435 lines
12 KiB
C++
435 lines
12 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
|
|
/// OpenGL Mathematics (glm.g-truc.net)
|
|
///
|
|
/// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
|
|
/// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
/// of this software and associated documentation files (the "Software"), to deal
|
|
/// in the Software without restriction, including without limitation the rights
|
|
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
/// copies of the Software, and to permit persons to whom the Software is
|
|
/// furnished to do so, subject to the following conditions:
|
|
///
|
|
/// The above copyright notice and this permission notice shall be included in
|
|
/// all copies or substantial portions of the Software.
|
|
///
|
|
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
/// THE SOFTWARE.
|
|
///
|
|
/// @ref gtc_matrix_transform
|
|
/// @file glm/gtc/matrix_transform.inl
|
|
/// @date 2009-04-29 / 2011-06-15
|
|
/// @author Christophe Riccio
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
namespace glm
|
|
{
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> translate
|
|
(
|
|
detail::tmat4x4<T> const & m,
|
|
detail::tvec3<T> const & v
|
|
)
|
|
{
|
|
detail::tmat4x4<T> Result(m);
|
|
Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
|
|
return Result;
|
|
}
|
|
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> rotate
|
|
(
|
|
detail::tmat4x4<T> const & m,
|
|
T const & angle,
|
|
detail::tvec3<T> const & v
|
|
)
|
|
{
|
|
#ifdef GLM_FORCE_RADIANS
|
|
T a = angle;
|
|
#else
|
|
T a = radians(angle);
|
|
#endif
|
|
T c = cos(a);
|
|
T s = sin(a);
|
|
|
|
detail::tvec3<T> axis = normalize(v);
|
|
|
|
detail::tvec3<T> temp = (T(1) - c) * axis;
|
|
|
|
detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null);
|
|
Rotate[0][0] = c + temp[0] * axis[0];
|
|
Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
|
|
Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
|
|
|
|
Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
|
|
Rotate[1][1] = c + temp[1] * axis[1];
|
|
Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
|
|
|
|
Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
|
|
Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
|
|
Rotate[2][2] = c + temp[2] * axis[2];
|
|
|
|
detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
|
|
Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
|
|
Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
|
|
Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
|
|
Result[3] = m[3];
|
|
return Result;
|
|
}
|
|
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> scale
|
|
(
|
|
detail::tmat4x4<T> const & m,
|
|
detail::tvec3<T> const & v
|
|
)
|
|
{
|
|
detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
|
|
Result[0] = m[0] * v[0];
|
|
Result[1] = m[1] * v[1];
|
|
Result[2] = m[2] * v[2];
|
|
Result[3] = m[3];
|
|
return Result;
|
|
}
|
|
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> translate_slow
|
|
(
|
|
detail::tmat4x4<T> const & m,
|
|
detail::tvec3<T> const & v
|
|
)
|
|
{
|
|
detail::tmat4x4<T> Result(T(1));
|
|
Result[3] = detail::tvec4<T>(v, T(1));
|
|
return m * Result;
|
|
|
|
//detail::tmat4x4<valType> Result(m);
|
|
Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
|
|
//Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0];
|
|
//Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1];
|
|
//Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
|
|
//Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
|
|
