Rotate重命名,并增加AxisXRotate/AxisYRotate/AxisZRotate
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@@ -147,29 +147,33 @@ namespace hgl
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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 rad,const Vector3f &axis)
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inline Matrix4f AxisXRotate(float rad){return glm::rotate(Matrix4f(1.0f),rad,AxisVector::X);}
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inline Matrix4f AxisYRotate(float rad){return glm::rotate(Matrix4f(1.0f),rad,AxisVector::Y);}
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inline Matrix4f AxisZRotate(float rad){return glm::rotate(Matrix4f(1.0f),rad,AxisVector::Z);}
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inline Matrix4f AxisRotate(float rad,const Vector3f &axis)
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{
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return glm::rotate(Matrix4f(1.0f),rad,axis);
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}
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inline Matrix4f rotate(float rad,float x,float y,float z)
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inline Matrix4f AxisRotate(float rad,float x,float y,float z)
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{
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return glm::rotate(Matrix4f(1.0f),rad,Vector3f(x,y,z));
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}
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inline Matrix4f rotate(float rad,float x,float y)
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inline Matrix4f AxisRotate(float rad,float x,float y)
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{
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return rotate(rad,x,y,1.0f);
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return AxisRotate(rad,x,y,1.0f);
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}
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inline Matrix4f rotate(float rad,const Vector4f &axis)
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inline Matrix4f AxisRotate(float rad,const Vector4f &axis)
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{
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return rotate(rad,Vector3f(axis.x,axis.y,axis.z));
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return AxisRotate(rad,Vector3f(axis.x,axis.y,axis.z));
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}
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inline Vector3f rotate(const Vector3f &v3f,float rad,const Vector3f &axis)
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inline Vector3f AxisRotate(const Vector3f &v3f,float rad,const Vector3f &axis)
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{
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Vector4f result = rotate(rad, axis)*Vector4f(v3f, 1.0f);
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Vector4f result = AxisRotate(rad, 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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@@ -215,7 +215,7 @@ namespace hgl
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void MakeNewestData(Matrix4f &mat) override
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{
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mat=rotate(angle,axis);
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mat=AxisRotate(angle,axis);
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}
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public:
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