splited Transform.h/.cpp

This commit is contained in:
2024-08-04 00:56:35 +08:00
parent fd346defe3
commit ec35feb883
6 changed files with 355 additions and 242 deletions

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@@ -18,7 +18,7 @@ namespace hgl
#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 bool IsIdentityMatrix(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);}
DEFINE_MATRIX(2)
@@ -29,7 +29,7 @@ namespace hgl
DEFINE_MATRIX(4x2)
DEFINE_MATRIX(4x3)
#undef DEFINE_MATRIX
//#undef DEFINE_MATRIX
inline Matrix4f inverse(const Matrix4f &m)
{
@@ -218,232 +218,7 @@ namespace hgl
const Matrix4f GetRotateMatrix(const Vector3f &world_position,const Vector3f &old_direction,const Vector3f &new_direction);
const Quatf GetRotateQuat(const Vector3f &world_position,const Vector3f &old_direction,const Vector3f &new_direction);
/**
* 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_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;
}
// 函数用于从 glm::mat4 中提取平移、旋转和缩放
bool DecomposeTransform(const Matrix4f & transform, Vector3f & outTranslation, Quatf & outRotation, Vector3f & outScale);
/**
* 变换矩阵<Br>
* 便于分散管理平移、旋转、缩放等数值
*/
class Transform
{
protected:
Matrix4f matrix;
Matrix4f inverse_matrix;
Matrix4f transpose_inverse_matrix;
bool matrix_dirty;
Vector3f translation_vector;
Quatf rotation_quat;
Vector3f rotation_axis;
float rotate_angle;
Vector3f scale_vector;
protected:
void UpdateMatrix()
{
if(!matrix_dirty)
return;
matrix=translate(translation_vector)*ToMatrix(rotation_quat)*scale(scale_vector);
inverse_matrix=inverse(matrix);
transpose_inverse_matrix=transpose(inverse_matrix);
matrix_dirty=false;
}
void UpdateQuat()
{
rotation_quat=RotationQuat(rotate_angle,rotation_axis);
matrix_dirty=true;
}
public:
const Matrix4f &GetMatrix()
{
UpdateMatrix();
return matrix;
}
operator const Matrix4f &(){return GetMatrix();}
const Matrix4f &GetInverseMatrix()
{
UpdateMatrix();
return inverse_matrix;
}
const Vector3f &GetTranslation ()const{return translation_vector;}
const Vector3f &GetScale ()const{return scale_vector;}
const Quatf & GetRotationQuat ()const{return rotation_quat;}
const Vector3f &GetRotationAxis ()const{return rotation_axis;}
const float GetRotateAngle ()const{return rotate_angle;}
void SetTranslation(const float x,const float y,const float z)
{
translation_vector.x=x;
translation_vector.y=y;
translation_vector.z=z;
matrix_dirty=true;
}
void SetTranslation(const Vector3f &v)
{
translation_vector=v;
matrix_dirty=true;
}
void ClearRotation()
{
rotation_quat=IdentityQuatf;
rotation_axis=Vector3f(0,0,0);
rotate_angle=0;
matrix_dirty=true;
}
void SetRotation(const Quatf &q)
{
rotation_quat=q;
ExtractedQuat(q,rotation_axis,rotate_angle);
matrix_dirty=true;
}
void SetRotation(const Vector3f &axis,const float angle)
{
rotation_axis=axis;
rotate_angle=angle;
UpdateQuat();
}
void SetRotationAxis(const Vector3f &axis)
{
rotation_axis=axis;
UpdateQuat();
}
void SetRotation(const AXIS &axis,const float angle)
{
rotation_axis=GetAxisVector(axis);
rotate_angle=angle;
UpdateQuat();
}
void SetRotationAxis(const AXIS &axis)
{
rotation_axis=GetAxisVector(axis);
UpdateQuat();
}
void SetRotateAngle(float angle)
{
rotate_angle=angle;
UpdateQuat();
}
void SetScale(const float &v)
{
scale_vector=Vector3f(v,v,v);
matrix_dirty=true;
}
void SetScale(const Vector3f &v)
{
scale_vector=v;
matrix_dirty=true;
}
public:
Transform()
{
matrix=Identity4f;
inverse_matrix=Identity4f;
matrix_dirty=false;
translation_vector=Vector3f(0,0,0);
rotation_quat=Quatf(1,0,0,0);
rotation_axis=Vector3f(0,0,0);
rotate_angle=0;
scale_vector=Vector3f(1,1,1);
}
Transform(const Matrix4f &m)
{
SetFromMatrix4f(m);
}
void SetFromMatrix4f(const Matrix4f &m)
{
matrix=m;
inverse_matrix=inverse(m);
matrix_dirty=false;
DecomposeTransform(m,translation_vector,rotation_quat,scale_vector);
ExtractedQuat(rotation_quat,rotation_axis,rotate_angle);
}
inline Vector3f TransformPosition(const Vector3f &v)
{
return Vector3f(matrix*Vector4f(v,1.0f));
}
inline Vector3f TransformDirection(const Vector3f &v)
{
return Vector3f(matrix*Vector4f(v,0.0f));
}
inline Vector3f TransformNormal(const Vector3f &v)
{
return normalize(Vector3f(transpose_inverse_matrix*Vector4f(v,0.0f)));
}
inline Matrix3f TransformMatrix(const Matrix3f &child)
{
return Matrix3f(matrix*Matrix4f(child));
}
inline Matrix4f TransformMatrix(const Matrix4f &child)
{
return matrix*child;
}
};//Transform
constexpr const size_t TransformMatrix4fLength=sizeof(Transform);
Transform Blend(const Transform &from,const Transform &to,const float t);
}//namespace hgl
#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE