Add WRot.Rotate to allow rotations to be combined.

This commit is contained in:
Paul Chote
2020-07-11 14:27:32 +01:00
committed by tovl
parent 8c3793e7ea
commit 3c9db4c2ac
2 changed files with 85 additions and 3 deletions

View File

@@ -82,6 +82,50 @@ namespace OpenRA
return new WAngle(aa + (bb - aa) * mul / div);
}
public static WAngle ArcSin(int d)
{
if (d < -1024 || d > 1024)
throw new ArgumentException("ArcSin is only valid for values between -1024 and 1024. Received {0}".F(d));
var a = ClosestCosineIndex(Math.Abs(d));
return new WAngle(d < 0 ? 768 + a : 256 - a);
}
public static WAngle ArcCos(int d)
{
if (d < -1024 || d > 1024)
throw new ArgumentException("ArcCos is only valid for values between -1024 and 1024. Received {0}".F(d));
var a = ClosestCosineIndex(Math.Abs(d));
return new WAngle(d < 0 ? 512 - a : a);
}
/// <summary>
/// Find the index of CosineTable that has the value closest to the given value.
/// The first or last index will be returned for values above or below the valid range
/// </summary>
static int ClosestCosineIndex(int value)
{
var aboveIndex = 0;
var belowIndex = 256;
while (aboveIndex != belowIndex - 1)
{
var index = (aboveIndex + belowIndex) / 2;
var val = CosineTable[index];
if (val == value)
return index;
if (val < value)
belowIndex = index;
else
aboveIndex = index;
}
// Take the index with the smallest error
return CosineTable[aboveIndex] - value > value - CosineTable[belowIndex] ? belowIndex : aboveIndex;
}
public static WAngle ArcTan(int y, int x) { return ArcTan(y, x, 1); }
public static WAngle ArcTan(int y, int x, int stride)
{

View File

@@ -29,6 +29,27 @@ namespace OpenRA
public static WRot operator -(WRot a, WRot b) { return new WRot(a.Roll - b.Roll, a.Pitch - b.Pitch, a.Yaw - b.Yaw); }
public static WRot operator -(WRot a) { return new WRot(-a.Roll, -a.Pitch, -a.Yaw); }
public WRot Rotate(WRot rot)
{
if (this == None)
return rot;
if (rot == None)
return this;
int x1, y1, z1, w1;
int x2, y2, z2, w2;
rot.AsQuaternion(out x1, out y1, out z1, out w1);
AsQuaternion(out x2, out y2, out z2, out w2);
var x3 = ((long)w1 * x2 + (long)x1 * w2 + (long)y1 * z2 - (long)z1 * y2) / 1024;
var y3 = ((long)w1 * y2 - (long)x1 * z2 + (long)y1 * w2 + (long)z1 * x2) / 1024;
var z3 = ((long)w1 * z2 + (long)x1 * y2 - (long)y1 * x2 + (long)z1 * w2) / 1024;
var w3 = ((long)w1 * w2 - (long)x1 * x2 - (long)y1 * y2 - (long)z1 * z2) / 1024;
return FromQuaternion((int)x3, (int)y3, (int)z3, (int)w3);
}
public static bool operator ==(WRot me, WRot other)
{
return me.Roll == other.Roll && me.Pitch == other.Pitch && me.Yaw == other.Yaw;
@@ -51,7 +72,7 @@ namespace OpenRA
return new WRot(Roll, Pitch, yaw);
}
void AsQuarternion(out int x, out int y, out int z, out int w)
void AsQuaternion(out int x, out int y, out int z, out int w)
{
// Angles increase clockwise
var roll = new WAngle(-Roll.Angle / 2);
@@ -71,12 +92,29 @@ namespace OpenRA
w = (int)((cr * cp * cy + sr * sp * sy) / 1048576);
}
static WRot FromQuaternion(int x, int y, int z, int w)
{
// Theoretically 1024 squared, but may differ slightly due to rounding
var lsq = x * x + y * y + z * z + w * w;
var srcp = 2 * (w * x + y * z);
var crcp = lsq - 2 * (x * x + y * y);
var sp = (w * y - z * x) / 512;
var sycp = 2 * (w * z + x * y);
var cycp = lsq - 2 * (y * y + z * z);
var roll = WAngle.ArcTan(srcp, crcp);
var pitch = Math.Abs(sp) >= 1024 ? new WAngle(Math.Sign(sp) * 256) : WAngle.ArcSin(sp);
var yaw = WAngle.ArcTan(sycp, cycp);
return new WRot(-roll, -pitch, -yaw);
}
public void AsMatrix(out Int32Matrix4x4 mtx)
{
int x, y, z, w;
AsQuarternion(out x, out y, out z, out w);
AsQuaternion(out x, out y, out z, out w);
// Theoretically 1024 * * 2, but may differ slightly due to rounding
// Theoretically 1024 squared, but may differ slightly due to rounding
var lsq = x * x + y * y + z * z + w * w;
// Quaternion components use 10 bits, so there's no risk of overflow