overte-HifiExperiments/android/app/src/main/cpp/GoogleVRHelpers.h
Bradley Austin Davis b93e91b9f3 New android toolchain
2017-09-19 13:45:12 -07:00

50 lines
1.6 KiB
C++

#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <vr/gvr/capi/include/gvr.h>
namespace googlevr {
// Convert a GVR matrix to GLM matrix
glm::mat4 toGlm(const gvr::Mat4f &matrix) {
glm::mat4 result;
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
result[j][i] = matrix.m[i][j];
}
}
return result;
}
// Given a field of view in degrees, compute the corresponding projection
// matrix.
glm::mat4 perspectiveMatrixFromView(const gvr::Rectf& fov, float z_near, float z_far) {
const float x_left = -std::tan(fov.left * M_PI / 180.0f) * z_near;
const float x_right = std::tan(fov.right * M_PI / 180.0f) * z_near;
const float y_bottom = -std::tan(fov.bottom * M_PI / 180.0f) * z_near;
const float y_top = std::tan(fov.top * M_PI / 180.0f) * z_near;
const float Y = (2 * z_near) / (y_top - y_bottom);
const float A = (x_right + x_left) / (x_right - x_left);
const float B = (y_top + y_bottom) / (y_top - y_bottom);
const float C = (z_near + z_far) / (z_near - z_far);
const float D = (2 * z_near * z_far) / (z_near - z_far);
glm::mat4 result { 0 };
result[2][0] = A;
result[1][1] = Y;
result[2][1] = B;
result[2][2] = C;
result[3][2] = D;
result[2][3] = -1;
return result;
}
glm::quat toGlm(const gvr::ControllerQuat& q) {
glm::quat result;
result.w = q.qw;
result.x = q.qx;
result.y = q.qy;
result.z = q.qz;
return result;
}
}