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authorBrad Davis <[email protected]>2013-10-10 23:31:48 -0700
committerBrad Davis <[email protected]>2013-10-10 23:31:48 -0700
commitcf0441a1dc790d6fdca7400a7db7a939c2fa6000 (patch)
treeedaf4e78195d789b1e3b724328951324db085324 /LibOVR/Src/Kernel/OVR_Math.cpp
parentabfcde20cd83aa36e83186a0745425bcdead6144 (diff)
Adding Linux 0.2.5 changes
Diffstat (limited to 'LibOVR/Src/Kernel/OVR_Math.cpp')
-rw-r--r--LibOVR/Src/Kernel/OVR_Math.cpp56
1 files changed, 23 insertions, 33 deletions
diff --git a/LibOVR/Src/Kernel/OVR_Math.cpp b/LibOVR/Src/Kernel/OVR_Math.cpp
index 3c35bde..d971d65 100644
--- a/LibOVR/Src/Kernel/OVR_Math.cpp
+++ b/LibOVR/Src/Kernel/OVR_Math.cpp
@@ -3,7 +3,7 @@
Filename : OVR_Math.h
Content : Implementation of 3D primitives such as vectors, matrices.
Created : September 4, 2012
-Authors : Andrew Reisse, Michael Antonov
+Authors : Andrew Reisse, Michael Antonov, Anna Yershova
Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
@@ -14,9 +14,11 @@ otherwise accompanies this software in either electronic or hard copy form.
*************************************************************************************/
#include "OVR_Math.h"
+#include "OVR_Log.h"
#include <float.h>
+
namespace OVR {
@@ -31,15 +33,14 @@ const float Math<float>::PiOver2 = 3.1415926f / 2.0f;
const float Math<float>::PiOver4 = 3.1415926f / 4.0f;
const float Math<float>::E = 2.7182818f;
-const float Math<float>::MaxValue = FLT_MAX;
-const float Math<float>::MinPositiveValue = FLT_MIN;
-
-const float Math<float>::RadToDegreeFactor = 360.0f / Math<float>::TwoPi;
-const float Math<float>::DegreeToRadFactor = Math<float>::TwoPi / 360.0f;
+const float Math<float>::MaxValue = FLT_MAX;
+const float Math<float>::MinPositiveValue = FLT_MIN;
-const float Math<float>::Tolerance = 0.00001f;
-const float Math<float>::SingularityRadius = 0.0000001f; // Use for Gimbal lock numerical problems
+const float Math<float>::RadToDegreeFactor = 360.0f / Math<float>::TwoPi;
+const float Math<float>::DegreeToRadFactor = Math<float>::TwoPi / 360.0f;
+const float Math<float>::Tolerance = 0.00001f;
+const float Math<float>::SingularityRadius = 0.0000001f; // Use for Gimbal lock numerical problems
// Double-precision Math constants class.
const double Math<double>::Pi = 3.14159265358979;
@@ -48,14 +49,14 @@ const double Math<double>::PiOver2 = 3.14159265358979 / 2.0;
const double Math<double>::PiOver4 = 3.14159265358979 / 4.0;
const double Math<double>::E = 2.71828182845905;
-const double Math<double>::MaxValue = DBL_MAX;
-const double Math<double>::MinPositiveValue = DBL_MIN;
+const double Math<double>::MaxValue = DBL_MAX;
+const double Math<double>::MinPositiveValue = DBL_MIN;
-const double Math<double>::RadToDegreeFactor = 360.0 / Math<double>::TwoPi;
-const double Math<double>::DegreeToRadFactor = Math<double>::TwoPi / 360.0;
+const double Math<double>::RadToDegreeFactor = 360.0 / Math<double>::TwoPi;
+const double Math<double>::DegreeToRadFactor = Math<double>::TwoPi / 360.0;
-const double Math<double>::Tolerance = 0.00001;
-const double Math<double>::SingularityRadius = 0.000000000001; // Use for Gimbal lock numerical problems
+const double Math<double>::Tolerance = 0.00001;
+const double Math<double>::SingularityRadius = 0.000000000001; // Use for Gimbal lock numerical problems
@@ -69,9 +70,9 @@ Matrix4f Matrix4f::LookAtRH(const Vector3f& eye, const Vector3f& at, const Vecto
Vector3f x = up.Cross(z).Normalized(); // Right
Vector3f y = z.Cross(x);
- Matrix4f m(x.x, x.y, x.z, -(x * eye),
- y.x, y.y, y.z, -(y * eye),
- z.x, z.y, z.z, -(z * eye),
+ Matrix4f m(x.x, x.y, x.z, -(x.Dot(eye)),
+ y.x, y.y, y.z, -(y.Dot(eye)),
+ z.x, z.y, z.z, -(z.Dot(eye)),
0, 0, 0, 1 );
return m;
}
@@ -82,9 +83,9 @@ Matrix4f Matrix4f::LookAtLH(const Vector3f& eye, const Vector3f& at, const Vecto
Vector3f x = up.Cross(z).Normalized(); // Right
Vector3f y = z.Cross(x);
- Matrix4f m(x.x, x.y, x.z, -(x * eye),
- y.x, y.y, y.z, -(y * eye),
- z.x, z.y, z.z, -(z * eye),
+ Matrix4f m(x.x, x.y, x.z, -(x.Dot(eye)),
+ y.x, y.y, y.z, -(y.Dot(eye)),
+ z.x, z.y, z.z, -(z.Dot(eye)),
0, 0, 0, 1 );
return m;
}
@@ -127,18 +128,6 @@ Matrix4f Matrix4f::PerspectiveRH(float yfov, float aspect, float znear, float zf
return m;
}
-
-/*
-OffCenterLH
-
-2*zn/(r-l) 0 0 0
-0 2*zn/(t-b) 0 0
-(l+r)/(l-r) (t+b)/(b-t) zf/(zf-zn) 1
-0 0 zn*zf/(zn-zf) 0
-
-*/
-
-
Matrix4f Matrix4f::Ortho2D(float w, float h)
{
Matrix4f m;
@@ -150,4 +139,5 @@ Matrix4f Matrix4f::Ortho2D(float w, float h)
return m;
}
-}
+
+} // Namespace OVR