Monado OpenXR Runtime
Public Member Functions | Data Fields
OpticalSystem Class Reference

#include <north_star/distortion/deformation_northstar.h>

Collaboration diagram for OpticalSystem:
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Public Member Functions

 OpticalSystem ()
 
 OpticalSystem (const OpticalSystem &_in)
 
void LoadOpticalData (struct ns_eye *eye)
 
Vector3 GetEyePosition ()
 
Vector2 RenderUVToDisplayUV (Vector3 inputUV)
 
Vector2 RenderUVToDisplayUV (Vector2 inputUV)
 
Vector2 SolveDisplayUVToRenderUV (Vector2 inputUV, Vector2 initailGuess, int iterations)
 
Vector2 DisplayUVToRenderUVPreviousSeed (Vector2 inputUV)
 
void RegenerateMesh ()
 
void UpdateEyePosition (const Vector3 pos)
 
const Vector4 GetCameraProjection ()
 
void setiters (int init, int opt)
 
void UpdateClipToWorld (Matrix4x4 eyeRotationMatrix)
 
void ViewportPointToRayDirection (Vector2 UV, Vector3 cameraPosition, Matrix4x4 clipToWorld, Vector3 &out)
 

Data Fields

Vector3 eyePosition
 

Constructor & Destructor Documentation

◆ OpticalSystem() [1/2]

OpticalSystem::OpticalSystem ( )
inline

References LoadOpticalData().

Referenced by ns_create_optical_system().

◆ OpticalSystem() [2/2]

OpticalSystem::OpticalSystem ( const OpticalSystem _in)

References eyePosition.

Member Function Documentation

◆ DisplayUVToRenderUVPreviousSeed()

Vector2 OpticalSystem::DisplayUVToRenderUVPreviousSeed ( Vector2  inputUV)

◆ GetCameraProjection()

const Vector4 OpticalSystem::GetCameraProjection ( )
inline

◆ GetEyePosition()

Vector3 OpticalSystem::GetEyePosition ( )
inline

◆ LoadOpticalData()

void OpticalSystem::LoadOpticalData ( struct ns_eye eye)

◆ RegenerateMesh()

void OpticalSystem::RegenerateMesh ( )

◆ RenderUVToDisplayUV() [1/2]

Vector2 OpticalSystem::RenderUVToDisplayUV ( Vector3  inputUV)

◆ RenderUVToDisplayUV() [2/2]

Vector2 OpticalSystem::RenderUVToDisplayUV ( Vector2  inputUV)

◆ setiters()

void OpticalSystem::setiters ( int  init,
int  opt 
)
inline

◆ SolveDisplayUVToRenderUV()

Vector2 OpticalSystem::SolveDisplayUVToRenderUV ( Vector2  inputUV,
Vector2  initailGuess,
int  iterations 
)

◆ UpdateClipToWorld()

void OpticalSystem::UpdateClipToWorld ( Matrix4x4  eyeRotationMatrix)
inline

◆ UpdateEyePosition()

void OpticalSystem::UpdateEyePosition ( const Vector3  pos)
inline

◆ ViewportPointToRayDirection()

void OpticalSystem::ViewportPointToRayDirection ( Vector2  UV,
Vector3  cameraPosition,
Matrix4x4  clipToWorld,
Vector3 out 
)
inline

Field Documentation

◆ eyePosition

Vector3 OpticalSystem::eyePosition

The documentation for this class was generated from the following files: