187 lines
4.8 KiB
C++
187 lines
4.8 KiB
C++
#ifndef HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE
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#define HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE
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#include<hgl/math/Vector.h>
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#include<hgl/TypeFunc.h>
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//注:GLM/CML(OpenGLMode)是列矩阵,计算坐标matrix*pos
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// 而MGL是行矩阵,需要反过来pos*matrix
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#include<glm/gtc/matrix_transform.hpp>
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namespace hgl
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{
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using Quat4f=glm::quat;
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using Matrix2f=glm::mat2;
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using Matrix3f=glm::mat3;
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using Matrix4f=glm::mat4;
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using Matrix2x4f=glm::mat2x4;
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using Matrix3x4f=glm::mat3x4;
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using Matrix4x2f=glm::mat4x2;
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using Matrix4x3f=glm::mat4x3;
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constexpr const Matrix2f Identity2f=Matrix2f(1.0f);
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constexpr const Matrix3f Identity3f=Matrix3f(1.0f);
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constexpr const Matrix4f Identity4f=Matrix4f(1.0f);
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constexpr const Matrix3f Identity3x4f=Matrix3x4f(1.0f);
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inline Matrix4f inverse(const Matrix4f &m)
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{
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return glm::inverse(m);
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}
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inline Matrix4f transpose(const Matrix4f &m)
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{
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return glm::transpose(m);
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}
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/**
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* 生成一个正角视图矩阵
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* @param left 左
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* @param right 右
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* @param top 顶
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* @param bottom 底
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* @param znear 近平面z值
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* @param zfar 远平台z值
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*/
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Matrix4f ortho( float left,
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float right,
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float bottom,
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float top,
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float znear,
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float zfar );
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/**
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* 生成一个正角视图矩阵
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* @param width 宽
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* @param height 高
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* @param znear 近平面z值
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* @param zfar 远平台z值
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*/
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Matrix4f ortho(float width,float height,float znear,float zfar);
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/**
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* 生成一个正角视图矩阵
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* @param width 宽
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* @param height 高
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*/
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Matrix4f ortho(float width,float height);
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/**
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* 生成一个透视矩阵
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* @param aspect_ratio 宽高比
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* @param field_of_view 视野
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* @param znear 近截面
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* @param zfar 远截面
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*/
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Matrix4f perspective( float field_of_view,
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float aspect_ratio,
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float znear,
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float zfar);
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/**
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* 产生一个lookat变换矩阵
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* @param eye 眼睛位置
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* @param target 目标位置
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* @param up 向上向量
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*/
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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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{
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return glm::translate(Matrix4f(1.0f),v);
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}
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inline Matrix4f translate(float x,float y,float z)
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{
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return glm::translate(Matrix4f(1.0f),Vector3f(x,y,z));
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}
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inline Matrix4f translate(float x,float y)
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{
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return translate(x,y,1.0f);
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}
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inline Matrix4f scale(const Vector3f &v)
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{
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return glm::scale(Matrix4f(1.0f),v);
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}
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inline Matrix4f scale(float x,float y,float z)
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{
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return glm::scale(Matrix4f(1.0f),Vector3f(x,y,z));
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}
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inline Matrix4f scale(float x,float y)
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{
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return scale(x,y,1.0f);
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}
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inline Matrix4f scale(float s)
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{
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return glm::scale(Matrix4f(1.0f),Vector3f(s,s,s));
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}
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inline Matrix4f rotate(float angle,const Vector3f &axis)
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{
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return glm::rotate(Matrix4f(1.0f),angle,axis);
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}
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inline Matrix4f rotate(float angle,float x,float y,float z)
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{
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return glm::rotate(Matrix4f(1.0f),angle,Vector3f(x,y,z));
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}
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inline Matrix4f rotate(float angle,float x,float y)
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{
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return rotate(angle,x,y,1.0f);
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}
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inline Matrix4f rotate(float angle,const Vector4f &axis)
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{
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return rotate(angle,Vector3f(axis.x,axis.y,axis.z));
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}
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inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis)
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{
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Vector4f result = rotate(angle, axis)*Vector4f(v3f, 1.0f);
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return Vector3f(result.x,result.y,result.z);
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}
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inline Vector3f TransformPosition(const Matrix4f &m,const Vector3f &v)
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{
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return Vector3f(m*Vector4f(v,1.0f));
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}
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inline Vector3f TransformDirection(const Matrix4f &m,const Vector3f &v)
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{
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return Vector3f(m*Vector4f(v,0.0f));
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}
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inline Vector3f TransformNormal(const Matrix4f &m,const Vector3f &v)
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{
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return normalize(Vector3f(transpose(inverse(m))*Vector4f(v,0.0f)));
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}
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inline Vector3f TransformNormal(const Matrix3f &m,const Vector3f &v)
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{
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return normalize(m*v);
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}
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inline Matrix3f TransformMatrix(const Matrix3f &root,const Matrix3f &child)
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{
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return root*child;
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}
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inline Matrix3f TransformMatrix(const Matrix4f &root,const Matrix3f &child)
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{
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return Matrix3f(root*Matrix4f(child));
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}
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inline Matrix4f TransformMatrix(const Matrix4f &root,const Matrix4f &child)
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{
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return root*child;
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}
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}//namespace hgl
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#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE
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