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Code submissions have continually suffered from formatting inconsistencies that constantly have to be addressed. Using clang-format simplifies this by making code formatting more consistent, and allows automation of the code formatting so that maintainers can focus more on the code itself instead of code formatting.
133 lines
3.3 KiB
C
133 lines
3.3 KiB
C
/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include <stdlib.h>
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#include "vec2.h"
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#include "vec3.h"
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#include "math-defs.h"
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#include "math-extra.h"
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void polar_to_cart(struct vec3 *dst, const struct vec3 *v)
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{
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struct vec3 cart;
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float sinx = cosf(v->x);
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float sinx_z = v->z * sinx;
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cart.x = sinx_z * sinf(v->y);
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cart.z = sinx_z * cosf(v->y);
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cart.y = v->z * sinf(v->x);
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vec3_copy(dst, &cart);
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}
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void cart_to_polar(struct vec3 *dst, const struct vec3 *v)
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{
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struct vec3 polar;
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polar.z = vec3_len(v);
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if (close_float(polar.z, 0.0f, EPSILON)) {
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vec3_zero(&polar);
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} else {
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polar.x = asinf(v->y / polar.z);
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polar.y = atan2f(v->x, v->z);
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}
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vec3_copy(dst, &polar);
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}
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void norm_to_polar(struct vec2 *dst, const struct vec3 *norm)
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{
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dst->x = atan2f(norm->x, norm->z);
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dst->y = asinf(norm->y);
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}
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void polar_to_norm(struct vec3 *dst, const struct vec2 *polar)
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{
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float sinx = sinf(polar->x);
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dst->x = sinx * cosf(polar->y);
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dst->y = sinx * sinf(polar->y);
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dst->z = cosf(polar->x);
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}
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float calc_torquef(float val1, float val2, float torque, float min_adjust,
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float t)
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{
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float out = val1;
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float dist;
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bool over;
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if (close_float(val1, val2, EPSILON))
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return val1;
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dist = (val2 - val1) * torque;
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over = dist > 0.0f;
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if (over) {
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if (dist < min_adjust) /* prevents from going too slow */
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dist = min_adjust;
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out += dist * t; /* add torque */
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if (out > val2) /* clamp if overshoot */
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out = val2;
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} else {
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if (dist > -min_adjust)
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dist = -min_adjust;
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out += dist * t;
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if (out < val2)
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out = val2;
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}
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return out;
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}
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void calc_torque(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2,
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float torque, float min_adjust, float t)
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{
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struct vec3 line, dir;
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float orig_dist, torque_dist, adjust_dist;
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if (vec3_close(v1, v2, EPSILON)) {
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vec3_copy(dst, v1);
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return;
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}
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vec3_sub(&line, v2, v1);
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orig_dist = vec3_len(&line);
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vec3_mulf(&dir, &line, 1.0f / orig_dist);
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torque_dist = orig_dist * torque; /* use distance to determine speed */
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if (torque_dist < min_adjust) /* prevent from going too slow */
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torque_dist = min_adjust;
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adjust_dist = torque_dist * t;
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if (adjust_dist <= (orig_dist - LARGE_EPSILON)) {
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vec3_mulf(dst, &dir, adjust_dist);
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vec3_add(dst, dst, v1); /* add torque */
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} else {
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vec3_copy(dst, v2); /* clamp if overshoot */
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}
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}
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float rand_float(int positive_only)
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{
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if (positive_only)
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return (float)((double)rand() / (double)RAND_MAX);
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else
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return (float)(((double)rand() / (double)RAND_MAX * 2.0) - 1.0);
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}
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