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80 lines
2.5 KiB
C
80 lines
2.5 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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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 renderWorldBox();
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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 radians, int mono,
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char const* string, const float* color);
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void drawvec3(int x, int y, float scale, float radians, 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 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 extractTranslation(const glm::mat4& matrix);
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void setTranslation(glm::mat4& matrix, const glm::vec3& translation);
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glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false);
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glm::vec3 extractScale(const glm::mat4& matrix);
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float extractUniformScale(const glm::mat4& matrix);
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float extractUniformScale(const glm::vec3& scale);
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double diffclock(timeval *clock1,timeval *clock2);
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void renderCollisionOverlay(int width, int height, float magnitude);
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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 renderRoundedCornersRect(int x, int y, int width, int height, int radius, int numPointsCorner);
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void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance);
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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(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection,
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const glm::vec3& sphereCenter, float sphereRadius, float& distance);
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bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadius);
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#endif
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