
float value)
{
pEntity->GetCustoms()->Assign(name, CVar(VTYPE_FLOAT, value));
}
inline void VisUtil_SetCustomString(IEntity* pEntity, const char* name,
const char* value)
{
pEntity->GetCustoms()->Assign(name, CVar(VTYPE_STRING, value));
}
// 对包围盒进行碰撞检测
inline bool VisUtil_TraceBoundBox(const FmMat4& mat,
const FmVec3& center, const FmVec3& box_size,
const FmVec3& src, const FmVec3& dst, trace_info_t& ti)
{
FmVec3 v_min = center - (box_size * 0.5F);
FmVec3 v_max = v_min + box_size;
FmVec3 v0(v_min.x, v_min.y, v_min.z);
FmVec3 v1(v_max.x, v_min.y, v_min.z);
FmVec3 v2(v_min.x, v_max.y, v_min.z);
FmVec3 v3(v_max.x, v_max.y, v_min.z);
FmVec3 v4(v_min.x, v_min.y, v_max.z);
FmVec3 v5(v_max.x, v_min.y, v_max.z);
FmVec3 v6(v_min.x, v_max.y, v_max.z);
FmVec3 v7(v_max.x, v_max.y, v_max.z);
FmVec3TransformCoord(&v0, &v0, &mat);
FmVec3TransformCoord(&v1, &v1, &mat);
FmVec3TransformCoord(&v2, &v2, &mat);
FmVec3TransformCoord(&v3, &v3, &mat);
FmVec3TransformCoord(&v4, &v4, &mat);
FmVec3TransformCoord(&v5, &v5, &mat);
FmVec3TransformCoord(&v6, &v6, &mat);
FmVec3TransformCoord(&v7, &v7, &mat);
FmVec3 vec[36];
vec[0] = v0;
vec[1] = v2;
vec[2] = v3;
vec[3] = v0;
vec[4] = v3;
vec[5] = v1;
vec[6] = v4;
vec[7] = v6;
vec[8] = v7;
vec[9] = v4;
vec[10] = v7;
vec[11] = v5;
vec[12] = v2;
vec[13] = v6;
vec[14] = v7;
vec[15] = v2;
vec[16] = v7;
vec[17] = v3;
vec[18] = v0;
vec[19] = v4;
vec[20] = v5;
vec[21] = v0;
vec[22] = v5;
vec[23] = v1;
vec[24] = v4;
vec[25] = v6;
vec[26] = v2;
vec[27] = v4;
vec[28] = v2;
vec[29] = v0;
vec[30] = v5;
vec[31] = v7;
vec[32] = v3;
vec[33] = v5;
vec[34] = v3;
vec[35] = v1;
FmVec3 dir = dst - src;
FmVec3* pv = vec;
bool hitted = false;
// 逐个三角形做碰撞检测
for (size_t k = 0; k < 12; ++k)
{
float t;
float u;
float v;
// 射线与三角形相交
if (FmIntersectTri(&pv[0], &pv[1], &pv[2], &src, &dir, &u, &v, &t))
{
if ((t >= 0.0F) && (t <= 1.0F))
{
if (ti.nHitMax > 1)
{
if (ti.nHitCount >= ti.nHitMax)
{
break;
}
hitted = true;
if (t < ti.fDistance)
{
// 距离最近的碰撞点
ti.fDistance = t;
}
trace_info_t::hit_t* pHit = &ti.Hits[ti.nHitCount];
pHit->fDistance = t;
pHit->fTraceU = u;
pHit->fTraceV = v;
pHit->TraceID = PERSISTID();
pHit->nMaterialIndex = 0;
pHit->Vertex[0] = pv[0];
pHit->Vertex[1] = pv[1];
pHit->Vertex[2] = pv[2];
pHit->strTexName = "";
if (++ti.nHitCount >= ti.nHitMax)
{
break;
}
}
else if (t < ti.fDistance)
{
hitted = true;
// 距离最近的碰撞点
ti.fDistance = t;
trace_info_t::hit_t* pHit = &ti.Hits[0];
pHit->fDistance = t;
pHit->fTraceU = u;
pHit->fTraceV = v;
pHit->TraceID = PERSISTID();
pHit->nMaterialIndex = 0;
pHit->Vertex[0] = pv[0];
pHit->Vertex[1] = pv[1];
pHit->Vertex[2] = pv[2];
pHit->strTexName = "";
ti.nHitCount = 1;
}
}
}
pv += 3;
}
return hitted;
}
// 点是否包含在盒子内
inline bool VisUtil_BoxContainPoint(const FmVec3& v_min,
const FmVec3& v_max, const FmVec3& v_pos)
{
return (v_pos.x >= v_min.x) && (v_pos.x <= v_max.x)
&& (v_pos.z >= v_min.z) && (v_pos.z <= v_max.z)
&& (v_pos.y >= v_min.y) && (v_pos.y <= v_max.y);
}
// 球体是否与盒子相交
inline bool VisUtil_BoxIntersectSphere(const FmVec3& v_min,
const FmVec3& v_max, const FmVec3& center, float radius)
{
return (center.x >= v_min.x - radius) && (center.x <= v_max.x + radius)
&& (center.z >= v_min.z - radius) && (center.z <= v_max.z + radius)
&& (center.y >= v_min.y - radius) && (center.y <= v_max.y + radius);
}
// 两个盒子是否相交
inline bool VisUtil_BoxIntersectBox(const FmVec3& v_min_1,
const FmVec3& v_max_1, const FmVec3& v_min_2,
const FmVec3& v_max_2)
{
return (v_max_1.x >= v_min_2.x) && (v_max_2.x >= v_min_1.x)
&& (v_max_1.z >= v_min_2.z) && (v_max_2.z >= v_min_1.z)
&& (v_max_1.y >= v_min_2.y) && (v_max_2.y >= v_min_1.y);
}
// 法线转成四元数
inline void VisUtil_QuaternionFromNormal(FmQuat* pOut,
const FmVec3* vNormal)
{
FmVec3 up(0.0F, 1.0F, 0.0F);
float dot = FmVec3Dot(vNormal, &up);
float angle;
if (dot >= 1.0F)
{
angle = 0.0F;
}
else if (dot <= -1.0F)
{
angle = 3.141592654F;
}
else
{
angle = acosf(dot);
}
FmVec3 axis;
FmVec3Cross(&axis, vNormal, &up);
FmQuatRotationAxis(pOut, &axis, -angle);
}
// 四元数转换成欧拉角
inline void VisUtil_QuaternionToPitchYawRoll(const FmQUATERNION* q,
float* pitch, float* yaw, float* roll)
{
float sp = -2.0F * (q->y * q->z - q->w * q->x);
if ((sp > 0.9999F) || (sp < -0.9999F))
{
*pitch = FLOAT_PI * 0.5F * sp;
*yaw = atan2(-q->x * q->z + q->w * q->y,
0.5F - q->y * q->y - q->z * q->z);
*roll = 0.0F;
}
else
{
*pitch = asin(sp);
*yaw = atan2(q->x * q->z + q->w * q->y,
0.5F - q->x * q->x - q->y * q->y);
*roll = atan2(q->x * q->y + q->w * q->z,
0.5F - q->x * q->x - q->z * q->z);
}
}
// 四元数乘法
inline void VisUtil_QuaternionMultiply(FmQUATERNION* pout,
const FmQUATERNION* q1, const FmQUATERNION* q2)
{
pout->x = q1->w * q2->x + q1->x * q2->w + q1->y * q2->z - q1->z * q2->y;
pout->y = q1->w * q2->y + q1->y * q2->w + q1->z * q2->x - q1->x * q2->z;
pout->z = q1->w * q2->z + q1->z * q2->w + q1->x * q2->y - q1->y * q2->x;
pout->w = q1->w * q2->w - q1->x * q2->x - q1->y * q2->y - q1->z * q2->z;
}
// 使用四元数转换点位置
inline void VisUtil_Vec3QuaternionTransform(FmVec3* pout,
const FmVec3* v, const FmQuat* q)
{
FmQuat qn(v->x, v->y, v->z, 0.0F);
FmQuat conjugate(-q->x, -q->y, -q->z, q->w);
FmQuat temp;
FmVec3Normalize((FmVec3*)&qn, (FmVec3*)&qn);
