CMCore/inc/hgl/math/Matrix.h

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#ifndef HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE
#define HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE
#include<hgl/math/Vector.h>
#include<hgl/TypeFunc.h>
//注GLM/CML(OpenGLMode)是列矩阵,计算坐标matrix*pos
// 而MGL是行矩阵需要反过来pos*matrix
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#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/quaternion.hpp>
#include<glm/gtc/constants.hpp>
#include<glm/gtx/quaternion.hpp>
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namespace hgl
{
using Quatf=glm::quat;
constexpr const Quatf IdentityQuatf=Quatf(1,0,0,0);
#define DEFINE_MATRIX(num) using Matrix##num##f=glm::mat##num; \
constexpr const Matrix##num##f Identity##num##f=Matrix##num##f(1.0f); \
inline bool IsIdentity(const Matrix##num##f &m){return(hgl_cmp(m,Identity##num##f)==0);} \
inline int FastMatrixComp(const Matrix##num##f &m1,const Matrix##num##f &m2){return hgl_cmp(m1,m2);}
DEFINE_MATRIX(2)
DEFINE_MATRIX(3)
DEFINE_MATRIX(4)
DEFINE_MATRIX(2x4)
DEFINE_MATRIX(3x4)
DEFINE_MATRIX(4x2)
DEFINE_MATRIX(4x3)
#undef DEFINE_MATRIX
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inline Matrix4f inverse(const Matrix4f &m)
{
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return glm::inverse(m);
}
inline Matrix4f transpose(const Matrix4f &m)
{
return glm::transpose(m);
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}
/**
*
* @param left
* @param right
* @param top
* @param bottom
* @param znear z值
* @param zfar z值
*/
Matrix4f ortho( float left,
float right,
float bottom,
float top,
float znear,
float zfar );
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/**
*
* @param width
* @param height
* @param znear z值
* @param zfar z值
*/
Matrix4f ortho(float width,float height,float znear,float zfar);
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/**
*
* @param width
* @param height
*/
Matrix4f ortho(float width,float height);
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/**
*
* @param aspect_ratio
* @param field_of_view
* @param znear
* @param zfar
*/
Matrix4f perspective( float field_of_view,
float aspect_ratio,
float znear,
float zfar);
/**
* lookat变换矩阵
* @param eye
* @param target
* @param up
*/
Matrix4f lookat(const Vector3f &eye,const Vector3f &target,const Vector3f &up);
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inline Matrix4f translate(const Vector3f &v)
{
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return glm::translate(Matrix4f(1.0f),v);
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}
inline Matrix4f translate(float x,float y,float z)
{
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return glm::translate(Matrix4f(1.0f),Vector3f(x,y,z));
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}
inline Matrix4f translate(float x,float y)
{
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return translate(x,y,1.0f);
}
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inline Matrix4f scale(const Vector3f &v)
{
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return glm::scale(Matrix4f(1.0f),v);
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}
inline Matrix4f scale(float x,float y,float z)
{
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return glm::scale(Matrix4f(1.0f),Vector3f(x,y,z));
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}
inline Matrix4f scale(float x,float y)
{
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return scale(x,y,1.0f);
}
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inline Matrix4f scale(float s)
{
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return glm::scale(Matrix4f(1.0f),Vector3f(s,s,s));
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}
inline Matrix4f rotate(float angle,const Vector3f &axis)
{
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return glm::rotate(Matrix4f(1.0f),angle,axis);
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}
inline Matrix4f rotate(float angle,float x,float y,float z)
{
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return glm::rotate(Matrix4f(1.0f),angle,Vector3f(x,y,z));
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}
inline Matrix4f rotate(float angle,float x,float y)
{
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return rotate(angle,x,y,1.0f);
}
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inline Matrix4f rotate(float angle,const Vector4f &axis)
{
return rotate(angle,Vector3f(axis.x,axis.y,axis.z));
}
inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis)
{
Vector4f result = rotate(angle, axis)*Vector4f(v3f, 1.0f);
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return Vector3f(result.x,result.y,result.z);
}
inline Quatf RotationQuat(const float angle,const Vector3f &axis)
{
return glm::angleAxis(glm::radians(angle),axis);
}
inline Matrix4f ToMatrix(const Quatf &quat)
{
return glm::toMat4(quat);
}
inline void ExtractedQuat(const Quatf &quat,Vector3f &axis,float &angle)
{
angle=glm::degrees(glm::angle(quat));
axis=glm::axis(quat);
}
inline Quatf LerpQuat(const Quatf &from,const Quatf &to,const float t)
{
return glm::lerp(from,to,t);
}
inline Quatf SLerpQuat(const Quatf &from,const Quatf &to,const float t)
{
return glm::slerp(from,to,t);
}
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inline Vector3f TransformPosition(const Matrix4f &m,const Vector3f &v)
{
return Vector3f(m*Vector4f(v,1.0f));
}
inline Vector3f TransformDirection(const Matrix4f &m,const Vector3f &v)
{
return Vector3f(m*Vector4f(v,0.0f));
}
inline Vector3f TransformNormal(const Matrix4f &m,const Vector3f &v)
{
return normalize(Vector3f(transpose(inverse(m))*Vector4f(v,0.0f)));
}
inline Vector3f TransformNormal(const Matrix3f &m,const Vector3f &v)
{
return normalize(m*v);
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}
inline Matrix3f TransformMatrix(const Matrix3f &root,const Matrix3f &child)
{
return root*child;
}
inline Matrix3f TransformMatrix(const Matrix4f &root,const Matrix3f &child)
{
return Matrix3f(root*Matrix4f(child));
}
inline Matrix4f TransformMatrix(const Matrix4f &root,const Matrix4f &child)
{
return root*child;
}
/**
*
* @param m1 1
* @param m2 2
* @param deviation
*/
template<typename M>
inline float DeviationMatrixComp(const M &m1,const M &m2,const float deviation=HGL_FLOAT_SMALL)
{
float *f1=(float *)&m1;
float *f2=(float *)&m2;
float gap;
for(int i=0;i<sizeof(M)/sizeof(float);i++)
{
gap=*f1-*f2;
if(fabsf(gap)<deviation)
return(gap);
}
return 0;
}
// 函数用于从 glm::mat4 中提取平移、旋转和缩放
bool DecomposeTransform(const Matrix4f & transform, Vector3f & outTranslation, Quatf & outRotation, Vector3f & outScale);
/**
* <Br>
* 便
*/
class Transform
{
protected:
Matrix4f matrix;
Matrix4f inverse_matrix;
Matrix4f transpose_inverse_matrix;
bool matrix_dirty;
Vector3f translation_vector;
Quatf rotation_quat;
Vector3f rotation_axis;
float rotate_angle;
Vector3f scale_vector;
protected:
void UpdateMatrix()
{
if(!matrix_dirty)
return;
matrix=translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
inverse_matrix=inverse(matrix);
transpose_inverse_matrix=transpose(inverse_matrix);
matrix_dirty=false;
}
void UpdateQuat()
{
rotation_quat=RotationQuat(rotate_angle,rotation_axis);
matrix_dirty=true;
}
public:
const Matrix4f &GetMatrix()
{
UpdateMatrix();
return matrix;
}
operator const Matrix4f &(){return GetMatrix();}
const Matrix4f &GetInverseMatrix()
{
UpdateMatrix();
return inverse_matrix;
}
const Vector3f &GetTranslation ()const{return translation_vector;}
const Vector3f &GetScale ()const{return scale_vector;}
const Quatf & GetRotationQuat ()const{return rotation_quat;}
const Vector3f &GetRotationAxis ()const{return rotation_axis;}
const float GetRotateAngle ()const{return rotate_angle;}
void SetTranslation(const float x,const float y,const float z)
{
translation_vector.x=x;
translation_vector.y=y;
translation_vector.z=z;
matrix_dirty=true;
}
void SetTranslation(const Vector3f &v)
{
translation_vector=v;
matrix_dirty=true;
}
void SetRotation(const Quatf &q)
{
rotation_quat=q;
ExtractedQuat(q,rotation_axis,rotate_angle);
matrix_dirty=true;
}
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void SetRotation(const Vector3f &axis,const float angle)
{
rotation_axis=axis;
rotate_angle=angle;
UpdateQuat();
}
void SetRotationAxis(const Vector3f &axis)
{
rotation_axis=axis;
UpdateQuat();
}
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void SetRotation(const AXIS &axis,const float angle)
{
rotation_axis=GetAxisVector(axis);
rotate_angle=angle;
UpdateQuat();
}
void SetRotationAxis(const AXIS &axis)
{
rotation_axis=GetAxisVector(axis);
UpdateQuat();
}
void SetRotateAngle(float angle)
{
rotate_angle=angle;
UpdateQuat();
}
void SetScale(const Vector3f &v)
{
scale_vector=v;
matrix_dirty=true;
}
public:
Transform()
{
matrix=Identity4f;
inverse_matrix=Identity4f;
matrix_dirty=false;
translation_vector=Vector3f(0,0,0);
rotation_quat=Quatf(1,0,0,0);
rotation_axis=Vector3f(0,0,0);
rotate_angle=0;
scale_vector=Vector3f(1,1,1);
}
Transform(const Matrix4f &m)
{
SetFromMatrix4f(m);
}
void SetFromMatrix4f(const Matrix4f &m)
{
matrix=m;
inverse_matrix=inverse(m);
matrix_dirty=false;
DecomposeTransform(m,translation_vector,rotation_quat,scale_vector);
ExtractedQuat(rotation_quat,rotation_axis,rotate_angle);
}
inline Vector3f TransformPosition(const Vector3f &v)
{
return Vector3f(matrix*Vector4f(v,1.0f));
}
inline Vector3f TransformDirection(const Vector3f &v)
{
return Vector3f(matrix*Vector4f(v,0.0f));
}
inline Vector3f TransformNormal(const Vector3f &v)
{
return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));
}
inline Matrix3f TransformMatrix(const Matrix3f &child)
{
return Matrix3f(matrix*Matrix4f(child));
}
inline Matrix4f TransformMatrix(const Matrix4f &child)
{
return matrix*child;
}
};//Transform
constexpr const size_t TransformMatrix4fLength=sizeof(Transform);
Transform Blend(const Transform &from,const Transform &to,const float t);
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}//namespace hgl
#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE