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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 |
11 namespace vr { | 11 namespace vr { |
12 | 12 |
13 void DEVICE_VR_EXPORT SetIdentityM(Mat4f* mat); | 13 void DEVICE_VR_EXPORT SetIdentityM(Mat4f* mat); |
14 void DEVICE_VR_EXPORT TranslateM(const Mat4f& mat, | 14 void DEVICE_VR_EXPORT TranslateM(const Mat4f& mat, |
15 const gfx::Vector3dF& translation, | 15 const gfx::Vector3dF& translation, |
16 Mat4f* out); | 16 Mat4f* out); |
17 void DEVICE_VR_EXPORT ScaleM(const Mat4f& mat, | 17 void DEVICE_VR_EXPORT ScaleM(const Mat4f& mat, |
18 const gfx::Vector3dF& scale, | 18 const gfx::Vector3dF& scale, |
19 Mat4f* out); | 19 Mat4f* out); |
20 | 20 |
21 gfx::Vector3dF DEVICE_VR_EXPORT MatrixVectorMul(const Mat4f& m, | 21 gfx::Vector3dF DEVICE_VR_EXPORT MatrixVectorMul(const Mat4f& m, |
22 const gfx::Vector3dF& v); | 22 const gfx::Vector3dF& v); |
23 gfx::Vector3dF DEVICE_VR_EXPORT MatrixVectorRotate(const Mat4f& m, | 23 gfx::Vector3dF DEVICE_VR_EXPORT MatrixVectorRotate(const Mat4f& m, |
24 const gfx::Vector3dF& v); | 24 const gfx::Vector3dF& v); |
25 void DEVICE_VR_EXPORT MatrixMul(const Mat4f& matrix1, | 25 void DEVICE_VR_EXPORT MatrixMul(const Mat4f& matrix1, |
26 const Mat4f& matrix2, | 26 const Mat4f& matrix2, |
27 Mat4f* out); | 27 Mat4f* out); |
28 void DEVICE_VR_EXPORT PerspectiveMatrixFromView(const gfx::RectF& fov, | |
29 float z_near, | |
30 float z_far, | |
31 Mat4f* out); | |
32 | 28 |
33 // 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. |
34 gfx::Vector3dF DEVICE_VR_EXPORT GetForwardVector(const Mat4f& matrix); | 30 gfx::Vector3dF DEVICE_VR_EXPORT GetForwardVector(const Mat4f& matrix); |
35 | 31 |
36 gfx::Vector3dF DEVICE_VR_EXPORT GetTranslation(const Mat4f& matrix); | 32 gfx::Vector3dF DEVICE_VR_EXPORT GetTranslation(const Mat4f& matrix); |
37 | 33 |
38 void DEVICE_VR_EXPORT QuatToMatrix(const Quatf& quat, Mat4f* out); | 34 void DEVICE_VR_EXPORT QuatToMatrix(const Quatf& quat, Mat4f* out); |
39 | 35 |
40 // Normalize a vector, and return its original length. | 36 // Normalize a vector, and return its original length. |
41 float DEVICE_VR_EXPORT NormalizeVector(gfx::Vector3dF* vec); | 37 float DEVICE_VR_EXPORT NormalizeVector(gfx::Vector3dF* vec); |
42 | 38 |
43 void DEVICE_VR_EXPORT NormalizeQuat(Quatf* quat); | 39 void DEVICE_VR_EXPORT NormalizeQuat(Quatf* quat); |
44 | 40 |
45 Quatf DEVICE_VR_EXPORT QuatFromAxisAngle(const RotationAxisAngle& axis_angle); | 41 Quatf DEVICE_VR_EXPORT QuatFromAxisAngle(const RotationAxisAngle& axis_angle); |
46 | 42 |
47 gfx::Point3F DEVICE_VR_EXPORT GetRayPoint(const gfx::Point3F& rayOrigin, | 43 gfx::Point3F DEVICE_VR_EXPORT GetRayPoint(const gfx::Point3F& rayOrigin, |
48 const gfx::Vector3dF& rayVector, | 44 const gfx::Vector3dF& rayVector, |
49 float scale); | 45 float scale); |
50 | 46 |
51 // Angle between the vectors' projections to the XZ plane. | 47 // Angle between the vectors' projections to the XZ plane. |
52 bool DEVICE_VR_EXPORT XZAngle(const gfx::Vector3dF& vec1, | 48 bool DEVICE_VR_EXPORT XZAngle(const gfx::Vector3dF& vec1, |
53 const gfx::Vector3dF& vec2, | 49 const gfx::Vector3dF& vec2, |
54 float* angle); | 50 float* angle); |
55 | 51 |
56 } // namespace vr | 52 } // namespace vr |
57 | 53 |
58 #endif // DEVICE_VR_VR_MATH_H_ | 54 #endif // DEVICE_VR_VR_MATH_H_ |
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