This commit is contained in:
2025-07-08 13:02:35 +08:00
5 changed files with 48 additions and 56 deletions

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@@ -82,19 +82,17 @@ namespace hgl
/** /**
* 角度转弧度 * 角度转弧度
*/ */
template<typename T> inline constexpr float deg2rad(const float deg)
inline constexpr T deg2rad(const T deg)
{ {
return T(deg*(HGL_PI/180.0f)); return deg*(HGL_PI/180.0f);
} }
/** /**
* 弧度转角度 * 弧度转角度
*/ */
template<typename T> inline constexpr double rad2deg(const float rad)
inline constexpr T rad2deg(const T rad)
{ {
return T(rad*(180.0f/HGL_PI)); return rad*(180.0f/HGL_PI);
} }
/** /**

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@@ -51,16 +51,6 @@ namespace hgl
return glm::all(glm::epsilonEqual(q1,q2,err)); return glm::all(glm::epsilonEqual(q1,q2,err));
} }
inline Matrix4f inverse(const Matrix4f &m)
{
return glm::inverse(m);
}
inline Matrix4f transpose(const Matrix4f &m)
{
return glm::transpose(m);
}
/** /**
* 生成一个正角视图矩阵 * 生成一个正角视图矩阵
* @param left 左 * @param left 左
@@ -70,7 +60,7 @@ namespace hgl
* @param znear 近平面z值 * @param znear 近平面z值
* @param zfar 远平台z值 * @param zfar 远平台z值
*/ */
Matrix4f ortho( float left, Matrix4f OrthoMatrix( float left,
float right, float right,
float bottom, float bottom,
float top, float top,
@@ -84,14 +74,14 @@ namespace hgl
* @param znear 近平面z值 * @param znear 近平面z值
* @param zfar 远平台z值 * @param zfar 远平台z值
*/ */
Matrix4f ortho(float width,float height,float znear,float zfar); Matrix4f OrthoMatrix(float width,float height,float znear,float zfar);
/** /**
* 生成一个正角视图矩阵 * 生成一个正角视图矩阵
* @param width 宽 * @param width 宽
* @param height 高 * @param height 高
*/ */
Matrix4f ortho(float width,float height); Matrix4f OrthoMatrix(float width,float height);
/** /**
* 生成一个透视矩阵 * 生成一个透视矩阵
@@ -100,7 +90,7 @@ namespace hgl
* @param znear 近截面 * @param znear 近截面
* @param zfar 远截面 * @param zfar 远截面
*/ */
Matrix4f perspective( float field_of_view, Matrix4f PerspectiveMatrix( float field_of_view,
float aspect_ratio, float aspect_ratio,
float znear, float znear,
float zfar); float zfar);
@@ -110,66 +100,70 @@ namespace hgl
* @param target 目标位置 * @param target 目标位置
* @param up 向上向量 * @param up 向上向量
*/ */
Matrix4f lookat(const Vector3f &eye,const Vector3f &target,const Vector3f &up=AxisVector::Z); Matrix4f LookAtMatrix(const Vector3f &eye,const Vector3f &target,const Vector3f &up=AxisVector::Z);
inline Matrix4f translate(const Vector3f &v) inline Matrix4f TranslateMatrix(const Vector3f &v)
{ {
return glm::translate(Matrix4f(1.0f),v); return glm::translate(Matrix4f(1.0f),v);
} }
inline Matrix4f translate(float x,float y,float z) inline Matrix4f TranslateMatrix(float x,float y,float z)
{ {
return glm::translate(Matrix4f(1.0f),Vector3f(x,y,z)); return glm::translate(Matrix4f(1.0f),Vector3f(x,y,z));
} }
inline Matrix4f translate(float x,float y) inline Matrix4f TranslateMatrix(float x,float y)
{ {
return translate(x,y,1.0f); return glm::translate(Matrix4f(1.0f),Vector3f(x,y,1.0f));
} }
inline Matrix4f scale(const Vector3f &v) inline Matrix4f ScaleMatrix(const Vector3f &v)
{ {
return glm::scale(Matrix4f(1.0f),v); return glm::scale(Matrix4f(1.0f),v);
} }
inline Matrix4f scale(float x,float y,float z) inline Matrix4f ScaleMatrix(float x,float y,float z)
{ {
return glm::scale(Matrix4f(1.0f),Vector3f(x,y,z)); return glm::scale(Matrix4f(1.0f),Vector3f(x,y,z));
} }
inline Matrix4f scale(float x,float y) inline Matrix4f ScaleMatrix(float x,float y)
{ {
return scale(x,y,1.0f); return glm::scale(Matrix4f(1.0f),Vector3f(x,y,1.0f));
} }
inline Matrix4f scale(float s) inline Matrix4f ScaleMatrix(float s)
{ {
return glm::scale(Matrix4f(1.0f),Vector3f(s,s,s)); return glm::scale(Matrix4f(1.0f),Vector3f(s,s,s));
} }
inline Matrix4f rotate(float angle,const Vector3f &axis) inline Matrix4f AxisXRotate(float rad){return glm::rotate(Matrix4f(1.0f),rad,AxisVector::X);}
inline Matrix4f AxisYRotate(float rad){return glm::rotate(Matrix4f(1.0f),rad,AxisVector::Y);}
inline Matrix4f AxisZRotate(float rad){return glm::rotate(Matrix4f(1.0f),rad,AxisVector::Z);}
inline Matrix4f AxisRotate(float rad,const Vector3f &axis)
{ {
return glm::rotate(Matrix4f(1.0f),angle,axis); return glm::rotate(Matrix4f(1.0f),rad,axis);
} }
inline Matrix4f rotate(float angle,float x,float y,float z) inline Matrix4f AxisRotate(float rad,float x,float y,float z)
{ {
return glm::rotate(Matrix4f(1.0f),angle,Vector3f(x,y,z)); return glm::rotate(Matrix4f(1.0f),rad,Vector3f(x,y,z));
} }
inline Matrix4f rotate(float angle,float x,float y) inline Matrix4f AxisRotate(float rad,float x,float y)
{ {
return rotate(angle,x,y,1.0f); return AxisRotate(rad,x,y,1.0f);
} }
inline Matrix4f rotate(float angle,const Vector4f &axis) inline Matrix4f AxisRotate(float rad,const Vector4f &axis)
{ {
return rotate(angle,Vector3f(axis.x,axis.y,axis.z)); return AxisRotate(rad,Vector3f(axis.x,axis.y,axis.z));
} }
inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis) inline Vector3f AxisRotate(const Vector3f &v3f,float rad,const Vector3f &axis)
{ {
Vector4f result = rotate(angle, axis)*Vector4f(v3f, 1.0f); Vector4f result = AxisRotate(rad, axis)*Vector4f(v3f, 1.0f);
return Vector3f(result.x,result.y,result.z); return Vector3f(result.x,result.y,result.z);
} }

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@@ -101,7 +101,7 @@ namespace hgl
void MakeNewestData(Matrix4f &mat) override void MakeNewestData(Matrix4f &mat) override
{ {
mat=translate(offset); mat=TranslateMatrix(offset);
} }
public: public:
@@ -215,7 +215,7 @@ namespace hgl
void MakeNewestData(Matrix4f &mat) override void MakeNewestData(Matrix4f &mat) override
{ {
mat=rotate(angle,axis); mat=AxisRotate(angle,axis);
} }
public: public:
@@ -342,7 +342,7 @@ namespace hgl
void MakeNewestData(Matrix4f &mat) override void MakeNewestData(Matrix4f &mat) override
{ {
mat=scale(scale3f); mat=ScaleMatrix(scale3f);
} }
public: public:
@@ -395,7 +395,7 @@ namespace hgl
void MakeNewestData(Matrix4f &mat) override void MakeNewestData(Matrix4f &mat) override
{ {
mat=lookat(eye,center,up); mat=LookAtMatrix(eye,center,up);
} }
public: public:
@@ -695,7 +695,7 @@ namespace hgl
const Matrix4f GetMatrix()const //不能执行UpdateMatrix时的获取 const Matrix4f GetMatrix()const //不能执行UpdateMatrix时的获取
{ {
if(matrix_dirty) if(matrix_dirty)
return translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector); return TranslateMatrix(translation_vector)*ToMatrix(rotation_quat)*ScaleMatrix(scale_vector);
else else
return matrix; return matrix;
} }
@@ -778,7 +778,7 @@ namespace hgl
{ {
if(is_identity) if(is_identity)
{ {
if(IsNearlyZero(angle)==0) if(IsNearlyZero(angle))
return; return;
} }
@@ -793,7 +793,7 @@ namespace hgl
{ {
if(is_identity) if(is_identity)
{ {
if(IsNearlyZero(angle)==0) if(IsNearlyZero(angle))
return; return;
} }
@@ -808,7 +808,7 @@ namespace hgl
{ {
if(is_identity) if(is_identity)
{ {
if(IsNearlyZero(angle)==0) if(IsNearlyZero(angle))
return; return;
} }

