#ifndef HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE #define HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE #include #include //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 #include #include #include #include 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 inline Matrix4f inverse(const Matrix4f &m) { return glm::inverse(m); } inline Matrix4f transpose(const Matrix4f &m) { return glm::transpose(m); } /** * 生成一个正角视图矩阵 * @param left 左 * @param right 右 * @param top 顶 * @param bottom 底 * @param znear 近平面z值 * @param zfar 远平台z值 */ Matrix4f ortho( float left, float right, float bottom, float top, float znear, float zfar ); /** * 生成一个正角视图矩阵 * @param width 宽 * @param height 高 * @param znear 近平面z值 * @param zfar 远平台z值 */ Matrix4f ortho(float width,float height,float znear,float zfar); /** * 生成一个正角视图矩阵 * @param width 宽 * @param height 高 */ Matrix4f ortho(float width,float height); /** * 生成一个透视矩阵 * @param aspect_ratio 宽高比 * @param field_of_view 视野 * @param znear 近截面 * @param zfar 远截面 */ Matrix4f perspective( float field_of_view, float aspect_ratio, float znear, float zfar); /** * 产生一个lookat变换矩阵 * @param eye 眼睛位置 * @param target 目标位置 * @param up 向上向量 */ Matrix4f lookat(const Vector3f &eye,const Vector3f &target,const Vector3f &up); inline Matrix4f translate(const Vector3f &v) { return glm::translate(Matrix4f(1.0f),v); } inline Matrix4f translate(float x,float y,float z) { return glm::translate(Matrix4f(1.0f),Vector3f(x,y,z)); } inline Matrix4f translate(float x,float y) { return translate(x,y,1.0f); } inline Matrix4f scale(const Vector3f &v) { return glm::scale(Matrix4f(1.0f),v); } inline Matrix4f scale(float x,float y,float z) { return glm::scale(Matrix4f(1.0f),Vector3f(x,y,z)); } inline Matrix4f scale(float x,float y) { return scale(x,y,1.0f); } inline Matrix4f scale(float s) { return glm::scale(Matrix4f(1.0f),Vector3f(s,s,s)); } inline Matrix4f rotate(float angle,const Vector3f &axis) { return glm::rotate(Matrix4f(1.0f),angle,axis); } inline Matrix4f rotate(float angle,float x,float y,float z) { return glm::rotate(Matrix4f(1.0f),angle,Vector3f(x,y,z)); } inline Matrix4f rotate(float angle,float x,float y) { return rotate(angle,x,y,1.0f); } 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); 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 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); } 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; } /** * 带误差的比较两个浮点矩阵是否相等 * @param m1 矩阵1 * @param m2 矩阵2 * @param deviation 允许的误差值 */ template 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 * 便于分散管理平移、旋转、缩放等数值 */ 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; } 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 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; } void SetRotation(const Vector3f &axis,float angle) { rotation_axis=axis; rotate_angle=angle; UpdateQuat(); } void SetRotationAxis(const Vector3f &axis) { rotation_axis=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); }//namespace hgl #endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE