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- /****************************************************************************
- Copyright (C) 2013 Henry van Merode. All rights reserved.
- Copyright (c) 2015-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
-
- http://www.cocos2d-x.org
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #include "CCPUUtil.h"
- #include "base/ccMacros.h"
- NS_CC_BEGIN
- cocos2d::Vec3 PUUtil::randomDeviant( const Vec3 &src, float angle, const Vec3& up /*= Vec3::ZERO*/ )
- {
- Vec3 newUp;
- if (up == Vec3::ZERO)
- {
- // Generate an up vector
- newUp = perpendicular(src);
- }
- else
- {
- newUp = up;
- }
- // Rotate up vector by random amount around this
- //Quaternion q;
- //q.FromAngleAxis( Radian(Math::UnitRandom() * Math::TWO_PI), *this );
- //newUp = q * newUp;
- //// Finally rotate this by given angle around randomised up
- //q.FromAngleAxis( angle, newUp );
- //return q * (*this);
- Quaternion q;
- Mat4 mat;
- Quaternion::createFromAxisAngle(src, CCRANDOM_0_1() * M_PI * 2.0f, &q);
- Mat4::createRotation(q, &mat);
- //{
- // Vec3 uv, uuv;
- // Vec3 qvec(q.x, q.y, q.z);
- // Vec3::cross(qvec, newUp, &uv);
- // Vec3::cross(qvec, uv, &uuv);
- // uv *= (2.0f * q.w);
- // uuv *= 2.0f;
- // newUp = newUp + uv + uuv;
- //}
- newUp = mat * newUp;
- Quaternion::createFromAxisAngle(newUp, angle, &q);
- Mat4::createRotation(q, &mat);
- return mat * src;
- //{
- // Vec3 uv, uuv;
- // Vec3 qvec(q.x, q.y, q.z);
- // Vec3::cross(qvec, src, &uv);
- // Vec3::cross(qvec, uv, &uuv);
- // uv *= (2.0f * q.w);
- // uuv *= 2.0f;
- // return src + uv + uuv;
- //}
- }
- cocos2d::Vec3 PUUtil::perpendicular( const Vec3 &src )
- {
- //static const float fSquareZero = (float)(1e-06 * 1e-06);
- //Vector3 perp = this->crossProduct( Vector3::UNIT_X );
- //// Check length
- //if( perp.squaredLength() < fSquareZero )
- //{
- // /* This vector is the Y axis multiplied by a scalar, so we have
- // to use another axis.
- // */
- // perp = this->crossProduct( Vector3::UNIT_Y );
- //}
- //perp.normalise();
- //return perp;
- static const float fSquareZero = (float)(1e-06 * 1e-06);
- Vec3 perp;
- Vec3::cross(src, Vec3::UNIT_X, &perp);
- // Check length
- if( perp.lengthSquared() < fSquareZero )
- {
- /* This vector is the Y axis multiplied by a scalar, so we have
- to use another axis.
- */
- Vec3::cross(src, Vec3::UNIT_Y, &perp);
- }
- perp.normalize();
- return perp;
- }
- NS_CC_END
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