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@@ -14,7 +14,7 @@
namespace hgl namespace hgl
{ {
Matrix4f ortho( float left, Matrix4f OrthoMatrix( float left,
float right, float right,
float bottom, float bottom,
float top, float top,
@@ -51,9 +51,9 @@ namespace hgl
* @param znear 近平面z值 * @param znear 近平面z值
* @param zfar 远平台z值 * @param zfar 远平台z值
*/ */
Matrix4f ortho(float width,float height,float znear,float zfar) Matrix4f OrthoMatrix(float width,float height,float znear,float zfar)
{ {
return ortho(0.0f,width,height,0.0f,znear,zfar); return OrthoMatrix(0.0f,width,height,0.0f,znear,zfar);
} }
/** /**
@@ -61,9 +61,9 @@ namespace hgl
* @param width 宽 * @param width 宽
* @param height 高 * @param height 高
*/ */
Matrix4f ortho(float width,float height) Matrix4f OrthoMatrix(float width,float height)
{ {
return ortho(width,height,0.0f,1.0f); return OrthoMatrix(width,height,0.0f,1.0f);
} }
/** /**
@@ -73,7 +73,7 @@ namespace hgl
* @param znear 近截面 * @param znear 近截面
* @param zfar 远截面 * @param zfar 远截面
*/ */
Matrix4f perspective( float field_of_view, Matrix4f PerspectiveMatrix( float field_of_view,
float aspect_ratio, float aspect_ratio,
float znear, float znear,
float zfar) float zfar)
@@ -105,7 +105,7 @@ namespace hgl
//经查证此代码等于glm::perspectiveRH_ZO之后将[1][1]乘-1在SaschaWillems的范例中如果反转Y轴则[1][1]确实要乘-1。 //经查证此代码等于glm::perspectiveRH_ZO之后将[1][1]乘-1在SaschaWillems的范例中如果反转Y轴则[1][1]确实要乘-1。
} }
Matrix4f lookat(const Vector3f &eye,const Vector3f &target,const Vector3f &up) Matrix4f LookAtMatrix(const Vector3f &eye,const Vector3f &target,const Vector3f &up)
{ {
Vector3f forward=normalize(target-eye); Vector3f forward=normalize(target-eye);
Vector3f right =normalize(cross(forward,up)); Vector3f right =normalize(cross(forward,up));

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@@ -52,7 +52,7 @@ namespace hgl
} }
else else
{ {
matrix=translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector); matrix=TranslateMatrix(translation_vector)*ToMatrix(rotation_quat)*ScaleMatrix(scale_vector);
inverse_matrix=inverse(matrix); inverse_matrix=inverse(matrix);
transpose_inverse_matrix=transpose(inverse_matrix); transpose_inverse_matrix=transpose(inverse_matrix);