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1 /************************************************************************************
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2
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3 Filename : OVR_Math.h
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4 Content : Implementation of 3D primitives such as vectors, matrices.
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5 Created : September 4, 2012
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6 Authors : Andrew Reisse, Michael Antonov
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7
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8 Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
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9
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10 Use of this software is subject to the terms of the Oculus license
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11 agreement provided at the time of installation or download, or which
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12 otherwise accompanies this software in either electronic or hard copy form.
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13
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14 *************************************************************************************/
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15
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16 #include "OVR_Math.h"
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17
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18 #include <float.h>
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19
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20 namespace OVR {
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21
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22
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23 //-------------------------------------------------------------------------------------
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24 // ***** Math
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25
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26
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27 // Single-precision Math constants class.
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28 const float Math<float>::Pi = 3.1415926f;
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29 const float Math<float>::TwoPi = 3.1415926f * 2;
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30 const float Math<float>::PiOver2 = 3.1415926f / 2.0f;
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31 const float Math<float>::PiOver4 = 3.1415926f / 4.0f;
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32 const float Math<float>::E = 2.7182818f;
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33
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34 const float Math<float>::MaxValue = FLT_MAX;
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35 const float Math<float>::MinPositiveValue = FLT_MIN;
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36
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37 const float Math<float>::RadToDegreeFactor = 360.0f / Math<float>::TwoPi;
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38 const float Math<float>::DegreeToRadFactor = Math<float>::TwoPi / 360.0f;
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39
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40 const float Math<float>::Tolerance = 0.00001f;
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41 const float Math<float>::SingularityRadius = 0.0000001f; // Use for Gimbal lock numerical problems
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42
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43
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44 // Double-precision Math constants class.
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45 const double Math<double>::Pi = 3.14159265358979;
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46 const double Math<double>::TwoPi = 3.14159265358979 * 2;
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47 const double Math<double>::PiOver2 = 3.14159265358979 / 2.0;
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48 const double Math<double>::PiOver4 = 3.14159265358979 / 4.0;
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49 const double Math<double>::E = 2.71828182845905;
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50
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51 const double Math<double>::MaxValue = DBL_MAX;
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52 const double Math<double>::MinPositiveValue = DBL_MIN;
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53
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54 const double Math<double>::RadToDegreeFactor = 360.0 / Math<double>::TwoPi;
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55 const double Math<double>::DegreeToRadFactor = Math<double>::TwoPi / 360.0;
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56
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57 const double Math<double>::Tolerance = 0.00001;
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58 const double Math<double>::SingularityRadius = 0.000000000001; // Use for Gimbal lock numerical problems
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59
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60
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61
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62 //-------------------------------------------------------------------------------------
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63 // ***** Matrix4f
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64
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65
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66 Matrix4f Matrix4f::LookAtRH(const Vector3f& eye, const Vector3f& at, const Vector3f& up)
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67 {
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68 Vector3f z = (eye - at).Normalized(); // Forward
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69 Vector3f x = up.Cross(z).Normalized(); // Right
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70 Vector3f y = z.Cross(x);
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71
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72 Matrix4f m(x.x, x.y, x.z, -(x * eye),
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73 y.x, y.y, y.z, -(y * eye),
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74 z.x, z.y, z.z, -(z * eye),
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75 0, 0, 0, 1 );
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76 return m;
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77 }
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78
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79 Matrix4f Matrix4f::LookAtLH(const Vector3f& eye, const Vector3f& at, const Vector3f& up)
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80 {
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81 Vector3f z = (at - eye).Normalized(); // Forward
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82 Vector3f x = up.Cross(z).Normalized(); // Right
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83 Vector3f y = z.Cross(x);
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84
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85 Matrix4f m(x.x, x.y, x.z, -(x * eye),
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86 y.x, y.y, y.z, -(y * eye),
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87 z.x, z.y, z.z, -(z * eye),
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88 0, 0, 0, 1 );
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89 return m;
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90 }
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91
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92
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93 Matrix4f Matrix4f::PerspectiveLH(float yfov, float aspect, float znear, float zfar)
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94 {
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95 Matrix4f m;
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96 float tanHalfFov = tan(yfov * 0.5f);
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97
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98 m.M[0][0] = 1.0f / (aspect * tanHalfFov);
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99 m.M[1][1] = 1.0f / tanHalfFov;
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100 m.M[2][2] = zfar / (zfar - znear);
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101 m.M[3][2] = 1.0f;
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102 m.M[2][3] = (zfar * znear) / (znear - zfar);
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103 m.M[3][3] = 0.0f;
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104
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105 // Note: Post-projection matrix result assumes Left-Handed coordinate system,
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106 // with Y up, X right and Z forward. This supports positive z-buffer values.
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107 return m;
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108 }
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109
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110
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111 Matrix4f Matrix4f::PerspectiveRH(float yfov, float aspect, float znear, float zfar)
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112 {
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113 Matrix4f m;
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114 float tanHalfFov = tan(yfov * 0.5f);
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115
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116 m.M[0][0] = 1.0f / (aspect * tanHalfFov);
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117 m.M[1][1] = 1.0f / tanHalfFov;
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118 m.M[2][2] = zfar / (znear - zfar);
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119 // m.M[2][2] = zfar / (zfar - znear);
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120 m.M[3][2] = -1.0f;
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121 m.M[2][3] = (zfar * znear) / (znear - zfar);
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122 m.M[3][3] = 0.0f;
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123
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124 // Note: Post-projection matrix result assumes Left-Handed coordinate system,
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125 // with Y up, X right and Z forward. This supports positive z-buffer values.
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126 // This is the case even for RHS cooridnate input.
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127 return m;
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128 }
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129
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130
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131 /*
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132 OffCenterLH
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133
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134 2*zn/(r-l) 0 0 0
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135 0 2*zn/(t-b) 0 0
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136 (l+r)/(l-r) (t+b)/(b-t) zf/(zf-zn) 1
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137 0 0 zn*zf/(zn-zf) 0
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138
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139 */
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140
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141
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142 Matrix4f Matrix4f::Ortho2D(float w, float h)
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143 {
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144 Matrix4f m;
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145 m.M[0][0] = 2.0f/w;
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146 m.M[1][1] = -2.0f/h;
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147 m.M[0][3] = -1.0;
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148 m.M[1][3] = 1.0;
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149 m.M[2][2] = 0;
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150 return m;
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151 }
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152
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153 }
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