/* * Copyright 2009, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // This file contains declarations of various math functions. // #ifndef O3D_CORE_CROSS_MATH_UTILITIES_H_ #define O3D_CORE_CROSS_MATH_UTILITIES_H_ #include "core/cross/types.h" namespace Vectormath { namespace Aos { // Creates a perspective projection matrix. Matrix4 CreatePerspectiveMatrix(float vertical_field_of_view_radians, float aspect, float z_near, float z_far); // Creates a frustum projection matrix. Matrix4 CreateFrustumMatrix(float left, float right, float bottom, float top, float z_near, float z_far); // Creates an orthographic projection matrix. Matrix4 CreateOrthographicMatrix(float left, float right, float bottom, float top, float z_near, float z_far); // Converts a 32 bit float to a 16 bit float. uint16 FloatToHalf(float value); } // namespace Vectormath } // namespace Aos namespace o3d { // Calculates the Frobenius norm of a 3x3 matrix. // See http://en.wikipedia.org/wiki/Matrix_norm float FrobeniusNorm(const Matrix3& matrix); // Calculates the Frobenius norm of a 4x4 matrix. // See http://en.wikipedia.org/wiki/Matrix_norm float FrobeniusNorm(const Matrix4& matrix); const float kPi = acosf(-1.0f); } // namespace o3d #endif // O3D_CORE_CROSS_MATH_UTILITIES_H_