2019-04-24 00:35:56 +08:00
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#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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2019-05-21 21:28:33 +08:00
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#include<hgl/TypeFunc.h>
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2019-04-24 00:35:56 +08:00
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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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namespace hgl
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{
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using Matrix3f=float3x3;
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using Matrix4f=float4x4;
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inline Matrix4f identity()
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{
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return Matrix4f::identity;
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}
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inline Matrix4f inverse(const Matrix4f &m)
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{
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return m.Inverted();
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}
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inline 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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return Matrix4f(
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2.0f / (right - left), 0.0f, 0.0f, -(right + left) / (right - left),
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0.0f, 2.0f / (bottom - top), 0.0f, -(bottom + top) / (bottom - top),
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0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
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0.0f, 0.0f, 0.0f, 1.0f);
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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 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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inline Matrix4f ortho(float width,float height,float znear,float zfar)
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{
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return Matrix4f(
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2.0f / width, 0.0f, 0.0f, -1,
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0.0f, 2.0f / height, 0.0f, -1,
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0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
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0.0f, 0.0f, 0.0f, 1.0f);
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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 width 宽
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* @param height 高
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*/
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inline Matrix4f ortho(float width,float height)
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{
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return Matrix4f(
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2.0f / width, 0.0f, 0.0f, -1,
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0.0f, 2.0f / height, 0.0f, -1,
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0.0f, 0.0f, -1.0f , 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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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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inline Matrix4f perspective(float aspect_ratio,
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float field_of_view,
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float znear,
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float zfar)
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{
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const float f = 1.0f / tan( hgl_ang2rad( 0.5f * field_of_view ) );
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return Matrix4f(
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f / aspect_ratio, 0.0f, 0.0f, 0.0f,
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0.0f, -f, 0.0f, 0.0f,
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0.0f, 0.0f, zfar / (znear - zfar), (znear * zfar) / (znear - zfar),
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0.0f, 0.0f, -1.0f, 0.0f);
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}
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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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*/
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inline Matrix4f perspective(float aspect_ratio,
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float field_of_view=45.0f)
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{
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const float f = 1.0f / tan( hgl_ang2rad( 0.5f * field_of_view ) );
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return Matrix4f(
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f / aspect_ratio, 0.0f, 0.0f, 0.0f,
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0.0f, -f, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f);
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}
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inline Matrix4f translate(const Vector3f &v)
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{
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return Matrix4f::Translate(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 Matrix4f::Translate(x,y,z);
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}
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inline Matrix4f scale(const Vector3f &v)
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{
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return Matrix4f::Scale(v,Vector3f::zero);
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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 Matrix4f::Scale(Vector3f(x,y,z),Vector3f::zero);
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}
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inline Matrix4f scale(float s)
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{
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return Matrix4f::Scale(Vector3f(s,s,s),Vector3f::zero);
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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 Matrix4f::RotateAxisAngle(axis.Normalized(),angle);
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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 rotate(angle,Vector3f(x,y,z));
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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 result.xyz();
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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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