Merge remote-tracking branch 'origin/master'

# Conflicts:
#	src/Math/Matrix4f.cpp
This commit is contained in:
2021-09-24 20:42:56 +08:00
2 changed files with 40 additions and 55 deletions

View File

@@ -6,20 +6,26 @@
//注GLM/CML(OpenGLMode)是列矩阵,计算坐标matrix*pos //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 // 而MGL是行矩阵需要反过来pos*matrix
#include<glm/gtc/matrix_transform.hpp>
namespace hgl namespace hgl
{ {
using Matrix3f=float3x3; using Matrix3f=glm::mat3;
using Matrix4f=float4x4; using Matrix4f=glm::mat4;
using Matrix3x4f=float3x4;
inline Matrix4f identity() inline Matrix4f identity()
{ {
return Matrix4f::identity; return Matrix4f();
} }
inline Matrix4f inverse(const Matrix4f &m) inline Matrix4f inverse(const Matrix4f &m)
{ {
return m.Inverted(); return glm::inverse(m);
}
inline Matrix4f transpose(const Matrix4f &m)
{
return glm::transpose(m);
} }
/** /**
@@ -76,52 +82,52 @@ namespace hgl
inline Matrix4f translate(const Vector3f &v) inline Matrix4f translate(const Vector3f &v)
{ {
return Matrix4f::Translate(v); return glm::translate(Matrix4f(1.0f),v);
} }
inline Matrix4f translate(float x,float y,float z) inline Matrix4f translate(float x,float y,float z)
{ {
return Matrix4f::Translate(x,y,z); return glm::translate(Matrix4f(1.0f),Vector3f(x,y,z));
} }
inline Matrix4f translate(float x,float y) inline Matrix4f translate(float x,float y)
{ {
return Matrix4f::Translate(x,y,1.0f); return translate(x,y,1.0f);
} }
inline Matrix4f scale(const Vector3f &v) inline Matrix4f scale(const Vector3f &v)
{ {
return Matrix4f::Scale(v,Vector3f::zero); return glm::scale(Matrix4f(1.0f),v);
} }
inline Matrix4f scale(float x,float y,float z) inline Matrix4f scale(float x,float y,float z)
{ {
return Matrix4f::Scale(Vector3f(x,y,z),Vector3f::zero); return glm::scale(Matrix4f(1.0f),Vector3f(x,y,z));
} }
inline Matrix4f scale(float x,float y) inline Matrix4f scale(float x,float y)
{ {
return Matrix4f::Scale(Vector3f(x,y,1.0f),Vector3f::zero); return scale(x,y,1.0f);
} }
inline Matrix4f scale(float s) inline Matrix4f scale(float s)
{ {
return Matrix4f::Scale(Vector3f(s,s,s),Vector3f::zero); return glm::scale(Matrix4f(1.0f),Vector3f(s,s,s));
} }
inline Matrix4f rotate(float angle,const Vector3f &axis) inline Matrix4f rotate(float angle,const Vector3f &axis)
{ {
return Matrix4f::RotateAxisAngle(axis.Normalized(),angle); return glm::rotate(Matrix4f(1.0f),angle,axis);
} }
inline Matrix4f rotate(float angle,float x,float y,float z) inline Matrix4f rotate(float angle,float x,float y,float z)
{ {
return rotate(angle,Vector3f(x,y,z)); return glm::rotate(Matrix4f(1.0f),angle,Vector3f(x,y,z));
} }
inline Matrix4f rotate(float angle,float x,float y) inline Matrix4f rotate(float angle,float x,float y)
{ {
return rotate(angle,Vector3f(x,y,1.0f)); return rotate(angle,x,y,1.0f);
} }
inline Matrix4f rotate(float angle,const Vector4f &axis) inline Matrix4f rotate(float angle,const Vector4f &axis)
@@ -131,9 +137,9 @@ namespace hgl
inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis) inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis)
{ {
Vector4f result=rotate(angle,axis)*Vector4f(v3f,1.0f); Vector4f result = rotate(angle, axis)*Vector4f(v3f, 1.0f);
return result.xyz(); return Vector3f(result.x,result.y,result.z);
} }
}//namespace hgl }//namespace hgl
#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE #endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE

View File

@@ -3,37 +3,16 @@
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning(disable:4244) // double -> int 精度丢失警告 #pragma warning(disable:4244) // double -> int 精度丢失警告
#pragma warning(disable:4996) // sprintf may be unsafe, Consider using sprintf_s instead
#endif//_MSC_VER #endif//_MSC_VER
#include<hgl/math/FastTriangle.h> #include<hgl/math/FastTriangle.h>
#include<MathGeoLib.h> #include<glm/glm.hpp>
/**
* MathGeoLib
* Game Math and Geometry Library
*
* My C++ library for 3D mathematics and geometry manipulation.
* Jukka Jylänki
*
* offical web: http://clb.demon.fi/MathGeoLib/nightly/
*
* License:
*
* This library is licensed under the Apache 2 license. I am not a lawyer, but to me that
* license means that you can use this code for any purpose, both commercial and closed source.
* You are however restricted from claiming you wrote it yourself, and cannot hold me liable
* for anything over this code.
* I acknowledge that most of the non-trivial math routines are taken off a book or a
* research paper. In all places, I have tried to be diligent to properly attribute the original
* source. Please contact me if you feel I have misattributed something.
*/
namespace hgl namespace hgl
{ {
using Vector2f=float2; using Vector2f=glm::vec2;
using Vector3f=float3; using Vector3f=glm::vec3;
using Vector4f=float4; using Vector4f=glm::vec4;
using Vector2i=glm::ivec2; using Vector2i=glm::ivec2;
using Vector2u=glm::uvec2; using Vector2u=glm::uvec2;
@@ -120,18 +99,18 @@ namespace hgl
template<typename T> template<typename T>
inline T normalized(const T &v) inline T normalized(const T &v)
{ {
return v.Normalized(); return glm::normalize(v);
} }
template<typename T> template<typename T>
inline void normalize(T &v) inline void normalize(T &v)
{ {
v.Normalize(); v=glm::normalize(v);
} }
inline Vector3f cross(const Vector3f &v1,const Vector3f &v2) inline Vector3f cross(const Vector3f &v1,const Vector3f &v2)
{ {
return v1.Cross(v2); return glm::cross(v1,v2);
} }
inline Vector4f cross(const Vector4f &v1,const Vector4f &v2) inline Vector4f cross(const Vector4f &v1,const Vector4f &v2)
@@ -147,19 +126,19 @@ namespace hgl
template<typename T> template<typename T>
inline float dot(const T &v1,const T &v2) inline float dot(const T &v1,const T &v2)
{ {
return v1.Dot(v2); return glm::dot(v1,v2);
} }
template<typename T> //template<typename T>
inline float dot2(const T &v) //inline float dot2(const T &v)
{ //{
return v.Dot(v); // return v.Dot(v);
} //}
inline float ray_angle_cos(const Ray &ray,const vec &pos) //inline float ray_angle_cos(const Ray &ray,const vec &pos)
{ //{
return ray.dir.Dot((pos-ray.pos).Normalized()); // return ray.dir.Dot((pos-ray.pos).Normalized());
} //}
inline float length_squared(const Vector2f &v) inline float length_squared(const Vector2f &v)
{ {