migrating to the latest JUCE version

This commit is contained in:
2022-11-04 23:11:33 +01:00
committed by Nikolai Rodionov
parent 4257a0f8ba
commit faf8f18333
2796 changed files with 888518 additions and 784244 deletions

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@ -1,159 +1,159 @@
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Stores a 3D orientation, which can be rotated by dragging with the mouse.
@tags{OpenGL}
*/
class Draggable3DOrientation
{
public:
using VectorType = Vector3D<float>;
using QuaternionType = Quaternion<float>;
/** Creates a Draggable3DOrientation, initially set up to be aligned along the X axis. */
Draggable3DOrientation (float objectRadius = 0.5f) noexcept
: radius (jmax (0.1f, objectRadius)),
quaternion (VectorType::xAxis(), 0)
{
}
/** Creates a Draggable3DOrientation from a user-supplied quaternion. */
Draggable3DOrientation (const Quaternion<float>& quaternionToUse,
float objectRadius = 0.5f) noexcept
: radius (jmax (0.1f, objectRadius)),
quaternion (quaternionToUse)
{
}
/** Resets the orientation, specifying the axis to align it along. */
void reset (const VectorType& axis) noexcept
{
quaternion = QuaternionType (axis, 0);
}
/** Sets the viewport area within which mouse-drag positions will occur.
You'll need to set this rectangle before calling mouseDown. The centre of the
rectangle is assumed to be the centre of the object that will be rotated, and
the size of the rectangle will be used to scale the object radius - see setRadius().
*/
void setViewport (Rectangle<int> newArea) noexcept
{
area = newArea;
}
/** Sets the size of the rotated object, as a proportion of the viewport's size.
@see setViewport
*/
void setRadius (float newRadius) noexcept
{
radius = jmax (0.1f, newRadius);
}
/** Begins a mouse-drag operation.
You must call this before any calls to mouseDrag(). The position that is supplied
will be treated as being relative to the centre of the rectangle passed to setViewport().
*/
template <typename Type>
void mouseDown (Point<Type> mousePos) noexcept
{
lastMouse = mousePosToProportion (mousePos.toFloat());
}
/** Continues a mouse-drag operation.
After calling mouseDown() to begin a drag sequence, you can call this method
to continue it.
*/
template <typename Type>
void mouseDrag (Point<Type> mousePos) noexcept
{
auto oldPos = projectOnSphere (lastMouse);
lastMouse = mousePosToProportion (mousePos.toFloat());
auto newPos = projectOnSphere (lastMouse);
quaternion *= rotationFromMove (oldPos, newPos);
}
/** Returns the matrix that should be used to apply the current orientation.
@see applyToOpenGLMatrix
*/
Matrix3D<float> getRotationMatrix() const noexcept
{
return quaternion.getRotationMatrix();
}
/** Provides direct access to the quaternion. */
QuaternionType& getQuaternion() noexcept
{
return quaternion;
}
private:
Rectangle<int> area;
float radius;
QuaternionType quaternion;
Point<float> lastMouse;
Point<float> mousePosToProportion (Point<float> mousePos) const noexcept
{
auto scale = jmin (area.getWidth(), area.getHeight()) / 2;
// You must call setViewport() to give this object a valid window size before
// calling any of the mouse input methods!
jassert (scale > 0);
return { (mousePos.x - (float) area.getCentreX()) / (float) scale,
((float) area.getCentreY() - mousePos.y) / (float) scale };
}
VectorType projectOnSphere (Point<float> pos) const noexcept
{
auto radiusSquared = radius * radius;
auto xySquared = pos.x * pos.x + pos.y * pos.y;
return { pos.x, pos.y,
xySquared < radiusSquared * 0.5f ? std::sqrt (radiusSquared - xySquared)
: (radiusSquared / (2.0f * std::sqrt (xySquared))) };
}
QuaternionType rotationFromMove (const VectorType& from, const VectorType& to) const noexcept
{
auto rotationAxis = (to ^ from);
if (rotationAxis.lengthIsBelowEpsilon())
rotationAxis = VectorType::xAxis();
auto d = jlimit (-1.0f, 1.0f, (from - to).length() / (2.0f * radius));
return QuaternionType::fromAngle (2.0f * std::asin (d), rotationAxis);
}
};
} // namespace juce
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2022 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 7 End-User License
Agreement and JUCE Privacy Policy.
End User License Agreement: www.juce.com/juce-7-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Stores a 3D orientation, which can be rotated by dragging with the mouse.
@tags{OpenGL}
*/
class Draggable3DOrientation
{
public:
using VectorType = Vector3D<float>;
using QuaternionType = Quaternion<float>;
/** Creates a Draggable3DOrientation, initially set up to be aligned along the X axis. */
Draggable3DOrientation (float objectRadius = 0.5f) noexcept
: radius (jmax (0.1f, objectRadius)),
quaternion (VectorType::xAxis(), 0)
{
}
/** Creates a Draggable3DOrientation from a user-supplied quaternion. */
Draggable3DOrientation (const Quaternion<float>& quaternionToUse,
float objectRadius = 0.5f) noexcept
: radius (jmax (0.1f, objectRadius)),
quaternion (quaternionToUse)
{
}
/** Resets the orientation, specifying the axis to align it along. */
void reset (const VectorType& axis) noexcept
{
quaternion = QuaternionType (axis, 0);
}
/** Sets the viewport area within which mouse-drag positions will occur.
You'll need to set this rectangle before calling mouseDown. The centre of the
rectangle is assumed to be the centre of the object that will be rotated, and
the size of the rectangle will be used to scale the object radius - see setRadius().
*/
void setViewport (Rectangle<int> newArea) noexcept
{
area = newArea;
}
/** Sets the size of the rotated object, as a proportion of the viewport's size.
@see setViewport
*/
void setRadius (float newRadius) noexcept
{
radius = jmax (0.1f, newRadius);
}
/** Begins a mouse-drag operation.
You must call this before any calls to mouseDrag(). The position that is supplied
will be treated as being relative to the centre of the rectangle passed to setViewport().
*/
template <typename Type>
void mouseDown (Point<Type> mousePos) noexcept
{
lastMouse = mousePosToProportion (mousePos.toFloat());
}
/** Continues a mouse-drag operation.
After calling mouseDown() to begin a drag sequence, you can call this method
to continue it.
*/
template <typename Type>
void mouseDrag (Point<Type> mousePos) noexcept
{
auto oldPos = projectOnSphere (lastMouse);
lastMouse = mousePosToProportion (mousePos.toFloat());
auto newPos = projectOnSphere (lastMouse);
quaternion *= rotationFromMove (oldPos, newPos);
}
/** Returns the matrix that should be used to apply the current orientation.
@see applyToOpenGLMatrix
*/
Matrix3D<float> getRotationMatrix() const noexcept
{
return quaternion.getRotationMatrix();
}
/** Provides direct access to the quaternion. */
QuaternionType& getQuaternion() noexcept
{
return quaternion;
}
private:
Rectangle<int> area;
float radius;
QuaternionType quaternion;
Point<float> lastMouse;
Point<float> mousePosToProportion (Point<float> mousePos) const noexcept
{
auto scale = jmin (area.getWidth(), area.getHeight()) / 2;
// You must call setViewport() to give this object a valid window size before
// calling any of the mouse input methods!
jassert (scale > 0);
return { (mousePos.x - (float) area.getCentreX()) / (float) scale,
((float) area.getCentreY() - mousePos.y) / (float) scale };
}
VectorType projectOnSphere (Point<float> pos) const noexcept
{
auto radiusSquared = radius * radius;
auto xySquared = pos.x * pos.x + pos.y * pos.y;
return { pos.x, pos.y,
xySquared < radiusSquared * 0.5f ? std::sqrt (radiusSquared - xySquared)
: (radiusSquared / (2.0f * std::sqrt (xySquared))) };
}
QuaternionType rotationFromMove (const VectorType& from, const VectorType& to) const noexcept
{
auto rotationAxis = (to ^ from);
if (rotationAxis.lengthIsBelowEpsilon())
rotationAxis = VectorType::xAxis();
auto d = jlimit (-1.0f, 1.0f, (from - to).length() / (2.0f * radius));
return QuaternionType::fromAngle (2.0f * std::asin (d), rotationAxis);
}
};
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A 4x4 3D transformation matrix.
@see Vector3D, Quaternion, AffineTransform
@tags{OpenGL}
*/
template <typename Type>
class Matrix3D
{
public:
/** Creates an identity matrix. */
Matrix3D() noexcept
{
mat[0] = Type (1); mat[1] = 0; mat[2] = 0; mat[3] = 0;
mat[4] = 0; mat[5] = Type (1); mat[6] = 0; mat[7] = 0;
mat[8] = 0; mat[9] = 0; mat[10] = Type (1); mat[11] = 0;
mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = Type (1);
}
/** Creates a copy of another matrix. */
Matrix3D (const Matrix3D& other) noexcept
{
memcpy (mat, other.mat, sizeof (mat));
}
/** Copies another matrix. */
Matrix3D& operator= (const Matrix3D& other) noexcept
{
memcpy (mat, other.mat, sizeof (mat));
return *this;
}
/** Creates a matrix from its raw 4x4 values. */
Matrix3D (Type m00, Type m10, Type m20, Type m30,
Type m01, Type m11, Type m21, Type m31,
Type m02, Type m12, Type m22, Type m32,
Type m03, Type m13, Type m23, Type m33) noexcept
{
mat[0] = m00; mat[1] = m10; mat[2] = m20; mat[3] = m30;
mat[4] = m01; mat[5] = m11; mat[6] = m21; mat[7] = m31;
mat[8] = m02; mat[9] = m12; mat[10] = m22; mat[11] = m32;
mat[12] = m03; mat[13] = m13; mat[14] = m23; mat[15] = m33;
}
/** Creates a matrix from an array of 16 raw values. */
Matrix3D (const Type* values) noexcept
{
memcpy (mat, values, sizeof (mat));
}
/** Creates a matrix from a 2D affine transform. */
Matrix3D (const AffineTransform& transform) noexcept
{
mat[0] = transform.mat00; mat[1] = transform.mat10; mat[2] = 0; mat[3] = 0;
mat[4] = transform.mat01; mat[5] = transform.mat11; mat[6] = 0; mat[7] = 0;
mat[8] = 0; mat[9] = 0; mat[10] = Type (1); mat[11] = 0;
mat[12] = transform.mat02; mat[13] = transform.mat12; mat[14] = 0; mat[15] = Type (1);
}
/** Creates a matrix from a 3D vector translation. */
Matrix3D (Vector3D<Type> vector) noexcept
{
mat[0] = Type (1); mat[1] = 0; mat[2] = 0; mat[3] = 0;
mat[4] = 0; mat[5] = Type (1); mat[6] = 0; mat[7] = 0;
mat[8] = 0; mat[9] = 0; mat[10] = Type (1); mat[11] = 0;
mat[12] = vector.x; mat[13] = vector.y; mat[14] = vector.z; mat[15] = Type (1);
}
/** Returns a new matrix from the given frustum values. */
static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type nearDistance, Type farDistance) noexcept
{
return { (Type (2) * nearDistance) / (right - left), 0, 0, 0,
0, (Type (2) * nearDistance) / (top - bottom), 0, 0,
(right + left) / (right - left), (top + bottom) / (top - bottom), -(farDistance + nearDistance) / (farDistance - nearDistance), Type (-1),
0, 0, -(Type (2) * farDistance * nearDistance) / (farDistance - nearDistance), 0 };
}
/** Returns a matrix which will apply a rotation through the Y, X and Z angles specified by a vector. */
static Matrix3D rotation (Vector3D<Type> eulerAngleRadians) noexcept
{
auto cx = std::cos (eulerAngleRadians.x), sx = std::sin (eulerAngleRadians.x),
cy = std::cos (eulerAngleRadians.y), sy = std::sin (eulerAngleRadians.y),
cz = std::cos (eulerAngleRadians.z), sz = std::sin (eulerAngleRadians.z);
return { (cy * cz) + (sx * sy * sz), cx * sz, (cy * sx * sz) - (cz * sy), 0,
(cz * sx * sy) - (cy * sz), cx * cz, (cy * cz * sx) + (sy * sz), 0,
cx * sy, -sx, cx * cy, 0,
0, 0, 0, Type (1) };
}
/** Multiplies this matrix by another. */
Matrix3D& operator*= (const Matrix3D& other) noexcept
{
