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/*
Copyright 2018 Google Inc. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS-IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
#ifndef RESONANCE_AUDIO_BASE_SPHERICAL_ANGLE_H_
#define RESONANCE_AUDIO_BASE_SPHERICAL_ANGLE_H_
#include "base/misc_math.h"
namespace vraudio {
// Represents angular position on a sphere in terms of azimuth and elevation.
class SphericalAngle {
public:
// Constructs a spherical angle with the given azimuth and elevation.
SphericalAngle(float azimuth, float elevation);
// Constructs a default spherical angle (azimuth = 0, elevation = 0).
SphericalAngle();
// Constructs a spherical angle from a given one.
SphericalAngle(const SphericalAngle& other);
SphericalAngle& operator=(const SphericalAngle other);
// Returns a spherical angle representation of given |world_position| (World
// Space).
//
// @param world_position 3D position in world space.
// @return Spherical angle that represents the |world_position|.
static SphericalAngle FromWorldPosition(const WorldPosition& world_position);
// Returns a spherical angle from azimuth and elevation in degrees.
static SphericalAngle FromDegrees(float azimuth_degrees,
float elevation_degrees);
// Returns another spherical angle with the same elevation but the azimuth
// sign flipped.
//
// @return Horizontally flipped version of the spherical angle.
SphericalAngle FlipAzimuth() const;
// Returns the |WorldPosition| coordinates (World Space) on the unit sphere
// corresponding to this spherical angle. The transformation is
// defined as such:
// x = -cos(elevation) * sin(azimuth)
// y = sin(elevation)
// z = -cos(elevation) * cos(azimuth)
//
// @return 3D position in world space.
WorldPosition GetWorldPositionOnUnitSphere() const;
// Returns the rotated version of the spherical angle using given
// |WorldRotation|.
//
// @param rotation Rotation to be applied to the spherical angle.
// @return Rotated version of the spherical angle.
SphericalAngle Rotate(const WorldRotation& rotation) const;
void set_azimuth(float azimuth) { azimuth_ = azimuth; }
void set_elevation(float elevation) { elevation_ = elevation; }
float azimuth() const { return azimuth_; }
float elevation() const { return elevation_; }
bool operator==(const SphericalAngle& other) const;
private:
float azimuth_;
float elevation_;
};
} // namespace vraudio
#endif // RESONANCE_AUDIO_BASE_SPHERICAL_ANGLE_H_
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