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https://github.com/Next-Flip/Momentum-Firmware.git
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Rename plugins to external
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87
applications/external/airmouse/tracking/util/matrix_4x4.cc
vendored
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87
applications/external/airmouse/tracking/util/matrix_4x4.cc
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/*
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* Copyright 2019 Google Inc. All Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "matrix_4x4.h"
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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namespace cardboard {
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Matrix4x4 Matrix4x4::Identity()
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{
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Matrix4x4 ret;
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for (int j = 0; j < 4; ++j) {
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for (int i = 0; i < 4; ++i) {
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ret.m[j][i] = (i == j) ? 1 : 0;
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}
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}
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return ret;
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}
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Matrix4x4 Matrix4x4::Zeros()
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{
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Matrix4x4 ret;
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for (int j = 0; j < 4; ++j) {
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for (int i = 0; i < 4; ++i) {
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ret.m[j][i] = 0;
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}
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}
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return ret;
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}
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Matrix4x4 Matrix4x4::Translation(float x, float y, float z)
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{
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Matrix4x4 ret = Matrix4x4::Identity();
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ret.m[3][0] = x;
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ret.m[3][1] = y;
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ret.m[3][2] = z;
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return ret;
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}
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Matrix4x4 Matrix4x4::Perspective(const std::array<float, 4>& fov, float zNear, float zFar)
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{
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Matrix4x4 ret = Matrix4x4::Zeros();
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const float xLeft = -std::tan(fov[0] * M_PI / 180.0f) * zNear;
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const float xRight = std::tan(fov[1] * M_PI / 180.0f) * zNear;
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const float yBottom = -std::tan(fov[2] * M_PI / 180.0f) * zNear;
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const float yTop = std::tan(fov[3] * M_PI / 180.0f) * zNear;
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const float X = (2 * zNear) / (xRight - xLeft);
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const float Y = (2 * zNear) / (yTop - yBottom);
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const float A = (xRight + xLeft) / (xRight - xLeft);
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const float B = (yTop + yBottom) / (yTop - yBottom);
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const float C = (zNear + zFar) / (zNear - zFar);
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const float D = (2 * zNear * zFar) / (zNear - zFar);
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ret.m[0][0] = X;
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ret.m[2][0] = A;
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ret.m[1][1] = Y;
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ret.m[2][1] = B;
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ret.m[2][2] = C;
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ret.m[3][2] = D;
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ret.m[2][3] = -1;
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return ret;
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}
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void Matrix4x4::ToArray(float* array) const { std::memcpy(array, &m[0][0], 16 * sizeof(float)); }
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} // namespace cardboard
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