FmQuatMultiply(&temp, &qn, &conjugate);
FmQuatMultiply(&temp, q, &temp);
pout->x = temp.x;
pout->y = temp.y;
pout->z = temp.z;
}
// 设置转换矩阵
inline void VisUtil_MatrixTransform(FmMat4* pOut, const FmVec3* scale,
const FmQUATERNION* rotate, const FmVec3* position)
{
float rx = rotate->x;
float ry = rotate->y;
float rz = rotate->z;
float rw = rotate->w;
float sx = scale->x;
float sy = scale->y;
float sz = scale->z;
pOut->f[0*4+0] = sx * (1.0F - 2.0F * (ry * ry + rz * rz));
pOut->f[0*4+1] = sx * 2.0F * (rx * ry + rz * rw);
pOut->f[0*4+2] = sx * 2.0F * (rx * rz - ry * rw);
pOut->f[0*4+3] = 0.0F;
pOut->f[1*4+0] = sy * 2.0F * (rx * ry - rz * rw);
pOut->f[1*4+1] = sy * (1.0F - 2.0F * (rx * rx + rz * rz));
pOut->f[1*4+2] = sy * 2.0F * (ry * rz + rx * rw);
pOut->f[1*4+3] = 0.0F;
pOut->f[2*4+0] = sz * 2.0F * (rx * rz + ry * rw);
pOut->f[2*4+1] = sz * 2.0F * (ry * rz - rx * rw);
pOut->f[2*4+2] = sz * (1.0F - 2.0F * (rx * rx + ry * ry));
pOut->f[2*4+3] = 0.0F;
pOut->f[3*4+0] = position->x;
pOut->f[3*4+1] = position->y;
pOut->f[3*4+2] = position->z;
pOut->f[3*4+3] = 1.0F;
}
// 矩阵旋转和位移
inline void VisUtil_MatrixRotationTranslation(FmMat4* mtx,
const FmVec3* angle, const FmVec3* position)
{
FmMat4RotationYawPitchRoll(mtx, angle->y, angle->x, angle->z);
mtx->f[3*4+0] = position->x;
mtx->f[3*4+1] = position->y;
mtx->f[3*4+2] = position->z;
}
inline FmQUATERNION* VisUtil_QuaternionRotationMatrix(
FmQuat* pout, const FmMat4* pm)
{
float trace = pm->m[0][0] + pm->m[1][1] + pm->m[2][2] + 1.0F;
if (trace > 1.0F)
{
float fsqrt_trace = sqrtf(trace);
float frecp_sqrt_trace = 1.0F / fsqrt_trace * 0.5F;
pout->x = (pm->m[1][2] - pm->m[2][1]) * frecp_sqrt_trace;
pout->y = (pm->m[2][0] - pm->m[0][2]) * frecp_sqrt_trace;
pout->z = (pm->m[0][1] - pm->m[1][0]) * frecp_sqrt_trace;
pout->w = fsqrt_trace * 0.5F;
return pout;
}
int maxi = 0;
float maxdiag = pm->m[0][0];
if (pm->m[1][1] > maxdiag)
{
maxi = 1;
maxdiag = pm->m[1][1];
}
if (pm->m[2][2] > maxdiag)
{
maxi = 2;
maxdiag = pm->m[2][2];
}
float S;
switch (maxi)
{
case 0:
S = 2.0F * sqrtf(1.0F + pm->m[0][0] - pm->m[1][1] - pm->m[2][2]);
pout->x = 0.25F * S;
pout->y = (pm->m[0][1] + pm->m[1][0]) / S;
pout->z = (pm->m[0][2] + pm->m[2][0]) / S;
pout->w = (pm->m[1][2] - pm->m[2][1]) / S;
break;
case 1:
S = 2.0F * sqrtf(1.0F + pm->m[1][1] - pm->m[0][0] - pm->m[2][2]);
pout->x = (pm->m[0][1] + pm->m[1][0]) / S;
pout->y = 0.25F * S;
pout->z = (pm->m[1][2] + pm->m[2][1]) / S;
pout->w = (pm->m[2][0] - pm->m[0][2]) / S;
break;
case 2:
S = 2.0F * sqrtf(1.0F + pm->m[2][2] - pm->m[0][0] - pm->m[1][1]);
pout->x = (pm->m[0][2] + pm->m[2][0]) / S;
pout->y = (pm->m[1][2] + pm->m[2][1]) / S;
pout->z = 0.25F * S;
pout->w = (pm->m[0][1] - pm->m[1][0]) / S;
break;
}
return pout;
}
// 内联三角形射线计算
inline bool VisUtil_IntersectTri(const FmVec3* v0, const FmVec3* v1,
const FmVec3* v2, const FmVec3* orig, const FmVec3* dir, float* u,
float* v, float* t)
{
// Find vectors for two edges sharing vert0
FmVec3 edge1 = *v1 - *v0;
FmVec3 edge2 = *v2 - *v0;
// Begin calculating determinant - also used to calculate U parameter
FmVec3 pvec;
FmVec3Cross(&pvec, dir, &edge2);
// If determinant is near zero, ray lies in plane of triangle
float det = FmVec3Dot(&edge1, &pvec);
FmVec3 tvec;
if (det > 0)
{
tvec = *orig - *v0;
}
else
{
tvec = *v0 - *orig;
det = -det;
}
if (det < 0.0001F)
{
return false;
}
// Calculate U parameter and test bounds
*u = FmVec3Dot(&tvec, &pvec);
if ((*u < 0.0F) || (*u > det))
{
return false;
}
// Prepare to test V parameter
FmVec3 qvec;
FmVec3Cross(&qvec, &tvec, &edge1);
// Calculate V parameter and test bounds
*v = FmVec3Dot(dir, &qvec);
if ((*v < 0.0F) || ((*u + *v) > det))
{
return false;
}
// Calculate t, scale parameters, ray intersects triangle
*t = FmVec3Dot(&edge2, &qvec);
float fInvDet = 1.0F / det;
*t *= fInvDet;
*u *= fInvDet;
*v *= fInvDet;
return true;
}
// 矩阵乘法后转置
inline void VisUtil_MatrixMultiplyTranspose(FmMat4* pOut,
const FmMat4* pIn1, const FmMat4* pIn2)
{
//VisUtil_MatrixMultiply(pOut, pIn1, pIn2);
FmMat4Multiply(pOut,pIn1,pIn2);
//VisUtil_MatrixTranspose(pOut, pOut);
FmMat4Transpose(pOut,pOut);
}
// 设置无缩放矩阵的角度
inline void VisUtil_SetMatrixAngleNoScale(FmMat4* pOut, float ax,
float ay, float az)
{
const float sin_ax = sinf(ax);
const float cos_ax = cosf(ax);
const float sin_ay = sinf(ay);
const float cos_ay = cosf(ay);
const float sin_az = sinf(az);
const float cos_az = cosf(az);
pOut->_11 = (cos_az * cos_ay + sin_az * sin_ax * sin_ay);
pOut->_12 = (sin_az * cos_ax);
pOut->_13 = (cos_az * -sin_ay + sin_az * sin_ax * cos_ay);
pOut->_21 = (-sin_az * cos_ay + cos_az * sin_ax * sin_ay);
pOut->_22 = (cos_az * cos_ax);
pOut->_23 = (-sin_az * -sin_ay + cos_az * sin_ax * cos_ay);
pOut->_31 = (cos_ax * sin_ay);
pOut->_32 = (-sin_ax);
pOut->_33 = (cos_ax * cos_ay);
}
// 获得矩阵的旋转
inline void VisUtil_GetMatrixRotate(FmQuat* pOut, const FmMat4* pIn)
{
FmVec3 position;
FmVec3 scale;
//VisUtil_MatrixDecompose(&scale, pOut, &position, pIn);
FmMat4Decompose(&scale,pOut,&position, pIn);
}
// 获得矩阵的旋转(无缩放)
inline void VisUtil_GetMatrixRotateNoScale(FmQuat* pOut,
const FmMat4* pIn)
{
//VisUtil_QuaternionRotationMatrix(pOut, pIn);
