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32 lines
1.2 KiB
JavaScript
32 lines
1.2 KiB
JavaScript
// assert_equals can fail when comparing floats due to precision errors, so
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// use assert_approx_equals with this constant instead
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const FLOAT_EPSILON = 0.001;
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// Identity matrix
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const IDENTITY_MATRIX = [1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1];
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// A valid pose matrix for when we don't care about specific values
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const VALID_POSE_MATRIX = [0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 1, 1, 1];
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const VALID_PROJECTION_MATRIX =
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[1, 0, 0, 0, 0, 1, 0, 0, 3, 2, -1, -1, 0, 0, -0.2, 0];
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const VALID_VIEW_MATRIX = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 4, 3, 2, 1];
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// A valid VRPose for when we want the HMD to report being at the origin
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const ORIGIN_POSE = IDENTITY_MATRIX;
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// A valid input grip matrix for when we don't care about specific values
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const VALID_GRIP = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 4, 3, 2, 1];
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// A valid input pointer offset for when we don't care about specific values
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const VALID_POINTER_OFFSET = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1];
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const VALID_GRIP_WITH_POINTER_OFFSET =
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[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 4, 3, 3, 1];
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const VALID_STAGE_TRANSFORM =
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[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1.0, 1.65, -1.0, 1];
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