变量改名,以防止错误理解
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@@ -147,29 +147,29 @@ 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 angle,const Vector3f &axis)
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inline Matrix4f rotate(float rad,const Vector3f &axis)
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{
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return glm::rotate(Matrix4f(1.0f),angle,axis);
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return glm::rotate(Matrix4f(1.0f),rad,axis);
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}
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inline Matrix4f rotate(float angle,float x,float y,float z)
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inline Matrix4f rotate(float rad,float x,float y,float z)
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{
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return glm::rotate(Matrix4f(1.0f),angle,Vector3f(x,y,z));
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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 angle,float x,float y)
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inline Matrix4f rotate(float rad,float x,float y)
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{
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return rotate(angle,x,y,1.0f);
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return rotate(rad,x,y,1.0f);
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}
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inline Matrix4f rotate(float angle,const Vector4f &axis)
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inline Matrix4f rotate(float rad,const Vector4f &axis)
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{
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return rotate(angle,Vector3f(axis.x,axis.y,axis.z));
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return rotate(rad,Vector3f(axis.x,axis.y,axis.z));
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}
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inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis)
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inline Vector3f rotate(const Vector3f &v3f,float rad,const Vector3f &axis)
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{
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Vector4f result = rotate(angle, axis)*Vector4f(v3f, 1.0f);
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Vector4f result = rotate(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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