FmQuatRotationMat4(pOut,pIn);
}
// 设置矩阵的旋转
inline void VisUtil_SetMatrixRotate(FmMat4* pOut, const FmQuat* rotate)
{
FmMat4RotationQuat(pOut,rotate);
/*
FmVec3 scale;
VisUtil_GetMatrixScale(&scale, pOut);
float rx = rotate->x;
float ry = rotate->y;
float rz = rotate->z;
float rw = rotate->w;
float sx = scale.x;
float sy = scale.y;
float sz = scale.z;
pOut->_11 = sx * (1.0F - 2.0F * (ry * ry + rz * rz));
pOut->_12 = sx * 2.0F * (rx * ry + rz * rw);
pOut->_13 = sx * 2.0F * (rx * rz - ry * rw);
pOut->_14 = 0.0F;
pOut->_21 = sy * 2.0F * (rx * ry - rz * rw);
pOut->_22 = sy * (1.0F - 2.0F * (rx * rx + rz * rz));
pOut->_23 = sy * 2.0F * (ry * rz + rx * rw);
pOut->_24 = 0.0F;
pOut->_31 = sz * 2.0F * (rx * rz + ry * rw);
pOut->_32 = sz * 2.0F * (ry * rz - rx * rw);
pOut->_33 = sz * (1.0F - 2.0F * (rx * rx + ry * ry));
pOut->_34 = 0.0F;
*/
}
// 设置矩阵的旋转(无缩放)
inline void VisUtil_SetMatrixRotateNoScale(FmMat4* pOut,
const FmQUATERNION* rotate)
{
float rx = rotate->x;
float ry = rotate->y;
float rz = rotate->z;
float rw = rotate->w;
pOut->_11 = 1.0F - 2.0F * (ry * ry + rz * rz);
pOut->_12 = 2.0F * (rx * ry + rz * rw);
pOut->_13 = 2.0F * (rx * rz - ry * rw);
pOut->_14 = 0.0F;
pOut->_21 = 2.0F * (rx * ry - rz * rw);
pOut->_22 = 1.0F - 2.0F * (rx * rx + rz * rz);
pOut->_23 = 2.0F * (ry * rz + rx * rw);
pOut->_24 = 0.0F;
pOut->_31 = 2.0F * (rx * rz + ry * rw);
pOut->_32 = 2.0F * (ry * rz - rx * rw);
pOut->_33 = 1.0F - 2.0F * (rx * rx + ry * ry);
pOut->_34 = 0.0F;
}
// 向量长度
inline float VisUtil_Vec3Length(const FmVec3* pIn)
{
return FmVec3Length(pIn);
}
// 获得矩阵的缩放
inline void VisUtil_GetMatrixScale(FmVec3* pOut, const FmMat4* pIn)
{
float v[4];
v[0] = pIn->_11 * pIn->_11 + pIn->_12 * pIn->_12 + pIn->_13 * pIn->_13;
v[1] = pIn->_21 * pIn->_21 + pIn->_22 * pIn->_22 + pIn->_23 * pIn->_23;
v[2] = pIn->_31 * pIn->_31 + pIn->_32 * pIn->_32 + pIn->_33 * pIn->_33;
v[3] = 1.0F;
//float* pv = &v[0];
pOut->x = VisUtil_Vec3Length((const FmVec3*)&pIn->_11);
pOut->y = VisUtil_Vec3Length((const FmVec3*)&pIn->_21);
pOut->z = VisUtil_Vec3Length((const FmVec3*)&pIn->_31);
}
// 设置矩阵的角度
inline void VisUtil_SetMatrixAngle(FmMat4* pOut, float ax, float ay,
float az)
{
FmVec3 scale;
VisUtil_GetMatrixScale(&scale, pOut);
const float sin_ax = sinf(ax);
const float cos_ax = cosf(ax);
const float sin_ay = sinf(ay);
const float cos_ay = cosf(ay);
const float sin_az = sinf(az);
const float cos_az = cosf(az);
pOut->_11 = scale.x * (cos_az * cos_ay + sin_az * sin_ax * sin_ay);
pOut->_12 = scale.x * (sin_az * cos_ax);
pOut->_13 = scale.x * (cos_az * -sin_ay + sin_az * sin_ax * cos_ay);