usingnamespace @import("xrvk.zig"); const glm = @import("glm"); const math = @import("std").math; pub fn vec2vec(v: xr.Vector3f) glm.Vec3 { return glm.Vec3.init([_]f32{ v.x, v.y, v.z }); } pub fn quat2mat(q: xr.Quaternionf) glm.Mat4 { const x = -q.x; const y = -q.y; const z = -q.z; const w = q.w; const x2 = q.x * q.x; const y2 = q.y * q.y; const z2 = q.z * q.z; // zig fmt: off return glm.Mat4.init([_][4]f32{ [_]f32{ 1 - 2 * y2 - 2 * z2, 2 * x * y - 2 * z * w, 2 * x * z + 2 * y * w, 0 }, [_]f32{ 2 * x * y + 2 * z * w, 1 - 2 * x2 - 2 * z2, 2 * y * z - 2 * x * w, 0 }, [_]f32{ 2 * x * z - 2 * y * w, 2 * y * z + 2 * x * w, 1 - 2 * x2 - 2 * y2, 0 }, [_]f32{ 0, 0, 0, 1 }, }); // zig fmt: on } pub fn pose2mat(pose: xr.Posef) glm.Mat4 { return glm.translation(vec2vec(pose.position)).mul(quat2mat(pose.orientation)); } pub fn pose2matInverse(pose: xr.Posef) glm.Mat4 { var inverse = pose; inverse.orientation.x *= -1; inverse.orientation.y *= -1; inverse.orientation.z *= -1; inverse.position.x *= -1; inverse.position.y *= -1; inverse.position.z *= -1; return quat2mat(inverse.orientation).mul(glm.translation(vec2vec(inverse.position))); } pub fn projection(fov: xr.Fovf, near: f32, far: f32) glm.Mat4 { const tanUp = math.tan(fov.angle_up); const tanDown = math.tan(fov.angle_down); const tanLeft = math.tan(fov.angle_left); const tanRight = math.tan(fov.angle_right); const tanW = tanRight - tanLeft; const tanH = tanUp - tanDown ; return glm.Mat4.init([_][4]f32{ [_]f32{ 2 / tanW, 0, 0, 0 }, [_]f32{ 0, 2 / tanH, 0, 0 }, [_]f32{ (tanRight + tanLeft) / tanW, (tanUp + tanDown) / tanH, -far / (far - near), -1 }, [_]f32{ 0, 0, -far * near / (far - near), 0 }, }); }