common/vector_math: Move Vec[x] types into the Common namespace
These types are within the common library, so they should be using the Common namespace.
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@ -55,36 +55,36 @@ constexpr u8 Convert8To6(u8 value) {
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/**
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/**
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* Decode a color stored in RGBA8 format
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* Decode a color stored in RGBA8 format
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* @param bytes Pointer to encoded source color
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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* @return Result color decoded as Common::Vec4<u8>
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*/
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*/
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inline Math::Vec4<u8> DecodeRGBA8(const u8* bytes) {
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inline Common::Vec4<u8> DecodeRGBA8(const u8* bytes) {
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return {bytes[3], bytes[2], bytes[1], bytes[0]};
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return {bytes[3], bytes[2], bytes[1], bytes[0]};
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}
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}
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/**
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/**
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* Decode a color stored in RGB8 format
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* Decode a color stored in RGB8 format
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* @param bytes Pointer to encoded source color
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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* @return Result color decoded as Common::Vec4<u8>
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*/
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*/
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inline Math::Vec4<u8> DecodeRGB8(const u8* bytes) {
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inline Common::Vec4<u8> DecodeRGB8(const u8* bytes) {
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return {bytes[2], bytes[1], bytes[0], 255};
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return {bytes[2], bytes[1], bytes[0], 255};
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}
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}
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/**
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/**
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* Decode a color stored in RG8 (aka HILO8) format
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* Decode a color stored in RG8 (aka HILO8) format
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* @param bytes Pointer to encoded source color
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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* @return Result color decoded as Common::Vec4<u8>
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*/
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*/
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inline Math::Vec4<u8> DecodeRG8(const u8* bytes) {
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inline Common::Vec4<u8> DecodeRG8(const u8* bytes) {
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return {bytes[1], bytes[0], 0, 255};
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return {bytes[1], bytes[0], 0, 255};
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}
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}
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/**
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/**
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* Decode a color stored in RGB565 format
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* Decode a color stored in RGB565 format
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* @param bytes Pointer to encoded source color
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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* @return Result color decoded as Common::Vec4<u8>
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*/
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*/
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inline Math::Vec4<u8> DecodeRGB565(const u8* bytes) {
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inline Common::Vec4<u8> DecodeRGB565(const u8* bytes) {
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u16_le pixel;
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u16_le pixel;
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std::memcpy(&pixel, bytes, sizeof(pixel));
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std::memcpy(&pixel, bytes, sizeof(pixel));
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return {Convert5To8((pixel >> 11) & 0x1F), Convert6To8((pixel >> 5) & 0x3F),
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return {Convert5To8((pixel >> 11) & 0x1F), Convert6To8((pixel >> 5) & 0x3F),
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@ -94,9 +94,9 @@ inline Math::Vec4<u8> DecodeRGB565(const u8* bytes) {
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/**
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/**
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* Decode a color stored in RGB5A1 format
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* Decode a color stored in RGB5A1 format
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* @param bytes Pointer to encoded source color
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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* @return Result color decoded as Common::Vec4<u8>
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*/
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*/
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inline Math::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
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inline Common::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
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u16_le pixel;
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u16_le pixel;
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std::memcpy(&pixel, bytes, sizeof(pixel));
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std::memcpy(&pixel, bytes, sizeof(pixel));
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return {Convert5To8((pixel >> 11) & 0x1F), Convert5To8((pixel >> 6) & 0x1F),
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return {Convert5To8((pixel >> 11) & 0x1F), Convert5To8((pixel >> 6) & 0x1F),
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@ -106,9 +106,9 @@ inline Math::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
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/**
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/**
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* Decode a color stored in RGBA4 format
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* Decode a color stored in RGBA4 format
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* @param bytes Pointer to encoded source color
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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* @return Result color decoded as Common::Vec4<u8>
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*/
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*/
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inline Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
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inline Common::Vec4<u8> DecodeRGBA4(const u8* bytes) {
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u16_le pixel;
