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76 lines
2.3 KiB
C
76 lines
2.3 KiB
C
//
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// Util.h
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// interface
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//
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// Created by Philip Rosedale on 8/24/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__Util__
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#define __interface__Util__
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#ifdef _WIN32
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#include "Systime.h"
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#else
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#include <sys/time.h>
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#endif
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <QSettings>
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// the standard sans serif font family
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#define SANS_FONT_FAMILY "Helvetica"
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// the standard mono font family
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#define MONO_FONT_FAMILY "Courier"
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void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * fwd, glm::vec3 * left, glm::vec3 * up);
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
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float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);
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float randFloat();
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const glm::vec3 randVector();
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void render_world_box();
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int widthText(float scale, int mono, char const* string);
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float widthChar(float scale, int mono, char ch);
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void drawtext(int x, int y, float scale, float rotate, float thick, int mono,
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char const* string, float r=1.0, float g=1.0, float b=1.0);
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void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec,
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float r=1.0, float g=1.0, float b=1.0);
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void noiseTest(int w, int h);
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void drawVector(glm::vec3* vector);
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void printVector(glm::vec3 vec);
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float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
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glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
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glm::vec3 safeEulerAngles(const glm::quat& q);
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glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
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double diffclock(timeval *clock1,timeval *clock2);
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void drawGroundPlaneGrid(float size);
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void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness);
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void renderOrientationDirections( glm::vec3 position, const glm::quat& orientation, float size );
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void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition);
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void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides );
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void runTimingTests();
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float loadSetting(QSettings* settings, const char* name, float defaultValue);
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bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius);
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#endif
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