return *this = *this * other;
}
/** Multiplies this matrix by another, and returns the result. */
Matrix3D operator* (const Matrix3D& other) const noexcept
{
auto&& m2 = other.mat;
return { mat[0] * m2[0] + mat[1] * m2[4] + mat[2] * m2[8] + mat[3] * m2[12],
mat[0] * m2[1] + mat[1] * m2[5] + mat[2] * m2[9] + mat[3] * m2[13],
mat[0] * m2[2] + mat[1] * m2[6] + mat[2] * m2[10] + mat[3] * m2[14],
mat[0] * m2[3] + mat[1] * m2[7] + mat[2] * m2[11] + mat[3] * m2[15],
mat[4] * m2[0] + mat[5] * m2[4] + mat[6] * m2[8] + mat[7] * m2[12],
mat[4] * m2[1] + mat[5] * m2[5] + mat[6] * m2[9] + mat[7] * m2[13],
mat[4] * m2[2] + mat[5] * m2[6] + mat[6] * m2[10] + mat[7] * m2[14],
mat[4] * m2[3] + mat[5] * m2[7] + mat[6] * m2[11] + mat[7] * m2[15],
mat[8] * m2[0] + mat[9] * m2[4] + mat[10] * m2[8] + mat[11] * m2[12],
mat[8] * m2[1] + mat[9] * m2[5] + mat[10] * m2[9] + mat[11] * m2[13],
mat[8] * m2[2] + mat[9] * m2[6] + mat[10] * m2[10] + mat[11] * m2[14],
mat[8] * m2[3] + mat[9] * m2[7] + mat[10] * m2[11] + mat[11] * m2[15],
mat[12] * m2[0] + mat[13] * m2[4] + mat[14] * m2[8] + mat[15] * m2[12],
mat[12] * m2[1] + mat[13] * m2[5] + mat[14] * m2[9] + mat[15] * m2[13],
mat[12] * m2[2] + mat[13] * m2[6] + mat[14] * m2[10] + mat[15] * m2[14],
mat[12] * m2[3] + mat[13] * m2[7] + mat[14] * m2[11] + mat[15] * m2[15] };
}
/** The 4x4 matrix values. These are stored in the standard OpenGL order. */
Type mat[16];
};
} // namespace juce
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2022 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 7 End-User License
Agreement and JUCE Privacy Policy.
End User License Agreement: www.juce.com/juce-7-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A 4x4 3D transformation matrix.
@see Vector3D, Quaternion, AffineTransform
@tags{OpenGL}
*/
template <typename Type>
class Matrix3D
{
public:
/** Creates an identity matrix. */
Matrix3D() noexcept
{
mat[0] = Type (1); mat[1] = 0; mat[2] = 0; mat[3] = 0;
mat[4] = 0; mat[5] = Type (1); mat[6] = 0; mat[7] = 0;
mat[8] = 0; mat[9] = 0; mat[10] = Type (1); mat[11] = 0;
mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = Type (1);
}
/** Creates a copy of another matrix. */
Matrix3D (const Matrix3D& other) noexcept
{
memcpy (mat, other.mat, sizeof (mat));
}
/** Copies another matrix. */
Matrix3D& operator= (const Matrix3D& other) noexcept
{
memcpy (mat, other.mat, sizeof (mat));
return *this;
}
/** Creates a matrix from its raw 4x4 values. */
Matrix3D (Type m00, Type m10, Type m20, Type m30,
Type m01, Type m11, Type m21, Type m31,
Type m02, Type m12, Type m22, Type m32,
Type m03, Type m13, Type m23, Type m33) noexcept
{
mat[0] = m00; mat[1] = m10; mat[2] = m20; mat[3] = m30;
mat[4] = m01; mat[5] = m11; mat[6] = m21; mat[7] = m31;
mat[8] = m02; mat[9] = m12; mat[10] = m22; mat[11] = m32;
mat[12] = m03; mat[13] = m13; mat[14] = m23; mat[15] = m33;
}
/** Creates a matrix from an array of 16 raw values. */
Matrix3D (const Type* values) noexcept
{
memcpy (mat, values, sizeof (mat));
}
/** Creates a matrix from a 2D affine transform. */
Matrix3D (const AffineTransform& transform) noexcept
{
mat[0] = transform.mat00; mat[1] = transform.mat10; mat[2] = 0; mat[3] = 0;
mat[4] = transform.mat01; mat[5] = transform.mat11; mat[6] = 0; mat[7] = 0;
