// // 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 #include 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(); const glm::vec3 randVector(); void renderWorldBox(); 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 radians, int mono, char const* string, const float* color); void drawvec3(int x, int y, float scale, float radians, float thick, int mono, glm::vec3 vec, float r=1.0, float g=1.0, float b=1.0); void drawVector(glm::vec3* vector); void printVector(glm::vec3 vec); float angleBetween(const glm::vec3& v1, const glm::vec3& v2); glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2); glm::vec3 extractTranslation(const glm::mat4& matrix); void setTranslation(glm::mat4& matrix, const glm::vec3& translation); glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false); glm::vec3 extractScale(const glm::mat4& matrix); float extractUniformScale(const glm::mat4& matrix); float extractUniformScale(const glm::vec3& scale); double diffclock(timeval *clock1,timeval *clock2); void renderCollisionOverlay(int width, int height, float magnitude); void renderOrientationDirections( glm::vec3 position, const glm::quat& 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 ); void renderRoundedCornersRect(int x, int y, int width, int height, int radius, int numPointsCorner); void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance); void runTimingTests(); float loadSetting(QSettings* settings, const char* name, float defaultValue); bool rayIntersectsSphere(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection, const glm::vec3& sphereCenter, float sphereRadius, float& distance); bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadius); #endif