overte/interface/src/Util.h
2014-03-11 17:26:58 -07:00

80 lines
2.5 KiB
C

//
// 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 <sys/time.h>
#endif
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QSettings>
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