mat[8] = 0; mat[9] = 0; mat[10] = Type (1); mat[11] = 0;
mat[12] = transform.mat02; mat[13] = transform.mat12; mat[14] = 0; mat[15] = Type (1);
}
/** Creates a matrix from a 3D vector translation. */
static Matrix3D fromTranslation (Vector3D<Type> vector) noexcept
{
return { Type (1), 0, 0, 0,
0, Type (1), 0, 0,
0, 0, Type (1), 0,
vector.x, vector.y, vector.z, Type (1) };
}
/** Returns a new matrix from the given frustum values. */
static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type nearDistance, Type farDistance) noexcept
{
return { (Type (2) * nearDistance) / (right - left), 0, 0, 0,
0, (Type (2) * nearDistance) / (top - bottom), 0, 0,
(right + left) / (right - left), (top + bottom) / (top - bottom), -(farDistance + nearDistance) / (farDistance - nearDistance), Type (-1),
0, 0, -(Type (2) * farDistance * nearDistance) / (farDistance - nearDistance), 0 };
}
/** Returns a matrix which will apply a rotation through the Y, X and Z angles specified by a vector. */
static Matrix3D rotation (Vector3D<Type> eulerAngleRadians) noexcept
{
auto cx = std::cos (eulerAngleRadians.x), sx = std::sin (eulerAngleRadians.x),
cy = std::cos (eulerAngleRadians.y), sy = std::sin (eulerAngleRadians.y),
cz = std::cos (eulerAngleRadians.z), sz = std::sin (eulerAngleRadians.z);
return { (cy * cz) + (sx * sy * sz), cx * sz, (cy * sx * sz) - (cz * sy), 0,
(cz * sx * sy) - (cy * sz), cx * cz, (cy * cz * sx) + (sy * sz), 0,
cx * sy, -sx, cx * cy, 0,
0, 0, 0, Type (1) };
}
/** Multiplies this matrix by another. */
Matrix3D& operator*= (const Matrix3D& other) noexcept
{
return *this = *this * other;
}
/** Multiplies this matrix by another, and returns the result. */
Matrix3D operator* (const Matrix3D& other) const noexcept
{
auto&& m2 = other.mat;
return { mat[0] * m2[0] + mat[4] * m2[1] + mat[8] * m2[2] + mat[12] * m2[3],
mat[1] * m2[0] + mat[5] * m2[1] + mat[9] * m2[2] + mat[13] * m2[3],
mat[2] * m2[0] + mat[6] * m2[1] + mat[10] * m2[2] + mat[14] * m2[3],
mat[3] * m2[0] + mat[7] * m2[1] + mat[11] * m2[2] + mat[15] * m2[3],
mat[0] * m2[4] + mat[4] * m2[5] + mat[8] * m2[6] + mat[12] * m2[7],
mat[1] * m2[4] + mat[5] * m2[5] + mat[9] * m2[6] + mat[13] * m2[7],
mat[2] * m2[4] + mat[6] * m2[5] + mat[10] * m2[6] + mat[14] * m2[7],
mat[3] * m2[4] + mat[7] * m2[5] + mat[11] * m2[6] + mat[15] * m2[7],
mat[0] * m2[8] + mat[4] * m2[9] + mat[8] * m2[10] + mat[12] * m2[11],
mat[1] * m2[8] + mat[5] * m2[9] + mat[9] * m2[10] + mat[13] * m2[11],
mat[2] * m2[8] + mat[6] * m2[9] + mat[10] * m2[10] + mat[14] * m2[11],
mat[3] * m2[8] + mat[7] * m2[9] + mat[11] * m2[10] + mat[15] * m2[11],
mat[0] * m2[12] + mat[4] * m2[13] + mat[8] * m2[14] + mat[12] * m2[15],
mat[1] * m2[12] + mat[5] * m2[13] + mat[9] * m2[14] + mat[13] * m2[15],
mat[2] * m2[12] + mat[6] * m2[13] + mat[10] * m2[14] + mat[14] * m2[15],
mat[3] * m2[12] + mat[7] * m2[13] + mat[11] * m2[14] + mat[15] * m2[15] };
}
/** The 4x4 matrix values. These are stored in the standard OpenGL order. */
Type mat[16];
};
} // namespace juce

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@ -1,98 +1,98 @@
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Holds a quaternion (a 3D vector and a scalar value).
