mirror of https://github.com/axmolengine/axmol.git
85 lines
2.4 KiB
C++
85 lines
2.4 KiB
C++
/****************************************************************************
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Copyright (c) 2016 Google Inc.
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Copyright (c) 2016 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "vr/CCVRDistortion.h"
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#include <math.h>
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NS_CC_BEGIN
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Distortion::Distortion()
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{
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_coefficients[0] = 0.441f;
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_coefficients[1] = 0.156f;
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}
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void Distortion::setCoefficients(float *coefficients)
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{
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for (int i = 0; i < s_numberOfCoefficients; i++)
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{
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_coefficients[i] = coefficients[i];
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}
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}
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float *Distortion::coefficients()
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{
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return _coefficients;
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}
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float Distortion::distortionFactor(float radius)
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{
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float result = 1.0f;
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float rFactor = 1.0f;
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float squaredRadius = radius * radius;
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for (int i = 0; i < s_numberOfCoefficients; i++)
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{
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rFactor *= squaredRadius;
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result += _coefficients[i] * rFactor;
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}
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return result;
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}
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float Distortion::distort(float radius)
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{
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return radius * distortionFactor(radius);
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}
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float Distortion::distortInverse(float radius)
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{
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float r0 = radius / 0.9f;
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float r = radius * 0.9f;
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float dr0 = radius - distort(r0);
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while (fabsf(r - r0) > 0.0001f)
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{
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float dr = radius - distort(r);
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float r2 = r - dr * ((r - r0) / (dr - dr0));
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r0 = r;
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r = r2;
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dr0 = dr;
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}
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return r;
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}
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NS_CC_END
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