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u16_le pixel;
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std::memcpy(&pixel, bytes, sizeof(pixel));
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std::memcpy(&pixel, bytes, sizeof(pixel));
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return {Convert4To8((pixel >> 12) & 0xF), Convert4To8((pixel >> 8) & 0xF),
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return {Convert4To8((pixel >> 12) & 0xF), Convert4To8((pixel >> 8) & 0xF),
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@ -138,9 +138,9 @@ inline u32 DecodeD24(const u8* bytes) {
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/**
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/**
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* Decode a depth value and a stencil value stored in D24S8 format
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* Decode a depth value and a stencil value stored in D24S8 format
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* @param bytes Pointer to encoded source values
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* @param bytes Pointer to encoded source values
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* @return Resulting values stored as a Math::Vec2
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* @return Resulting values stored as a Common::Vec2
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*/
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*/
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inline Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
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inline Common::Vec2<u32> DecodeD24S8(const u8* bytes) {
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return {static_cast<u32>((bytes[2] << 16) | (bytes[1] << 8) | bytes[0]), bytes[3]};
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return {static_cast<u32>((bytes[2] << 16) | (bytes[1] << 8) | bytes[0]), bytes[3]};
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}
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}
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@ -149,7 +149,7 @@ inline Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
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* @param color Source color to encode
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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* @param bytes Destination pointer to store encoded color
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*/
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*/
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inline void EncodeRGBA8(const Math::Vec4<u8>& color, u8* bytes) {
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inline void EncodeRGBA8(const Common::Vec4<u8>& color, u8* bytes) {
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bytes[3] = color.r();
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bytes[3] = color.r();
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bytes[2] = color.g();
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bytes[2] = color.g();
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bytes[1] = color.b();
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bytes[1] = color.b();
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@ -161,7 +161,7 @@ inline void EncodeRGBA8(const Math::Vec4<u8>& color, u8* bytes) {
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* @param color Source color to encode
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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* @param bytes Destination pointer to store encoded color
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*/
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*/
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inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) {
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inline void EncodeRGB8(const Common::Vec4<u8>& color, u8* bytes) {
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bytes[2] = color.r();
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bytes[2] = color.r();
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bytes[1] = color.g();
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bytes[1] = color.g();
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bytes[0] = color.b();
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bytes[0] = color.b();
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@ -172,7 +172,7 @@ inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) {
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* @param color Source color to encode
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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* @param bytes Destination pointer to store encoded color
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*/
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*/
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inline void EncodeRG8(const Math::Vec4<u8>& color, u8* bytes) {
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inline void EncodeRG8(const Common::Vec4<u8>& color, u8* bytes) {
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bytes[1] = color.r();
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bytes[1] = color.r();
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bytes[0] = color.g();
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bytes[0] = color.g();
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}
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}
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@ -181,7 +181,7 @@ inline void EncodeRG8(const Math::Vec4<u8>& color, u8* bytes) {
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* @param color Source color to encode
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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* @param bytes Destination pointer to store encoded color
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*/
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*/
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inline void EncodeRGB565(const Math::Vec4<u8>& color, u8* bytes) {
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inline void EncodeRGB565(const Common::Vec4<u8>& color, u8* bytes) {
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const u16_le data =
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const u16_le data =
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(Convert8To5(color.r()) << 11) | (Convert8To6(color.g()) << 5) | Convert8To5(color.b());
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(Convert8To5(color.r()) << 11) | (Convert8To6(color.g()) << 5) | Convert8To5(color.b());
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@ -193,7 +193,7 @@ inline void EncodeRGB565(const Math::Vec4<u8>& color, u8* bytes) {
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* @param color Source color to encode
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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* @param bytes Destination pointer to store encoded color
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*/
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*/
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inline void EncodeRGB5A1(const Math::Vec4<u8>& color, u8* bytes) {
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inline void EncodeRGB5A1(const Common::Vec4<u8>& color, u8* bytes) {
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const u16_le data = (Convert8To5(color.r()) << 11) | (Convert8To5(color.g()) << 6) |
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const u16_le data = (Convert8To5(color.r()) << 11) | (Convert8To5(color.g()) << 6) |
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(Convert8To5(color.b()) << 1) | Convert8To1(color.a());
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(Convert8To5(color.b()) << 1) | Convert8To1(color.a());
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@ -205,7 +205,7 @@ inline void EncodeRGB5A1(const Math::Vec4<u8>& color, u8* bytes) {
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* @param color Source color to encode
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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* @param bytes Destination pointer to store encoded color
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*/
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*/
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inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
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inline void EncodeRGBA4(const Common::Vec4<u8>& color, u8* bytes) {
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const u16 data = (Convert8To4(color.r()) << 12) | (Convert8To4(color.g()) << 8) |
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const u16 data = (Convert8To4(color.r()) << 12) | (Convert8To4(color.g()) << 8) |
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(Convert8To4(color.b()) << 4) | Convert8To4(color.a());
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(Convert8To4(color.b()) << 4) | Convert8To4(color.a());
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@ -11,7 +11,7 @@ namespace Common {
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template <typename T>
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template <typename T>
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class Quaternion {
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class Quaternion {
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public:
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public:
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Math::Vec3<T> xyz;
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Vec3<T> xyz;
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T w{};
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T w{};
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Quaternion<decltype(-T{})> Inverse() const {
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Quaternion<decltype(-T{})> Inverse() const {
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@ -38,11 +38,11 @@ public:
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};
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};
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template <typename T>
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template <typename T>
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auto QuaternionRotate(const Quaternion<T>& q, const Math::Vec3<T>& v) {
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auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) {
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return v + 2 * Cross(q.xyz, Cross(q.xyz, v) + v * q.w);
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return v + 2 * Cross(q.xyz, Cross(q.xyz, v) + v * q.w);
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}
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}
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inline Quaternion<float> MakeQuaternion(const Math::Vec3<float>& axis, float angle) {
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inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) {
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return {axis * std::sin(angle / 2), std::cos(angle / 2)};
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return {axis * std::sin(angle / 2), std::cos(angle / 2)};
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}
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}
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@ -33,7 +33,7 @@
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#include <cmath>
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#include <cmath>
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#include <type_traits>
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#include <type_traits>
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namespace Math {
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namespace Common {
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template <typename T>
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template <typename T>
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class Vec2;
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class Vec2;
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@ -690,4 +690,4 @@ constexpr Vec4<T> MakeVec(const T& x, const Vec3<T>& yzw) {
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return MakeVec(x, yzw[0], yzw[1], yzw[2]);
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return MakeVec(x, yzw[0], yzw[1], yzw[2]);
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}
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}
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} // namespace Math
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} // namespace Common
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@ -124,7 +124,7 @@ using AnalogDevice = InputDevice<std::tuple<float, float>>;
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* Orientation is determined by right-hand rule.
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* Orientation is determined by right-hand rule.
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* Units: deg/sec
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* Units: deg/sec
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*/
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*/
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using MotionDevice = InputDevice<std::tuple<Math::Vec3<float>, Math::Vec3<float>>>;
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using MotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<float>>>;
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/**
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/**
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* A touch device is an input device that returns a tuple of two floats and a bool. The floats are
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* A touch device is an input device that returns a tuple of two floats and a bool. The floats are
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@ -32,12 +32,12 @@ public:
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}
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}
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void BeginTilt(int x, int y) {
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void BeginTilt(int x, int y) {
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mouse_origin = Math::MakeVec(x, y);
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mouse_origin = Common::MakeVec(x, y);
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is_tilting = true;
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is_tilting = true;
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}
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}
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void Tilt(int x, int y) {
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void Tilt(int x, int y) {
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auto mouse_move = Math::MakeVec(x, y) - mouse_origin;
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auto mouse_move = Common::MakeVec(x, y) - mouse_origin;
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if (is_tilting) {
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if (is_tilting) {
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std::lock_guard<std::mutex> guard(tilt_mutex);
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std::lock_guard<std::mutex> guard(tilt_mutex);
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if (mouse_move.x == 0 && mouse_move.y == 0) {
