mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 19:02:21 +01:00
squad comms, ltms now work less (this will return better in a later update), performance, fixed some versions, fixed vulnerabilities
154 lines
5.2 KiB
C++
154 lines
5.2 KiB
C++
#include "Rotator.h"
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#include "Quat.h"
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#include "UnrealMathUtility.h"
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#define INV_PI (0.31830988618f)
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#define HALF_PI (1.57079632679f)
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#define PI (3.1415926535897932f)
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static FORCEINLINE void SinCos(float* ScalarSin, float* ScalarCos, float Value)
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{
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// Map Value to y in [-pi,pi], x = 2*pi*quotient + remainder.
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float quotient = (INV_PI * 0.5f) * Value;
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if (Value >= 0.0f)
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{
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quotient = (float)((int)(quotient + 0.5f));
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}
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else
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{
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quotient = (float)((int)(quotient - 0.5f));
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}
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float y = Value - (2.0f * PI) * quotient;
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// Map y to [-pi/2,pi/2] with sin(y) = sin(Value).
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float sign;
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if (y > HALF_PI)
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{
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y = PI - y;
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sign = -1.0f;
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}
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else if (y < -HALF_PI)
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{
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y = -PI - y;
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sign = -1.0f;
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}
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else
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{
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sign = +1.0f;
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}
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float y2 = y * y;
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// 11-degree minimax approximation
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*ScalarSin = (((((-2.3889859e-08f * y2 + 2.7525562e-06f) * y2 - 0.00019840874f) * y2 + 0.0083333310f) * y2 - 0.16666667f) * y2 + 1.0f) * y;
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// 10-degree minimax approximation
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float p = ((((-2.6051615e-07f * y2 + 2.4760495e-05f) * y2 - 0.0013888378f) * y2 + 0.041666638f) * y2 - 0.5f) * y2 + 1.0f;
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*ScalarCos = sign * p;
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}
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struct FQuat FRotator::Quaternion() const
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{
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#if PLATFORM_ENABLE_VECTORINTRINSICS
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const VectorRegister Angles = MakeVectorRegister(Rotator.Pitch, Rotator.Yaw, Rotator.Roll, 0.0f);
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const VectorRegister HalfAngles = VectorMultiply(Angles, DEG_TO_RAD_HALF);
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VectorRegister SinAngles, CosAngles;
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VectorSinCos(&SinAngles, &CosAngles, &HalfAngles);
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// Vectorized conversion, measured 20% faster than using scalar version after VectorSinCos.
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// Indices within VectorRegister (for shuffles): P=0, Y=1, R=2
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const VectorRegister SR = VectorReplicate(SinAngles, 2);
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const VectorRegister CR = VectorReplicate(CosAngles, 2);
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const VectorRegister SY_SY_CY_CY_Temp = VectorShuffle(SinAngles, CosAngles, 1, 1, 1, 1);
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const VectorRegister SP_SP_CP_CP = VectorShuffle(SinAngles, CosAngles, 0, 0, 0, 0);
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const VectorRegister SY_CY_SY_CY = VectorShuffle(SY_SY_CY_CY_Temp, SY_SY_CY_CY_Temp, 0, 2, 0, 2);
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const VectorRegister CP_CP_SP_SP = VectorShuffle(CosAngles, SinAngles, 0, 0, 0, 0);
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const VectorRegister CY_SY_CY_SY = VectorShuffle(SY_SY_CY_CY_Temp, SY_SY_CY_CY_Temp, 2, 0, 2, 0);
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const uint32 Neg = uint32(1 << 31);
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const uint32 Pos = uint32(0);
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const VectorRegister SignBitsLeft = MakeVectorRegister(Pos, Neg, Pos, Pos);
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const VectorRegister SignBitsRight = MakeVectorRegister(Neg, Neg, Neg, Pos);
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const VectorRegister LeftTerm = VectorBitwiseXor(SignBitsLeft, VectorMultiply(CR, VectorMultiply(SP_SP_CP_CP, SY_CY_SY_CY)));
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const VectorRegister RightTerm = VectorBitwiseXor(SignBitsRight, VectorMultiply(SR, VectorMultiply(CP_CP_SP_SP, CY_SY_CY_SY)));
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FQuat RotationQuat;
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const VectorRegister Result = VectorAdd(LeftTerm, RightTerm);
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VectorStoreAligned(Result, &RotationQuat);
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#else
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const float DEG_TO_RAD = PI / (180.f);
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const float DIVIDE_BY_2 = DEG_TO_RAD / 2.f;
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float SP, SY, SR;
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float CP, CY, CR;
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SinCos(&SP, &CP, Pitch * DIVIDE_BY_2);
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SinCos(&SY, &CY, Yaw * DIVIDE_BY_2);
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SinCos(&SR, &CR, Roll * DIVIDE_BY_2);
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FQuat RotationQuat{};
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RotationQuat.X = CR * SP * SY - SR * CP * CY;
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RotationQuat.Y = -CR * SP * CY - SR * CP * SY;
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RotationQuat.Z = CR * CP * SY - SR * SP * CY;
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RotationQuat.W = CR * CP * CY + SR * SP * SY;
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#endif // PLATFORM_ENABLE_VECTORINTRINSICS
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#if ENABLE_NAN_DIAGNOSTIC || DO_CHECK
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// Very large inputs can cause NaN's. Want to catch this here
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ensureMsgf(!RotationQuat.ContainsNaN(), TEXT("Invalid input to FRotator::Quaternion - generated NaN output: %s"), *RotationQuat.ToString());
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#endif
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return RotationQuat;
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}
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FVector FRotator::Vector() const
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{
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float CP, SP, CY, SY;
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SinCos(&SP, &CP, Pitch * (PI / 180.0f));
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SinCos(&SY, &CY, Yaw * (PI / 180.0f));
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FVector V = FVector(CP * CY, CP * SY, SP);
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return V;
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}
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FRotator FQuat::Rotator() const
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{
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const float SingularityTest = Z * X - W * Y;
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const float YawY = 2.f * (W * Z + X * Y);
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const float YawX = (1.f - 2.f * (FMath::Square(Y) + FMath::Square(Z)));
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// reference
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// http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/
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// this value was found from experience, the above websites recommend different values
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// but that isn't the case for us, so I went through different testing, and finally found the case
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// where both of world lives happily.
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const float SINGULARITY_THRESHOLD = 0.4999995f;
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const float RAD_TO_DEG = (180.f) / PI;
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FRotator RotatorFromQuat;
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if (SingularityTest < -SINGULARITY_THRESHOLD)
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{
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RotatorFromQuat.Pitch = -90.f;
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RotatorFromQuat.Yaw = FMath::Atan2(YawY, YawX) * RAD_TO_DEG;
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RotatorFromQuat.Roll = FRotator::NormalizeAxis(-RotatorFromQuat.Yaw - (2.f * FMath::Atan2(X, W) * RAD_TO_DEG));
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}
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else if (SingularityTest > SINGULARITY_THRESHOLD)
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{
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RotatorFromQuat.Pitch = 90.f;
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RotatorFromQuat.Yaw = FMath::Atan2(YawY, YawX) * RAD_TO_DEG;
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RotatorFromQuat.Roll = FRotator::NormalizeAxis(RotatorFromQuat.Yaw - (2.f * FMath::Atan2(X, W) * RAD_TO_DEG));
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}
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else
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{
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RotatorFromQuat.Pitch = FMath::FastAsin(2.f * (SingularityTest)) * RAD_TO_DEG;
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RotatorFromQuat.Yaw = FMath::Atan2(YawY, YawX) * RAD_TO_DEG;
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RotatorFromQuat.Roll = FMath::Atan2(-2.f * (W * X + Y * Z), (1.f - 2.f * (FMath::Square(X) + FMath::Square(Y)))) * RAD_TO_DEG;
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}
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return RotatorFromQuat;
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} |