@tags{OpenGL}
*/
template <typename Type>
class Quaternion
{
public:
Quaternion() noexcept : scalar() {}
Quaternion (const Quaternion& other) noexcept : vector (other.vector), scalar (other.scalar) {}
Quaternion (Vector3D<Type> vectorPart, Type scalarPart) noexcept : vector (vectorPart), scalar (scalarPart) {}
Quaternion (Type x, Type y, Type z, Type w) noexcept : vector (x, y, z), scalar (w) {}
/** Creates a quaternion from an angle and an axis. */
static Quaternion fromAngle (Type angle, Vector3D<Type> axis) noexcept
{
return Quaternion (axis.normalised() * std::sin (angle / (Type) 2), std::cos (angle / (Type) 2));
}
Quaternion& operator= (Quaternion other) noexcept
{
vector = other.vector;
scalar = other.scalar;
return *this;
}
Quaternion& operator*= (Quaternion other) noexcept
{
const Type oldScalar (scalar);
scalar = (scalar * other.scalar) - (vector * other.vector);
vector = (other.vector * oldScalar) + (vector * other.scalar) + (vector ^ other.vector);
return *this;
}
Type length() const noexcept { return std::sqrt (normal()); }
Type normal() const noexcept { return scalar * scalar + vector.lengthSquared(); }
Quaternion normalised() const noexcept
{
const Type len (length());
jassert (len > 0);
return Quaternion (vector / len, scalar / len);
}
/** Returns the matrix that will perform the rotation specified by this quaternion. */
Matrix3D<Type> getRotationMatrix() const noexcept
{
const Type norm (normal());
const Type s (norm > 0 ? ((Type) 2) / norm : 0);
const Type xs (s * vector.x), ys (s * vector.y), zs (s * vector.z);
const Type wx (xs * scalar), wy (ys * scalar), wz (zs * scalar);
const Type xx (xs * vector.x), xy (ys * vector.x), xz (zs * vector.x);
const Type yy (ys * vector.y), yz (zs * vector.y), zz (zs * vector.z);
return Matrix3D<Type> (((Type) 1) - (yy + zz), xy - wz, xz + wy, 0,
xy + wz, ((Type) 1) - (xx+ zz), yz - wx, 0,
xz - wy, yz + wx, ((Type) 1) - (xx + yy), 0,
0, 0, 0, (Type) 1);
}
/** The vector part of the quaternion. */
Vector3D<Type> vector;
/** The scalar part of the quaternion. */
Type scalar;
};
} // namespace juce
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2022 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 7 End-User License
Agreement and JUCE Privacy Policy.
End User License Agreement: www.juce.com/juce-7-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Holds a quaternion (a 3D vector and a scalar value).
