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cdb240f3d4
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75
80 lines
2.2 KiB
C++
80 lines
2.2 KiB
C++
// SPDX-FileCopyrightText: 2016 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "common/vector_math.h"
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namespace Common {
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template <typename T>
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class Quaternion {
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public:
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Vec3<T> xyz;
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T w{};
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[[nodiscard]] Quaternion<decltype(-T{})> Inverse() const {
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return {-xyz, w};
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}
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[[nodiscard]] Quaternion<decltype(T{} + T{})> operator+(const Quaternion& other) const {
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return {xyz + other.xyz, w + other.w};
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}
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[[nodiscard]] Quaternion<decltype(T{} - T{})> operator-(const Quaternion& other) const {
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return {xyz - other.xyz, w - other.w};
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}
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[[nodiscard]] Quaternion<decltype(T{} * T{} - T{} * T{})> operator*(
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const Quaternion& other) const {
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return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz),
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w * other.w - Dot(xyz, other.xyz)};
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}
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[[nodiscard]] Quaternion<T> Normalized() const {
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T length = std::sqrt(xyz.Length2() + w * w);
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return {xyz / length, w / length};
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}
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[[nodiscard]] std::array<decltype(-T{}), 16> ToMatrix() const {
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const T x2 = xyz[0] * xyz[0];
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const T y2 = xyz[1] * xyz[1];
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const T z2 = xyz[2] * xyz[2];
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const T xy = xyz[0] * xyz[1];
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const T wz = w * xyz[2];
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const T xz = xyz[0] * xyz[2];
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const T wy = w * xyz[1];
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const T yz = xyz[1] * xyz[2];
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const T wx = w * xyz[0];
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return {1.0f - 2.0f * (y2 + z2),
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2.0f * (xy + wz),
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2.0f * (xz - wy),
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0.0f,
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2.0f * (xy - wz),
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1.0f - 2.0f * (x2 + z2),
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2.0f * (yz + wx),
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0.0f,
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2.0f * (xz + wy),
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2.0f * (yz - wx),
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1.0f - 2.0f * (x2 + y2),
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f};
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}
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};
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template <typename T>
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[[nodiscard]] auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) {
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return v + 2 * Cross(q.xyz, Cross(q.xyz, v) + v * q.w);
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}
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[[nodiscard]] inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) {
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return {axis * std::sin(angle / 2), std::cos(angle / 2)};
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}
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} // namespace Common
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