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/*
* 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);
// Converts a 16 bit float to a 32 bit float.
float HalfToFloat(uint16 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);
extern const float kPi;
} // namespace o3d
#endif // O3D_CORE_CROSS_MATH_UTILITIES_H_
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