@tags{OpenGL}
*/
template <typename Type>
class Quaternion
{
public:
Quaternion() noexcept : scalar() {}
Quaternion (const Quaternion& other) noexcept : vector (other.vector), scalar (other.scalar) {}
Quaternion (Vector3D<Type> vectorPart, Type scalarPart) noexcept : vector (vectorPart), scalar (scalarPart) {}
Quaternion (Type x, Type y, Type z, Type w) noexcept : vector (x, y, z), scalar (w) {}
/** Creates a quaternion from an angle and an axis. */
static Quaternion fromAngle (Type angle, Vector3D<Type> axis) noexcept
{
return Quaternion (axis.normalised() * std::sin (angle / (Type) 2), std::cos (angle / (Type) 2));
}
Quaternion& operator= (Quaternion other) noexcept
{
vector = other.vector;
scalar = other.scalar;
return *this;
}
Quaternion& operator*= (Quaternion other) noexcept
{
const Type oldScalar (scalar);
scalar = (scalar * other.scalar) - (vector * other.vector);
vector = (other.vector * oldScalar) + (vector * other.scalar) + (vector ^ other.vector);
return *this;
}
Type length() const noexcept { return std::sqrt (normal()); }
Type normal() const noexcept { return scalar * scalar + vector.lengthSquared(); }
Quaternion normalised() const noexcept
{
const Type len (length());
jassert (len > 0);
return Quaternion (vector / len, scalar / len);
}
/** Returns the matrix that will perform the rotation specified by this quaternion. */
Matrix3D<Type> getRotationMatrix() const noexcept
{
const Type norm (normal());
const Type s (norm > 0 ? ((Type) 2) / norm : 0);
const Type xs (s * vector.x), ys (s * vector.y), zs (s * vector.z);
const Type wx (xs * scalar), wy (ys * scalar), wz (zs * scalar);
const Type xx (xs * vector.x), xy (ys * vector.x), xz (zs * vector.x);
const Type yy (ys * vector.y), yz (zs * vector.y), zz (zs * vector.z);
return Matrix3D<Type> (((Type) 1) - (yy + zz), xy - wz, xz + wy, 0,
xy + wz, ((Type) 1) - (xx+ zz), yz - wx, 0,
xz - wy, yz + wx, ((Type) 1) - (xx + yy), 0,
0, 0, 0, (Type) 1);
}
/** The vector part of the quaternion. */
Vector3D<Type> vector;
/** The scalar part of the quaternion. */
Type scalar;
};
} // namespace juce

View File

@ -1,83 +1,83 @@
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A three-coordinate vector.
@tags{OpenGL}
*/
template <typename Type>
class Vector3D
{
public:
Vector3D() noexcept : x(), y(), z() {}
Vector3D (Type xValue, Type yValue, Type zValue) noexcept : x (xValue), y (yValue), z (zValue) {}
Vector3D (const Vector3D& other) noexcept : x (other.x), y (other.y), z (other.z) {}
Vector3D& operator= (Vector3D other) noexcept { x = other.x; y = other.y; z = other.z; return *this; }
/** Returns a vector that lies along the X axis. */
static Vector3D xAxis() noexcept { return { (Type) 1, 0, 0 }; }
/** Returns a vector that lies along the Y axis. */
static Vector3D yAxis() noexcept { return { 0, (Type) 1, 0 }; }
/** Returns a vector that lies along the Z axis. */
static Vector3D zAxis() noexcept { return { 0, 0, (Type) 1 }; }
Vector3D& operator+= (Vector3D other) noexcept { x += other.x; y += other.y; z += other.z; return *this; }
Vector3D& operator-= (Vector3D other) noexcept { x -= other.x; y -= other.y; z -= other.z; return *this; }
Vector3D& operator*= (Type scaleFactor) noexcept { x *= scaleFactor; y *= scaleFactor; z *= scaleFactor; return *this; }
Vector3D& operator/= (Type scaleFactor) noexcept { x /= scaleFactor; y /= scaleFactor; z /= scaleFactor; return *this; }
Vector3D operator+ (Vector3D other) const noexcept { return { x + other.x, y + other.y, z + other.z }; }
Vector3D operator- (Vector3D other) const noexcept { return { x - other.x, y - other.y, z - other.z }; }
Vector3D operator* (Type scaleFactor) const noexcept { return { x * scaleFactor, y * scaleFactor, z * scaleFactor }; }
Vector3D operator/ (Type scaleFactor) const noexcept { return { x / scaleFactor, y / scaleFactor, z / scaleFactor }; }
Vector3D operator-() const noexcept { return { -x, -y, -z }; }
/** Returns the dot-product of these two vectors. */
Type operator* (Vector3D other) const noexcept { return x * other.x + y * other.y + z * other.z; }
/** Returns the cross-product of these two vectors. */
Vector3D operator^ (Vector3D other) const noexcept { return { y * other.z - z * other.y, z * other.x - x * other.z, x * other.y - y * other.x }; }
Type length() const noexcept { return std::sqrt (lengthSquared()); }
Type lengthSquared() const noexcept { return x * x + y * y + z * z; }
Vector3D normalised() const noexcept { return *this / length(); }
/** Returns true if the vector is practically equal to the origin. */
bool lengthIsBelowEpsilon() const noexcept
{
auto epsilon = std::numeric_limits<Type>::epsilon();
return ! (x < -epsilon || x > epsilon || y < -epsilon || y > epsilon || z < -epsilon || z > epsilon);
}
Type x, y, z;
};
} // namespace juce
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2022 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 7 End-User License
Agreement and JUCE Privacy Policy.
End User License Agreement: www.juce.com/juce-7-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A three-coordinate vector.
@tags{OpenGL}
*/
template <typename Type>
class Vector3D
{
public:
Vector3D() noexcept : x(), y(), z() {}
Vector3D (Type xValue, Type yValue, Type zValue) noexcept : x (xValue), y (yValue), z (zValue) {}
Vector3D (const Vector3D& other) noexcept : x (other.x), y (other.y), z (other.z) {}
Vector3D& operator= (Vector3D other) noexcept { x = other.x; y = other.y; z = other.z; return *this; }
/** Returns a vector that lies along the X axis. */
static Vector3D xAxis() noexcept { return { (Type) 1, 0, 0 }; }
/** Returns a vector that lies along the Y axis. */
static Vector3D yAxis() noexcept { return { 0, (Type) 1, 0 }; }
/** Returns a vector that lies along the Z axis. */
static Vector3D zAxis() noexcept { return { 0, 0, (Type) 1 }; }
Vector3D& operator+= (Vector3D other) noexcept { x += other.x; y += other.y; z += other.z; return *this; }
Vector3D& operator-= (Vector3D other) noexcept { x -= other.x; y -= other.y; z -= other.z; return *this; }
Vector3D& operator*= (Type scaleFactor) noexcept { x *= scaleFactor; y *= scaleFactor; z *= scaleFactor; return *this; }
Vector3D& operator/= (Type scaleFactor) noexcept { x /= scaleFactor; y /= scaleFactor; z /= scaleFactor; return *this; }
Vector3D operator+ (Vector3D other) const noexcept { return { x + other.x, y + other.y, z + other.z }; }
Vector3D operator- (Vector3D other) const noexcept { return { x - other.x, y - other.y, z - other.z }; }
Vector3D operator* (Type scaleFactor) const noexcept { return { x * scaleFactor, y * scaleFactor, z * scaleFactor }; }
Vector3D operator/ (Type scaleFactor) const noexcept { return { x / scaleFactor, y / scaleFactor, z / scaleFactor }; }
Vector3D operator-() const noexcept { return { -x, -y, -z }; }
/** Returns the dot-product of these two vectors. */
Type operator* (Vector3D other) const noexcept { return x * other.x + y * other.y + z * other.z; }
/** Returns the cross-product of these two vectors. */
Vector3D operator^ (Vector3D other) const noexcept { return { y * other.z - z * other.y, z * other.x - x * other.z, x * other.y - y * other.x }; }
Type length() const noexcept { return std::sqrt (lengthSquared()); }
Type lengthSquared() const noexcept { return x * x + y * y + z * z; }
Vector3D normalised() const noexcept { return *this / length(); }
/** Returns true if the vector is practically equal to the origin. */
bool lengthIsBelowEpsilon() const noexcept
{
auto epsilon = std::numeric_limits<Type>::epsilon();
return ! (x < -epsilon || x > epsilon || y < -epsilon || y > epsilon || z < -epsilon || z > epsilon);
}
Type x, y, z;
};
} // namespace juce