switch to glm

This commit is contained in:
2021-09-24 01:51:32 +08:00
parent 2493989c5e
commit e469041733
3 changed files with 96 additions and 100 deletions

View File

@@ -6,20 +6,26 @@
//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
#include<glm/gtc/matrix_transform.hpp>
namespace hgl
{
using Matrix3f=float3x3;
using Matrix4f=float4x4;
using Matrix3x4f=float3x4;
using Matrix3f=glm::mat3;
using Matrix4f=glm::mat4;
inline Matrix4f identity()
{
return Matrix4f::identity;
return Matrix4f();
}
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)
{
return Matrix4f::Translate(v);
return glm::translate(Matrix4f(1.0f),v);
}
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)
{
return Matrix4f::Translate(x,y,1.0f);
return translate(x,y,1.0f);
}
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)
{
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)
{
return Matrix4f::Scale(Vector3f(x,y,1.0f),Vector3f::zero);
return scale(x,y,1.0f);
}
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)
{
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)
{
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)
{
return rotate(angle,Vector3f(x,y,1.0f));
return rotate(angle,x,y,1.0f);
}
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)
{
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
#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE