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1 // Copyright 2016 The Chromium Authors. All rights reserved. | 1 // Copyright 2016 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #ifndef DEVICE_VR_VR_MATH_H_ | 5 #ifndef DEVICE_VR_VR_MATH_H_ |
6 #define DEVICE_VR_VR_MATH_H_ | 6 #define DEVICE_VR_VR_MATH_H_ |
7 | 7 |
8 #include "device/vr/vr_export.h" | 8 #include "device/vr/vr_export.h" |
9 #include "device/vr/vr_types.h" | 9 #include "device/vr/vr_types.h" |
10 | 10 |
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26 const Mat4f& matrix2, | 26 const Mat4f& matrix2, |
27 Mat4f* out); | 27 Mat4f* out); |
28 | 28 |
29 // Provides the direction the head is looking towards as a 3x1 unit vector. | 29 // Provides the direction the head is looking towards as a 3x1 unit vector. |
30 gfx::Vector3dF DEVICE_VR_EXPORT GetForwardVector(const Mat4f& matrix); | 30 gfx::Vector3dF DEVICE_VR_EXPORT GetForwardVector(const Mat4f& matrix); |
31 | 31 |
32 gfx::Vector3dF DEVICE_VR_EXPORT GetTranslation(const Mat4f& matrix); | 32 gfx::Vector3dF DEVICE_VR_EXPORT GetTranslation(const Mat4f& matrix); |
33 | 33 |
34 void DEVICE_VR_EXPORT QuatToMatrix(const Quatf& quat, Mat4f* out); | 34 void DEVICE_VR_EXPORT QuatToMatrix(const Quatf& quat, Mat4f* out); |
35 | 35 |
| 36 // Creates a rotation which rotates `from` vector to `to`. |
| 37 vr::Quatf DEVICE_VR_EXPORT GetVectorRotation(const gfx::Vector3dF& from, |
| 38 const gfx::Vector3dF& to); |
| 39 |
| 40 vr::Quatf DEVICE_VR_EXPORT QuatSum(const vr::Quatf& a, const vr::Quatf& b); |
| 41 vr::Quatf DEVICE_VR_EXPORT QuatProduct(const vr::Quatf& a, const vr::Quatf& b); |
| 42 vr::Quatf DEVICE_VR_EXPORT ScaleQuat(const vr::Quatf& q, float s); |
| 43 |
| 44 vr::Quatf DEVICE_VR_EXPORT InvertQuat(const vr::Quatf& quat); |
| 45 |
| 46 float DEVICE_VR_EXPORT QuatAngleDegrees(const vr::Quatf& a, const vr::Quatf& b); |
| 47 |
| 48 vr::Quatf DEVICE_VR_EXPORT QuatLerp(const vr::Quatf& a, |
| 49 const vr::Quatf& b, |
| 50 float t); |
| 51 |
| 52 // Spherical linear interpolation. |
| 53 gfx::Vector3dF DEVICE_VR_EXPORT QuatSlerp(const gfx::Vector3dF& v_start, |
| 54 const gfx::Vector3dF& v_end, |
| 55 float percent); |
| 56 |
36 // Normalize a vector, and return its original length. | 57 // Normalize a vector, and return its original length. |
37 float DEVICE_VR_EXPORT NormalizeVector(gfx::Vector3dF* vec); | 58 float DEVICE_VR_EXPORT NormalizeVector(gfx::Vector3dF* vec); |
38 | 59 |
39 void DEVICE_VR_EXPORT NormalizeQuat(Quatf* quat); | 60 void DEVICE_VR_EXPORT NormalizeQuat(Quatf* quat); |
40 | 61 |
41 Quatf DEVICE_VR_EXPORT QuatFromAxisAngle(const RotationAxisAngle& axis_angle); | 62 Quatf DEVICE_VR_EXPORT QuatFromAxisAngle(const RotationAxisAngle& axis_angle); |
42 | 63 |
43 gfx::Point3F DEVICE_VR_EXPORT GetRayPoint(const gfx::Point3F& rayOrigin, | 64 gfx::Point3F DEVICE_VR_EXPORT GetRayPoint(const gfx::Point3F& rayOrigin, |
44 const gfx::Vector3dF& rayVector, | 65 const gfx::Vector3dF& rayVector, |
45 float scale); | 66 float scale); |
46 | 67 |
47 // Angle between the vectors' projections to the XZ plane. | 68 // Angle between the vectors' projections to the XZ plane. |
48 bool DEVICE_VR_EXPORT XZAngle(const gfx::Vector3dF& vec1, | 69 bool DEVICE_VR_EXPORT XZAngle(const gfx::Vector3dF& vec1, |
49 const gfx::Vector3dF& vec2, | 70 const gfx::Vector3dF& vec2, |
50 float* angle); | 71 float* angle); |
51 | 72 |
| 73 gfx::Vector3dF DEVICE_VR_EXPORT ToVector(const gfx::Point3F& p); |
| 74 |
| 75 gfx::Point3F DEVICE_VR_EXPORT ToPoint(const gfx::Vector3dF& p); |
| 76 |
| 77 // Scale components of the point by the components of the vector. |
| 78 gfx::Point3F DEVICE_VR_EXPORT ScalePoint(const gfx::Point3F& p, |
| 79 const gfx::Vector3dF& s); |
| 80 |
| 81 // Scale components of a vector by the components of another. |
| 82 gfx::Vector3dF DEVICE_VR_EXPORT ScaleVector(const gfx::Vector3dF& p, |
| 83 const gfx::Vector3dF& s); |
| 84 |
| 85 float DEVICE_VR_EXPORT Clampf(float value, float min, float max); |
| 86 |
52 } // namespace vr | 87 } // namespace vr |
53 | 88 |
54 #endif // DEVICE_VR_VR_MATH_H_ | 89 #endif // DEVICE_VR_VR_MATH_H_ |
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