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-rw-r--r--tests/auto/runtime/Qt3DSRenderTestMathUtil.cpp118
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diff --git a/tests/auto/runtime/Qt3DSRenderTestMathUtil.cpp b/tests/auto/runtime/Qt3DSRenderTestMathUtil.cpp
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index f216faa2..00000000
--- a/tests/auto/runtime/Qt3DSRenderTestMathUtil.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2016 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL-EXCEPT$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 as published by the Free Software
-** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "Qt3DSRenderTestMathUtil.h"
-#include <math.h>
-
-using namespace qt3ds;
-using namespace qt3ds::render;
-
-#define QT3DS_RENDER_TEST_PI 3.14159265358979323846f
-
-inline float degreeToRad(float degree)
-{
- return (degree * QT3DS_RENDER_TEST_PI) / 180.0f;
-}
-
-void qt3ds::render::NvRenderTestMatrixFrustum(QT3DSMat44 *m, float l, float r, float b, float t, float n,
- float f)
-{
- float rightMinusLeftInv, topMinusBottomInv, farMinusNearInv, twoNear;
-
- rightMinusLeftInv = 1.0f / (r - l);
- topMinusBottomInv = 1.0f / (t - b);
- farMinusNearInv = 1.0f / (f - n);
- twoNear = 2.0f * n;
-
- m->column0 = QT3DSVec4(twoNear * rightMinusLeftInv, 0, 0, 0);
- m->column1 = QT3DSVec4(0, twoNear * topMinusBottomInv, 0, 0);
- m->column2 = QT3DSVec4((r + l) * rightMinusLeftInv, (t + b) * topMinusBottomInv,
- -(f + n) * farMinusNearInv, -1.0f);
- m->column3 = QT3DSVec4(0, 0, -(twoNear * f) * farMinusNearInv, 0.0f);
-}
-
-void qt3ds::render::NvGl2DemoMatrixOrtho(QT3DSMat44 *m, float l, float r, float b, float t, float n,
- float f)
-{
- float rightMinusLeftInv, topMinusBottomInv, farMinusNearInv;
-
- rightMinusLeftInv = 1.0f / (r - l);
- topMinusBottomInv = 1.0f / (t - b);
- farMinusNearInv = 1.0f / (f - n);
-
- m->column0 = QT3DSVec4(2.0f * rightMinusLeftInv, 0, 0, 0);
- m->column1 = QT3DSVec4(0, 2.0f * topMinusBottomInv, 0, 0);
- m->column2 = QT3DSVec4(0, 0, -2.0f * farMinusNearInv, 0);
- m->column3 = QT3DSVec4(-(r + l) * rightMinusLeftInv, -(t + b) * topMinusBottomInv,
- -(f + n) * farMinusNearInv, 1.0f);
-}
-
-void qt3ds::render::NvRenderTestMatrixRotX(QT3DSMat44 *m, float angle)
-{
- float rad = degreeToRad(angle);
- float cosPhi = cos(rad);
- float sinPhi = sin(rad);
-
- m->column0 = QT3DSVec4(1.0, 0.0, 0.0, 0.0);
- m->column1 = QT3DSVec4(0.0, cosPhi, -sinPhi, 0.0);
- m->column2 = QT3DSVec4(0.0, sinPhi, cosPhi, 0.0);
- m->column3 = QT3DSVec4(0.0, 0.0, 0.0, 1.0);
-}
-
-void qt3ds::render::NvRenderTestMatrixRotY(QT3DSMat44 *m, float angle)
-{
- float rad = degreeToRad(angle);
- float cosPhi = cos(rad);
- float sinPhi = sin(rad);
-
- m->column0 = QT3DSVec4(cosPhi, 0.0, sinPhi, 0.0);
- m->column1 = QT3DSVec4(0.0, 1.0, 0.0, 0.0);
- m->column2 = QT3DSVec4(-sinPhi, 0.0, cosPhi, 0.0);
- m->column3 = QT3DSVec4(0.0, 0.0, 0.0, 1.0);
-}
-
-void qt3ds::render::NvRenderTestMatrixRotZ(QT3DSMat44 *m, float angle)
-{
- float rad = degreeToRad(angle);
- float cosPhi = cos(rad);
- float sinPhi = sin(rad);
-
- m->column0 = QT3DSVec4(cosPhi, -sinPhi, 0.0, 0.0);
- m->column1 = QT3DSVec4(sinPhi, cosPhi, 0.0, 0.0);
- m->column2 = QT3DSVec4(0.0, 0.0, 1.0, 0.0);
- m->column3 = QT3DSVec4(0.0, 0.0, 0.0, 1.0);
-}
-
-void qt3ds::render::NvRenderTestMatrixTranslation(QT3DSMat44 *m, float x, float y, float z)
-{
- m->column0 = QT3DSVec4(1.0, 0.0, 0.0, 0.0);
- m->column1 = QT3DSVec4(0.0, 1.0, 0.0, 0.0);
- m->column2 = QT3DSVec4(0.0, 0.0, 1.0, 0.0);
- m->column3 = QT3DSVec4(x, y, z, 1.0);
-}