335 lines
7.9 KiB
C++
335 lines
7.9 KiB
C++
#pragma once
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#include<hgl/math/Matrix.h>
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namespace hgl
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{
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/**
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* 变换矩阵<Br>
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* 便于分散管理平移、旋转、缩放等数值
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*/
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class Transform
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{
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protected:
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uint32 version;
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bool is_identity;
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bool is_zero_rotate;
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bool matrix_dirty;
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Matrix4f matrix;
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Matrix4f inverse_matrix;
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Matrix4f transpose_inverse_matrix;
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Vector3f translation_vector;
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Quatf rotation_quat;
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Vector3f rotation_axis;
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float rotate_angle;
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Vector3f scale_vector;
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protected:
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void UpdateQuat()
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{
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if(IsNearlyZero(rotate_angle))
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{
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if(is_zero_rotate)
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return;
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is_zero_rotate=true;
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rotation_quat=IdentityQuatf;
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return;
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}
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else
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{
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is_zero_rotate=false;
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rotation_quat=RotationQuat(rotate_angle,rotation_axis);
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}
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matrix_dirty=true;
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}
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public:
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void UpdateMatrix()
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{
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if(!matrix_dirty)
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return;
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if(translation_vector==ZeroVector3f
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&&rotation_quat==IdentityQuatf
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&&scale_vector==OneVector3f)
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{
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if(is_identity) //如果之前就是空的,那不更新版本号
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{
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matrix_dirty=false;
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return;
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}
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SetToIdentity();
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}
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else
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{
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matrix=translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
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inverse_matrix=inverse(matrix);
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transpose_inverse_matrix=transpose(inverse_matrix);
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is_identity=false;
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}
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matrix_dirty=false;
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if(version>0xF0000000)
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version=0;
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else
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++version;
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}
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const uint32 GetVersion()
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{
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UpdateMatrix();
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return version;
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}
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const bool IsIdentity()
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{
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UpdateMatrix();
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return is_identity;
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}
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const Matrix4f &GetMatrix()
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{
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UpdateMatrix();
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return matrix;
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}
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const Matrix4f GetMatrix()const //不能执行UpdateMatrix时的获取
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{
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if(matrix_dirty)
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return translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
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else
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return matrix;
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}
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operator const Matrix4f &(){return GetMatrix();}
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const Matrix4f &GetInverseMatrix()
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{
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UpdateMatrix();
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return inverse_matrix;
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}
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const Vector3f &GetTranslation ()const{return translation_vector;}
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const Vector3f &GetScale ()const{return scale_vector;}
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const Quatf & GetRotationQuat ()const{return rotation_quat;}
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const Vector3f &GetRotationAxis ()const{return rotation_axis;}
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const float GetRotateAngle ()const{return rotate_angle;}
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void SetTranslation(const float x,const float y,const float z)
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{
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translation_vector.x=x;
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translation_vector.y=y;
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translation_vector.z=z;
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matrix_dirty=true;
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}
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void SetTranslation(const Vector3f &v)
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{
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translation_vector=v;
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matrix_dirty=true;
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}
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void ClearRotation()
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{
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rotation_quat=IdentityQuatf;
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rotation_axis=ZeroVector3f;
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rotate_angle=0;
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matrix_dirty=true;
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}
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void SetRotation(const Quatf &q)
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{
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rotation_quat=q;
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ExtractedQuat(q,rotation_axis,rotate_angle);
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matrix_dirty=true;
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}
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void SetRotation(const Vector3f &axis,const float angle)
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{
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rotation_axis=axis;
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rotate_angle=angle;
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UpdateQuat();
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}
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void SetRotation(const AXIS &axis,const float angle)
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{
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rotation_axis=GetAxisVector(axis);
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rotate_angle=angle;
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UpdateQuat();
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}
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void SetRotateAngle(float angle)
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{
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rotate_angle=angle;
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UpdateQuat();
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}
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void SetScale(const float &v)
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{
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scale_vector=Vector3f(v,v,v);
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matrix_dirty=true;
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}
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void SetScale(const float x,const float y,const float z)
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{
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scale_vector.x=x;
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scale_vector.y=y;
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scale_vector.z=z;
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matrix_dirty=true;
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}
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void SetScale(const Vector3f &v)
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{
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scale_vector=v;
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matrix_dirty=true;
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}
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public:
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Transform()
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{
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SetToIdentity();
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}
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Transform(const Matrix4f &m)
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{
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SetFromMatrix4f(m);
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}
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Transform(const Transform &t)
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{
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hgl_cpy(*this,t);
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}
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void SetToIdentity()
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{
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is_identity=true;
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is_zero_rotate=true;
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matrix=Identity4f;
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inverse_matrix=Identity4f;
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matrix_dirty=false;
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translation_vector=ZeroVector3f;
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rotation_quat=IdentityQuatf;
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rotation_axis=ZeroVector3f;
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rotate_angle=0;
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scale_vector=OneVector3f;
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}
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const bool operator == (const Transform &t)
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{
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UpdateMatrix();
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if(is_identity)
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{
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if(t.is_identity)
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return(true);
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else
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return(false);
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}
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else
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{
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if(t.is_identity)
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return(false);
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}
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const Matrix4f tm=t.GetMatrix();
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return matrix==tm;
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}
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void operator = (const Transform &t)
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{
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hgl_cpy(*this,t);
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UpdateMatrix();
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}
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void SetFromMatrix4f(const Matrix4f &m)
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{
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is_identity=IsIdentityMatrix(m);
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if(is_identity)
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{
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SetToIdentity();
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return;
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}
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matrix=m;
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inverse_matrix=inverse(m);
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matrix_dirty=false;
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DecomposeTransform(m,translation_vector,rotation_quat,scale_vector);
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ExtractedQuat(rotation_quat,rotation_axis,rotate_angle);
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}
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inline Vector3f TransformPosition(const Vector3f &v)
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{
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UpdateMatrix();
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return Vector3f(matrix*Vector4f(v,1.0f));
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}
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inline Vector3f TransformDirection(const Vector3f &v)
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{
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UpdateMatrix();
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return Vector3f(matrix*Vector4f(v,0.0f));
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}
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inline Vector3f TransformNormal(const Vector3f &v)
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{
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UpdateMatrix();
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return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));
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}
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inline Matrix3f TransformMatrix(const Matrix3f &child)
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{
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UpdateMatrix();
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return Matrix3f(matrix*Matrix4f(child));
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}
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inline Matrix4f TransformMatrix(const Matrix4f &child)
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{
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UpdateMatrix();
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return matrix*child;
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}
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inline Transform TransformTransform(const Transform &child)
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{
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UpdateMatrix();
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const Matrix4f &child_matrix=child.GetMatrix();
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return Transform(matrix*child_matrix);
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}
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inline Transform TransformTransform(const Transform &child)const
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{
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const Matrix4f &cur_matrix=GetMatrix();
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const Matrix4f &child_matrix=child.GetMatrix();
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return Transform(cur_matrix*child_matrix);
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}
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};//Transform
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constexpr const size_t TransformMatrix4fLength=sizeof(Transform);
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Transform Lerp(const Transform &from,const Transform &to,const float t);
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}//namespace hgl
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