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2024-07-25 02:57:01 +08:00

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@@ -12,18 +12,20 @@ namespace hgl
{
using Quat4f=glm::quat;
using Matrix2f=glm::mat2;
using Matrix3f=glm::mat3;
using Matrix4f=glm::mat4;
using Matrix2x4f=glm::mat2x4;
using Matrix3x4f=glm::mat3x4;
using Matrix4x2f=glm::mat4x2;
using Matrix4x3f=glm::mat4x3;
#define DEFINE_MATRIX(num) using Matrix##num##f=glm::mat##num; \
constexpr const Matrix##num##f Identity##num##f=Matrix##num##f(1.0f); \
inline bool IsIdentity(const Matrix##num##f &m){return(hgl_cmp(m,Identity##num##f)==0);} \
inline int FastMatrixComp(const Matrix##num##f &m1,const Matrix##num##f &m2){return hgl_cmp(m1,m2);}
constexpr const Matrix2f Identity2f=Matrix2f(1.0f);
constexpr const Matrix3f Identity3f=Matrix3f(1.0f);
constexpr const Matrix4f Identity4f=Matrix4f(1.0f);
constexpr const Matrix3f Identity3x4f=Matrix3x4f(1.0f);
DEFINE_MATRIX(2)
DEFINE_MATRIX(3)
DEFINE_MATRIX(4)
DEFINE_MATRIX(2x4)
DEFINE_MATRIX(3x4)
DEFINE_MATRIX(4x2)
DEFINE_MATRIX(4x3)
#undef DEFINE_MATRIX
inline Matrix4f inverse(const Matrix4f &m)
{
@@ -143,9 +145,68 @@ namespace hgl
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 Vector3f(result.x,result.y,result.z);
return Vector3f(result.x,result.y,result.z);
}
inline Vector3f TransformPosition(const Matrix4f &m,const Vector3f &v)
{
return Vector3f(m*Vector4f(v,1.0f));
}
inline Vector3f TransformDirection(const Matrix4f &m,const Vector3f &v)
{
return Vector3f(m*Vector4f(v,0.0f));
}
inline Vector3f TransformNormal(const Matrix4f &m,const Vector3f &v)
{
return normalize(Vector3f(transpose(inverse(m))*Vector4f(v,0.0f)));
}
inline Vector3f TransformNormal(const Matrix3f &m,const Vector3f &v)
{
return normalize(m*v);
}
inline Matrix3f TransformMatrix(const Matrix3f &root,const Matrix3f &child)
{
return root*child;
}
inline Matrix3f TransformMatrix(const Matrix4f &root,const Matrix3f &child)
{
return Matrix3f(root*Matrix4f(child));
}
inline Matrix4f TransformMatrix(const Matrix4f &root,const Matrix4f &child)
{
return root*child;
}
/**
* 带误差的比较两个浮点矩阵是否相等
* @param m1 矩阵1
* @param m2 矩阵2
* @param deviation 允许的误差值
*/
template<typename M>
inline float DeviationMatrixComp(const M &m1,const M &m2,const float deviation=HGL_FLOAT_KINDA_SMALL)
{
float *f1=(float *)&m1;
float *f2=(float *)&m2;
float gap;
for(int i=0;i<sizeof(M)/sizeof(float);i++)
{
gap=*f1-*f2;
if(fabsf(gap)<deviation)
return(gap);
}
return 0;
}
}//namespace hgl
#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE