#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 IsIdentityMatrix(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 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); } 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; } const Matrix4f GetRotateMatrix(const Vector3f &world_position,const Vector3f &old_direction,const Vector3f &new_direction); const Quatf GetRotateQuat(const Vector3f &world_position,const Vector3f &old_direction,const Vector3f &new_direction); // 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); }//namespace hgl #endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE