cmsBool CMSEXPORT _cmsMAT3isIdentity(const cmsMAT3* a) { cmsMAT3 Identity; int i, j; _cmsMAT3identity(&Identity); for (i=0; i < 3; i++) for (j=0; j < 3; j++) if (!CloseEnough(a ->v[i].n[j], Identity.v[i].n[j])) return FALSE; return TRUE; }
bool Curve::approxPolylineMatch( std::vector<QPointF> const& polyline1, std::vector<QPointF> const& polyline2) { if (polyline1.size() != polyline2.size()) { return false; } if (!std::equal(polyline1.begin(), polyline1.end(), polyline2.begin(), CloseEnough())) { return false; } return true; }
// ---------------------------------------------------------------------- // // Prop setup functions (for building tables). // ---------------------------------------------------------------------- // float AssignRangeMultiplier( int nBits, double range ) { unsigned long iHighValue; if ( nBits == 32 ) iHighValue = 0xFFFFFFFE; else iHighValue = ((1 << (unsigned long)nBits) - 1); float fHighLowMul = iHighValue / range; if ( CloseEnough( range, 0 ) ) fHighLowMul = iHighValue; // If the precision is messing us up, then adjust it so it won't. if ( (unsigned long)(fHighLowMul * range) > iHighValue || (fHighLowMul * range) > (double)iHighValue ) { // Squeeze it down smaller and smaller until it's going to produce an integer // in the valid range when given the highest value. float multipliers[] = { 0.9999, 0.99, 0.9, 0.8, 0.7 }; int i; for ( i=0; i < ARRAYSIZE( multipliers ); i++ ) { fHighLowMul = (float)( iHighValue / range ) * multipliers[i]; if ( (unsigned long)(fHighLowMul * range) > iHighValue || (fHighLowMul * range) > (double)iHighValue ) { } else { break; } } if ( i == ARRAYSIZE( multipliers ) ) { // Doh! We seem to be unable to represent this range. Assert( false ); return 0; } } return fHighLowMul; }
status_t Harness::testSeek( const char *componentName, const char *componentRole) { bool isEncoder = !strncmp(componentRole, "audio_encoder.", 14) || !strncmp(componentRole, "video_encoder.", 14); if (isEncoder) { // Not testing seek behaviour for encoders. printf(" * Not testing seek functionality for encoders.\n"); return OK; } const char *mime = GetMimeFromComponentRole(componentRole); if (!mime) { LOGI("Cannot perform seek test with this componentRole (%s)", componentRole); return OK; } sp<MediaSource> source = CreateSourceForMime(mime); sp<MediaSource> seekSource = CreateSourceForMime(mime); if (source == NULL || seekSource == NULL) { return UNKNOWN_ERROR; } CHECK_EQ(seekSource->start(), OK); sp<MediaSource> codec = OMXCodec::Create( mOMX, source->getFormat(), false /* createEncoder */, source, componentName); CHECK(codec != NULL); CHECK_EQ(codec->start(), OK); int64_t durationUs; CHECK(source->getFormat()->findInt64(kKeyDuration, &durationUs)); LOGI("stream duration is %lld us (%.2f secs)", durationUs, durationUs / 1E6); static const int32_t kNumIterations = 5000; // We are always going to seek beyond EOS in the first iteration (i == 0) // followed by a linear read for the second iteration (i == 1). // After that it's all random. for (int32_t i = 0; i < kNumIterations; ++i) { int64_t requestedSeekTimeUs; int64_t actualSeekTimeUs; MediaSource::ReadOptions options; double r = uniform_rand(); if ((i == 1) || (i > 0 && r < 0.5)) { // 50% chance of just continuing to decode from last position. requestedSeekTimeUs = -1; LOGI("requesting linear read"); } else { if (i == 0 || r < 0.55) { // 5% chance of seeking beyond end of stream. requestedSeekTimeUs = durationUs; LOGI("requesting seek beyond EOF"); } else { requestedSeekTimeUs = (int64_t)(uniform_rand() * durationUs); LOGI("requesting seek to %lld us (%.2f secs)", requestedSeekTimeUs, requestedSeekTimeUs / 1E6); } MediaBuffer *buffer = NULL; options.setSeekTo( requestedSeekTimeUs, MediaSource::ReadOptions::SEEK_NEXT_SYNC); if (seekSource->read(&buffer, &options) != OK) { CHECK_EQ(buffer, NULL); actualSeekTimeUs = -1; } else { CHECK(buffer != NULL); CHECK(buffer->meta_data()->findInt64(kKeyTime, &actualSeekTimeUs)); CHECK(actualSeekTimeUs >= 0); buffer->release(); buffer = NULL; } LOGI("nearest keyframe is at %lld us (%.2f secs)", actualSeekTimeUs, actualSeekTimeUs / 1E6); } status_t err; MediaBuffer *buffer; for (;;) { err = codec->read(&buffer, &options); options.clearSeekTo(); if (err == INFO_FORMAT_CHANGED) { CHECK_EQ(buffer, NULL); continue; } if (err == OK) { CHECK(buffer != NULL); if (buffer->range_length() == 0) { buffer->release(); buffer = NULL; continue; } } else { CHECK_EQ(buffer, NULL); } break; } if (requestedSeekTimeUs < 0) { // Linear read. if (err != OK) { CHECK_EQ(buffer, NULL); } else { CHECK(buffer != NULL); buffer->release(); buffer = NULL; } } else if (actualSeekTimeUs < 0) { EXPECT(err != OK, "We attempted to seek beyond EOS and expected " "ERROR_END_OF_STREAM to be returned, but instead " "we got a valid buffer."); EXPECT(err == ERROR_END_OF_STREAM, "We attempted to seek beyond EOS and expected " "ERROR_END_OF_STREAM to be returned, but instead " "we found some other error."); CHECK_EQ(err, ERROR_END_OF_STREAM); CHECK_EQ(buffer, NULL); } else { EXPECT(err == OK, "Expected a valid buffer to be returned from " "OMXCodec::read."); CHECK(buffer != NULL); int64_t bufferTimeUs; CHECK(buffer->meta_data()->findInt64(kKeyTime, &bufferTimeUs)); if (!CloseEnough(bufferTimeUs, actualSeekTimeUs)) { printf("\n * Attempted seeking to %lld us (%.2f secs)", requestedSeekTimeUs, requestedSeekTimeUs / 1E6); printf("\n * Nearest keyframe is at %lld us (%.2f secs)", actualSeekTimeUs, actualSeekTimeUs / 1E6); printf("\n * Returned buffer was at %lld us (%.2f secs)\n\n", bufferTimeUs, bufferTimeUs / 1E6); buffer->release(); buffer = NULL; CHECK_EQ(codec->stop(), OK); return UNKNOWN_ERROR; } buffer->release(); buffer = NULL; } } CHECK_EQ(codec->stop(), OK); return OK; }
void Quaternion::Slerp(const Quaternion& a, const Quaternion& b, float t, Quaternion& outQuat) { // The folowing copyright and licence applies to the contents of this Quaternion::Slerp method // Copyright 2013 BlackBerry Inc. // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // http://www.apache.org/licenses/LICENSE-2.0 // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // Original file from GamePlay3D: http://gameplay3d.org // Modified by Jared Thomson in 2016: // - removed assertions // - made compatable with xo-math // Fast slerp implementation by kwhatmough: // It contains no division operations, no trig, no inverse trig // and no sqrt. Not only does this code tolerate small constraint // errors in the input quaternions, it actually corrects for them. if (CloseEnough(t, 0.0f)) { outQuat = a; return; } else if (CloseEnough(t, 1.0f)) { outQuat = b; return; } else if (a == b) { outQuat = a; } else { float halfY, alpha, beta; float u, f1, f2a, f2b; float ratio1, ratio2; float halfSecHalfTheta, versHalfTheta; float sqNotU, sqU; Vector4 * va = (Vector4*)&a; Vector4 * vb = (Vector4*)&b; float cosTheta = ((*va) * (*vb)).Sum(); // As usual in all slerp implementations, we fold theta. alpha = cosTheta >= 0 ? 