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if (mouse_move.x == 0 && mouse_move.y == 0) {
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is_tilting = false;
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is_tilting = false;
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}
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}
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std::tuple<Math::Vec3<float>, Math::Vec3<float>> GetStatus() {
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() {
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std::lock_guard<std::mutex> guard(status_mutex);
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std::lock_guard<std::mutex> guard(status_mutex);
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return status;
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return status;
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}
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}
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const std::chrono::steady_clock::duration update_duration;
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const std::chrono::steady_clock::duration update_duration;
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const float sensitivity;
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const float sensitivity;
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Math::Vec2<int> mouse_origin;
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Common::Vec2<int> mouse_origin;
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std::mutex tilt_mutex;
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std::mutex tilt_mutex;
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Math::Vec2<float> tilt_direction;
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Common::Vec2<float> tilt_direction;
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float tilt_angle = 0;
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float tilt_angle = 0;
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bool is_tilting = false;
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bool is_tilting = false;
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Common::Event shutdown_event;
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Common::Event shutdown_event;
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std::tuple<Math::Vec3<float>, Math::Vec3<float>> status;
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> status;
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std::mutex status_mutex;
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std::mutex status_mutex;
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// Note: always keep the thread declaration at the end so that other objects are initialized
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// Note: always keep the thread declaration at the end so that other objects are initialized
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void MotionEmuThread() {
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void MotionEmuThread() {
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auto update_time = std::chrono::steady_clock::now();
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auto update_time = std::chrono::steady_clock::now();
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Common::Quaternion<float> q = Common::MakeQuaternion(Math::Vec3<float>(), 0);
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Common::Quaternion<float> q = Common::MakeQuaternion(Common::Vec3<float>(), 0);
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Common::Quaternion<float> old_q;
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Common::Quaternion<float> old_q;
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while (!shutdown_event.WaitUntil(update_time)) {
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while (!shutdown_event.WaitUntil(update_time)) {
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std::lock_guard<std::mutex> guard(tilt_mutex);
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std::lock_guard<std::mutex> guard(tilt_mutex);
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// Find the quaternion describing current 3DS tilting
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// Find the quaternion describing current 3DS tilting
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q = Common::MakeQuaternion(Math::MakeVec(-tilt_direction.y, 0.0f, tilt_direction.x),
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q = Common::MakeQuaternion(
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tilt_angle);
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Common::MakeVec(-tilt_direction.y, 0.0f, tilt_direction.x), tilt_angle);
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}
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}
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auto inv_q = q.Inverse();
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auto inv_q = q.Inverse();
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// Set the gravity vector in world space
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// Set the gravity vector in world space
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auto gravity = Math::MakeVec(0.0f, -1.0f, 0.0f);
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auto gravity = Common::MakeVec(0.0f, -1.0f, 0.0f);
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// Find the angular rate vector in world space
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// Find the angular rate vector in world space
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auto angular_rate = ((q - old_q) * inv_q).xyz * 2;
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auto angular_rate = ((q - old_q) * inv_q).xyz * 2;
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device = std::make_shared<MotionEmuDevice>(update_millisecond, sensitivity);
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device = std::make_shared<MotionEmuDevice>(update_millisecond, sensitivity);
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}
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}
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std::tuple<Math::Vec3<float>, Math::Vec3<float>> GetStatus() const override {
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
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return device->GetStatus();
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return device->GetStatus();
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}
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}
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@ -398,7 +398,7 @@ void GraphicsSurfaceWidget::OnUpdate() {
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for (unsigned int y = 0; y < surface_height; ++y) {
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for (unsigned int y = 0; y < surface_height; ++y) {
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for (unsigned int x = 0; x < surface_width; ++x) {
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for (unsigned int x = 0; x < surface_width; ++x) {
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Math::Vec4<u8> color;
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Common::Vec4<u8> color;
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color[0] = texture_data[x + y * surface_width + 0];
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color[0] = texture_data[x + y * surface_width + 0];
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color[1] = texture_data[x + y * surface_width + 1];
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color[1] = texture_data[x + y * surface_width + 1];
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color[2] = texture_data[x + y * surface_width + 2];
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color[2] = texture_data[x + y * surface_width + 2];
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