// // Util.h // interface // // Created by Philip Rosedale on 8/24/12. // Copyright (c) 2012 High Fidelity, Inc. All rights reserved. // #ifndef __interface__Util__ #define __interface__Util__ #ifdef _WIN32 #include "Systime.h" #else #include #endif #include #include // the standard sans serif font family #define SANS_FONT_FAMILY "Helvetica" // the standard mono font family #define MONO_FONT_FAMILY "Courier" void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * fwd, glm::vec3 * left, glm::vec3 * up); float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos); float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw); float randFloat(); void render_world_box(); int widthText(float scale, int mono, char const* string); float widthChar(float scale, int mono, char ch); void drawtext(int x, int y, float scale, float rotate, float thick, int mono, char const* string, float r=1.0, float g=1.0, float b=1.0); void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec, float r=1.0, float g=1.0, float b=1.0); void noiseTest(int w, int h); void drawVector(glm::vec3* vector); float angleBetween(const glm::vec3& v1, const glm::vec3& v2); double diffclock(timeval *clock1,timeval *clock2); void drawGroundPlaneGrid(float size); void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness); void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ); void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition); void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides ); class oTestCase { public: float yaw; float pitch; float roll; float frontX; float frontY; float frontZ; float upX; float upY; float upZ; float rightX; float rightY; float rightZ; oTestCase( float yaw, float pitch, float roll, float frontX, float frontY, float frontZ, float upX, float upY, float upZ, float rightX, float rightY, float rightZ ) : yaw(yaw),pitch(pitch),roll(roll), frontX(frontX),frontY(frontY),frontZ(frontZ), upX(upX),upY(upY),upZ(upZ), rightX(rightX),rightY(rightY),rightZ(rightZ) {}; }; void testOrientationClass(); #endif