1.0f : -1.0f; halfY = 1.0f + alpha * cosTheta; // Here we bisect the interval, so we need to fold t as well. f2b = t - 0.5f; u = f2b >= 0 ? f2b : -f2b; f2a = u - f2b; f2b += u; u += u; f1 = 1.0f - u; // One iteration of Newton to get 1-cos(theta / 2) to good accuracy. halfSecHalfTheta = 1.09f - (0.476537f - 0.0903321f * halfY) * halfY; halfSecHalfTheta *= 1.5f - halfY * halfSecHalfTheta * halfSecHalfTheta; versHalfTheta = 1.0f - halfY * halfSecHalfTheta; // Evaluate series expansions of the coefficients. sqNotU = f1 * f1; ratio2 = 0.0000440917108f * versHalfTheta; ratio1 = -0.00158730159f + (sqNotU - 16.0f) * ratio2; ratio1 = 0.0333333333f + ratio1 * (sqNotU - 9.0f) * versHalfTheta; ratio1 = -0.333333333f + ratio1 * (sqNotU - 4.0f) * versHalfTheta; ratio1 = 1.0f + ratio1 * (sqNotU - 1.0f) * versHalfTheta; sqU = u * u; ratio2 = -0.00158730159f + (sqU - 16.0f) * ratio2; ratio2 = 0.0333333333f + ratio2 * (sqU - 9.0f) * versHalfTheta; ratio2 = -0.333333333f + ratio2 * (sqU - 4.0f) * versHalfTheta; ratio2 = 1.0f + ratio2 * (sqU - 1.0f) * versHalfTheta; // Perform the bisection and resolve the folding done earlier. f1 *= ratio1 * halfSecHalfTheta; f2a *= ratio2; f2b *= ratio2; alpha *= f1 + f2a; beta = f1 + f2b; // Apply final coefficients to a and b as usual. float w = alpha * a.w + beta * b.w; float x = alpha * a.x + beta * b.x; float y = alpha * a.y + beta * b.y; float z = alpha * a.z + beta * b.z; // This final adjustment to the quaternion's length corrects for // any small constraint error in the inputs q1 and q2 But as you // can see, it comes at the cost of 9 additional multiplication // operations. If this error-correcting feature is not required, // the following code may be removed. f1 = 1.5f - 0.5f * (w * w + x * x + y * y + z * z); _XO_ASSIGN_QUAT_Q(outQuat, w * f1, x * f1, y * f1, z * f1); } }
Quaternion::Quaternion(float x, float y, float z, float w) : #if defined(XO_SSE) xmm(_mm_set_ps(w, z, y, x)) #else x(x), y(y), z(z), w(w) #endif { } Quaternion Quaternion::Inverse() const { return Quaternion(*this).MakeInverse(); } Quaternion& Quaternion::MakeInverse() { float magnitude = xo_internal::QuaternionSquareSum(*this); if (CloseEnough(magnitude, 1.0f, Epsilon)) { return MakeConjugate(); } if (CloseEnough(magnitude, 0.0f, Epsilon)) { return *this; } MakeConjugate(); (*(Vector4*)this) /= magnitude; return *this; } Quaternion Quaternion::Normalized() const { return Quaternion(*this).Normalize(); } Quaternion& Quaternion::Normalize() { float magnitude = xo_internal::QuaternionSquareSum(*this); if (CloseEnough(magnitude, 1.0f, Epsilon)) { return *this; } magnitude = Sqrt(magnitude); if (CloseEnough(magnitude, 0.0f, Epsilon)) { return *this; } (*(Vector4*)this) /= magnitude; return *this; } Quaternion Quaternion::Conjugate() const { return Quaternion(*this).MakeConjugate(); } Quaternion& Quaternion::MakeConjugate() { _XO_ASSIGN_QUAT(w, -x, -y, -z); return *this; } void Quaternion::GetAxisAngleRadians(Vector3& axis, float& radians) const { Quaternion q = Normalized(); #if defined(XO_SSE) // todo: don't we need to normalize axis in sse too? axis.xmm = q.xmm; #else axis.x = q.x; axis.y = q.y; axis.z = q.z; axis.Normalize(); #endif radians = (2.0f * ACos(q.w)); }