146 lines
4.7 KiB
C++
146 lines
4.7 KiB
C++
#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
|
||
|
||
namespace hgl
|
||
{
|
||
using Matrix3f=float3x3;
|
||
using Matrix4f=float4x4;
|
||
|
||
inline Matrix4f identity()
|
||
{
|
||
return Matrix4f::identity;
|
||
}
|
||
|
||
inline Matrix4f inverse(const Matrix4f &m)
|
||
{
|
||
return m.Inverted();
|
||
}
|
||
|
||
inline Matrix4f ortho( float left,
|
||
float right,
|
||
float bottom,
|
||
float top,
|
||
float znear,
|
||
float zfar )
|
||
{
|
||
return Matrix4f(
|
||
2.0f / (right - left), 0.0f, 0.0f, -(right + left) / (right - left),
|
||
0.0f, 2.0f / (bottom - top), 0.0f, -(bottom + top) / (bottom - top),
|
||
0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
|
||
0.0f, 0.0f, 0.0f, 1.0f);
|
||
}
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
inline Matrix4f ortho(float width,float height,float znear,float zfar)
|
||
{
|
||
return Matrix4f(
|
||
2.0f / width, 0.0f, 0.0f, -1,
|
||
0.0f, 2.0f / height, 0.0f, -1,
|
||
0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
|
||
0.0f, 0.0f, 0.0f, 1.0f);
|
||
}
|
||
|
||
/**
|
||
* 生成一个正角视图矩阵
|
||
* @param width 宽
|
||
* @param height 高
|
||
*/
|
||
inline Matrix4f ortho(float width,float height)
|
||
{
|
||
return Matrix4f(
|
||
2.0f / width, 0.0f, 0.0f, -1,
|
||
0.0f, 2.0f / height, 0.0f, -1,
|
||
0.0f, 0.0f, -1.0f , 0.0f,
|
||
0.0f, 0.0f, 0.0f, 1.0f);
|
||
}
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
inline Matrix4f perspective(float field_of_view,
|
||
float aspect_ratio,
|
||
float znear,
|
||
float zfar)
|
||
{
|
||
const float f = 1.0f / tan( hgl_ang2rad( 0.5f * field_of_view ) );
|
||
|
||
// float scaleX, shearXy, shearXz, x;
|
||
//float shearYx, scaleY, shearYz, y;
|
||
//float shearZx, shearZy, scaleZ, z;
|
||
//float shearWx, shearWy, shearWz, w;
|
||
|
||
return Matrix4f(
|
||
f / aspect_ratio, 0.0f, 0.0f, 0.0f,
|
||
0.0f, -f, 0.0f, 0.0f,
|
||
0.0f, 0.0f, zfar / (znear - zfar), (znear * zfar) / (znear - zfar),
|
||
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
// 某些引擎这两项会乘0.5,那是因为他们是 -1 to 1 的Z值设定,而我们是0 to 1,所以这里不用乘
|
||
// 同理,camera的znear为接近0的正数,zfar为一个较大的正数,默认使用16/256
|
||
|
||
0.0f, 0.0f, -1.0f, 0.0f);
|
||
}
|
||
|
||
inline Matrix4f translate(const Vector3f &v)
|
||
{
|
||
return Matrix4f::Translate(v);
|
||
}
|
||
|
||
inline Matrix4f translate(float x,float y,float z)
|
||
{
|
||
return Matrix4f::Translate(x,y,z);
|
||
}
|
||
|
||
inline Matrix4f scale(const Vector3f &v)
|
||
{
|
||
return Matrix4f::Scale(v,Vector3f::zero);
|
||
}
|
||
|
||
inline Matrix4f scale(float x,float y,float z)
|
||
{
|
||
return Matrix4f::Scale(Vector3f(x,y,z),Vector3f::zero);
|
||
}
|
||
|
||
inline Matrix4f scale(float s)
|
||
{
|
||
return Matrix4f::Scale(Vector3f(s,s,s),Vector3f::zero);
|
||
}
|
||
|
||
inline Matrix4f rotate(float angle,const Vector3f &axis)
|
||
{
|
||
return Matrix4f::RotateAxisAngle(axis.Normalized(),angle);
|
||
}
|
||
|
||
inline Matrix4f rotate(float angle,float x,float y,float z)
|
||
{
|
||
return rotate(angle,Vector3f(x,y,z));
|
||
}
|
||
|
||
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 result.xyz();
|
||
}
|
||
}//namespace hgl
|
||
#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE
|