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++ // Copyright (C) 2008-2012 NVIDIA Corporation.
++ // Copyright (C) 2019 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #include "qssgutils_p.h"
++
++ #include <QtCore/QDir>
++
++ #include <cmath>
++
++ QT_BEGIN_NAMESPACE
++
++ float QSSGUtils::vec2::magnitude(const QVector2D &v)
++ {
++ return ::sqrtf(v.x() * v.x() + v.y() * v.y());
++ }
++
++ bool QSSGUtils::vec3::isFinite(const QVector3D &v)
++ {
++ return qIsFinite(v.x()) && qIsFinite(v.y()) && qIsFinite(v.z());
++ }
++
++ float QSSGUtils::vec3::magnitude(const QVector3D &v)
++ {
++ return sqrtf(v.x() * v.x() + v.y() * v.y() + v.z() * v.z());
++ }
++
++ float QSSGUtils::vec3::magnitudeSquared(const QVector3D &v)
++ {
++ return v.x() * v.x() + v.y() * v.y() + v.z() * v.z();
++ }
++
++ // This special normalize function normalizes a vector in place
++ // and returns the magnnitude (needed for compatiblity)
++ float QSSGUtils::vec3::normalize(QVector3D &v)
++ {
++ const float m = QSSGUtils::vec3::magnitude(v);
++ if (m > 0)
++ v /= m;
++ return m;
++ }
++
++ QVector3D QSSGUtils::mat33::transform(const QMatrix3x3 &m, const QVector3D &v)
++ {
++ const QVector3D c0 = QVector3D(m(0, 0), m(1, 0), m(2, 0));
++ const QVector3D c1 = QVector3D(m(0, 1), m(1, 1), m(2, 1));
++ const QVector3D c2 = QVector3D(m(0, 2), m(1, 2), m(2, 2));
++ return c0 * v.x() + c1 * v.y() + c2 * v.z();
++ }
++
++ QMatrix3x3 QSSGUtils::mat44::getUpper3x3(const QMatrix4x4 &m)
++ {
++ const float values[9] = { m(0, 0), m(0, 1), m(0, 2), m(1, 0), m(1, 1), m(1, 2), m(2, 0), m(2, 1), m(2, 2) };
++ return QMatrix3x3(values);
++ }
++
++ void QSSGUtils::mat44::normalize(QMatrix4x4 &m)
++ {
++ QVector4D c0 = m.column(0);
++ QVector4D c1 = m.column(1);
++ QVector4D c2 = m.column(2);
++ QVector4D c3 = m.column(3);
++
++ c0.normalize();
++ c1.normalize();
++ c2.normalize();
++ c3.normalize();
++
++ m.setColumn(0, c0);
++ m.setColumn(1, c1);
++ m.setColumn(2, c2);
++ m.setColumn(3, c3);
++ }
++
++ QVector3D QSSGUtils::mat44::rotate(const QMatrix4x4 &m, const QVector3D &v)
++ {
++ const QVector4D tmp = QSSGUtils::mat44::rotate(m, QVector4D(v.x(), v.y(), v.z(), 1.0f));
++ return QVector3D(tmp.x(), tmp.y(), tmp.z());
++ }
++
++ QVector4D QSSGUtils::mat44::rotate(const QMatrix4x4 &m, const QVector4D &v)
++ {
++ return m.column(0) * v.x() + m.column(1) * v.y() + m.column(2) * v.z();
++ }
++
++ QVector3D QSSGUtils::mat44::transform(const QMatrix4x4 &m, const QVector3D &v)
++ {
++ const QVector4D tmp = QSSGUtils::mat44::transform(m, QVector4D(v.x(), v.y(), v.z(), 1.0f));
++ return QVector3D(tmp.x(), tmp.y(), tmp.z());
++ }
++
++ QVector4D QSSGUtils::mat44::transform(const QMatrix4x4 &m, const QVector4D &v)
++ {
++ return m.column(0) * v.x() + m.column(1) * v.y() + m.column(2) * v.z() + m.column(3) * v.w();
++ }
++
++ QVector3D QSSGUtils::mat44::getPosition(const QMatrix4x4 &m)
++ {
++ return QVector3D(m(0, 3), m(1, 3), m(2, 3));
++ }
++
++ QVector3D QSSGUtils::mat44::getScale(const QMatrix4x4 &m)
++ {
++ const float scaleX = m.column(0).length();
++ const float scaleY = m.column(1).length();
++ const float scaleZ = m.column(2).length();
++ return QVector3D(scaleX, scaleY, scaleZ);
++ }
++
++ bool QSSGUtils::quat::isFinite(const QQuaternion &q)
++ {
++ return qIsFinite(q.x()) && qIsFinite(q.y()) && qIsFinite(q.z()) && qIsFinite(q.scalar());
++ }
++
++ float QSSGUtils::quat::magnitude(const QQuaternion &q)
++ {
++ return std::sqrt(q.x() * q.x() + q.y() * q.y() + q.z() * q.z() + q.scalar() * q.scalar());
++ }
++
++ bool QSSGUtils::quat::isSane(const QQuaternion &q)
++ {
++ const float unitTolerance = float(1e-2);
++ return isFinite(q) && qAbs(magnitude(q) - 1) < unitTolerance;
++ }
++
++ bool QSSGUtils::quat::isUnit(const QQuaternion &q)
++ {
++ const float unitTolerance = float(1e-4);
++ return isFinite(q) && qAbs(magnitude(q) - 1) < unitTolerance;
++ }
++
++ QVector3D QSSGUtils::quat::rotated(const QQuaternion &q, const QVector3D &v)
++ {
++ const float vx = 2.0f * v.x();
++ const float vy = 2.0f * v.y();
++ const float vz = 2.0f * v.z();
++ const float w2 = q.scalar() * q.scalar() - 0.5f;
++ const float dot2 = (q.x() * vx + q.y() * vy + q.z() * vz);
++ return QVector3D((vx * w2 + (q.y() * vz - q.z() * vy) * q.scalar() + q.x() * dot2),
++ (vy * w2 + (q.z() * vx - q.x() * vz) * q.scalar() + q.y() * dot2),
++ (vz * w2 + (q.x() * vy - q.y() * vx) * q.scalar() + q.z() * dot2));
++ }
++
++ QVector3D QSSGUtils::quat::inverseRotated(const QQuaternion &q, const QVector3D &v)
++ {
++ const float vx = 2.0f * v.x();
++ const float vy = 2.0f * v.y();
++ const float vz = 2.0f * v.z();
++ const float w2 = q.scalar() * q.scalar() - 0.5f;
++ const float dot2 = (q.x() * vx + q.y() * vy + q.z() * vz);
++ return QVector3D((vx * w2 - (q.y() * vz - q.z() * vy) * q.scalar() + q.x() * dot2),
++ (vy * w2 - (q.z() * vx - q.x() * vz) * q.scalar() + q.y() * dot2),
++ (vz * w2 - (q.x() * vy - q.y() * vx) * q.scalar() + q.z() * dot2));
++ }
++
++ const char *nonNull(const char *src)
++ {
++ return src == nullptr ? "" : src;
++ }
++
++ QColor QSSGUtils::color::linearTosRGB(const QVector4D &linearColorFactor)
++ {
++ const QVector3D S1 = QVector3D(::sqrtf(linearColorFactor.x()), ::sqrtf(linearColorFactor.y()), ::sqrtf(linearColorFactor.z()));
++ const QVector3D S2 = QVector3D(::sqrtf(S1.x()), ::sqrtf(S1.y()), ::sqrtf(S1.z()));
++ const QVector3D S3 = QVector3D(::sqrtf(S2.x()), ::sqrtf(S2.y()), ::sqrtf(S2.z()));
++ const QVector3D result(0.585122381f * S1 + 0.783140355f * S2 - 0.368262736f * S3);
++ return QColor::fromRgbF(result.x(), result.y(), result.z(), linearColorFactor.w());
++ }
++
++ QVector4D QSSGUtils::color::sRGBToLinear(const QColor &color)
++ {
++ const QVector3D rgb(color.redF(), color.greenF(), color.blueF());
++ const float C1 = 0.305306011f;
++ const QVector3D C2(0.682171111f, 0.682171111f, 0.682171111f);
++ const QVector3D C3(0.012522878f, 0.012522878f, 0.012522878f);
++ return QVector4D(rgb * (rgb * (rgb * C1 + C2) + C3), color.alphaF());
++ }
++
++ QColor QSSGUtils::color::sRGBToLinearColor(const QColor &color)
++ {
++ const QVector4D c = sRGBToLinear(color);
++ return QColor::fromRgbF(c.x(), c.y(), c.z(), c.w());
++ }
++
++ bool QSSGUtils::mat44::decompose(const QMatrix4x4 &transform, QVector3D &position, QVector3D &scale, QQuaternion &rotation)
++ {
++ QMatrix4x4 m { transform };
++ QSSGUtils::mat44::normalize(m);
++
++ rotation = QQuaternion::fromRotationMatrix(QSSGUtils::mat44::getUpper3x3(m)).normalized();
++ scale = QSSGUtils::mat44::getScale(transform);
++ position = QSSGUtils::mat44::getPosition(transform);
++
++ const auto det = m.determinant();
++
++ return !qFuzzyIsNull(det);
++ }
++
++ QT_END_NAMESPACE