//return Result;
|
|
}
|
|
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> rotate_slow
|
|
(
|
|
detail::tmat4x4<T> const & m,
|
|
T const & angle,
|
|
detail::tvec3<T> const & v
|
|
)
|
|
{
|
|
#ifdef GLM_FORCE_RADIANS
|
|
T const a = angle;
|
|
#else
|
|
T const a = radians(angle);
|
|
#endif
|
|
T c = cos(a);
|
|
T s = sin(a);
|
|
detail::tmat4x4<T> Result;
|
|
|
|
detail::tvec3<T> axis = normalize(v);
|
|
|
|
Result[0][0] = c + (1 - c) * axis.x * axis.x;
|
|
Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z;
|
|
Result[0][2] = (1 - c) * axis.x * axis.z - s * axis.y;
|
|
Result[0][3] = 0;
|
|
|
|
Result[1][0] = (1 - c) * axis.y * axis.x - s * axis.z;
|
|
Result[1][1] = c + (1 - c) * axis.y * axis.y;
|
|
Result[1][2] = (1 - c) * axis.y * axis.z + s * axis.x;
|
|
Result[1][3] = 0;
|
|
|
|
Result[2][0] = (1 - c) * axis.z * axis.x + s * axis.y;
|
|
Result[2][1] = (1 - c) * axis.z * axis.y - s * axis.x;
|
|
Result[2][2] = c + (1 - c) * axis.z * axis.z;
|
|
Result[2][3] = 0;
|
|
|
|
Result[3] = detail::tvec4<T>(0, 0, 0, 1);
|
|
return m * Result;
|
|
}
|
|
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> scale_slow
|
|
(
|
|
detail::tmat4x4<T> const & m,
|
|
detail::tvec3<T> const & v
|
|
)
|
|
{
|
|
detail::tmat4x4<T> Result(T(1));
|
|
Result[0][0] = v.x;
|
|
Result[1][1] = v.y;
|
|
Result[2][2] = v.z;
|
|
return m * Result;
|
|
}
|
|
|
|
template <typename valType>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> ortho
|
|
(
|
|
valType const & left,
|
|
valType const & right,
|
|
valType const & bottom,
|
|
valType const & top,
|
|
valType const & zNear,
|
|
valType const & zFar
|
|
)
|
|
{
|
|
detail::tmat4x4<valType> Result(1);
|
|
Result[0][0] = valType(2) / (right - left);
|
|
Result[1][1] = valType(2) / (top - bottom);
|
|
Result[2][2] = - valType(2) / (zFar - zNear);
|
|
Result[3][0] = - (right + left) / (right - left);
|
|
Result[3][1] = - (top + bottom) / (top - bottom);
|
|
Result[3][2] = - (zFar + zNear) / (zFar - zNear);
|
|
return Result;
|
|
}
|
|
|
|
template <typename valType>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> ortho(
|
|
valType const & left,
|
|
valType const & right,
|
|
valType const & bottom,
|
|
valType const & top)
|
|
{
|
|
detail::tmat4x4<valType> Result(1);
|
|
Result[0][0] = valType(2) / (right - left);
|
|
Result[1][1] = valType(2) / (top - bottom);
|
|
Result[2][2] = - valType(1);
|
|
Result[3][0] = - (right + left) / (right - left);
|
|
Result[3][1] = - (top + bottom) / (top - bottom);
|
|
return Result;
|
|
}
|
|
|
|
template <typename valType>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> frustum
|
|
(
|
|
valType const & left,
|
|
valType const & right,
|
|
valType const & bottom,
|
|
valType const & top,
|
|
valType const & nearVal,
|
|
valType const & farVal
|
|
)
|
|
{
|
|
detail::tmat4x4<valType> Result(0);
|
|
Result[0][0] = (valType(2) * nearVal) / (right - left);
|
|
Result[1][1] = (valType(2) * nearVal) / (top - bottom);
|
|
Result[2][0] = (right + left) / (right - left);
|
|
Result[2][1] = (top + bottom) / (top - bottom);
|
|
Result[2][2] = -(farVal + nearVal) / (farVal - nearVal);
|
|
Result[2][3] = valType(-1);
|
|
Result[3][2] = -(valType(2) * farVal * nearVal) / (farVal - nearVal);
|
|
return Result;
|
|
}
|
|
|
|
template <typename valType>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> perspective
|
|
(
|
|
valType const & fovy,
|
|
valType const & aspect,
|
|
valType const & zNear,
|
|
valType const & zFar
|
|
)
|
|
{
|
|
assert(aspect != valType(0));
|
|
assert(zFar != zNear);
|
|
|
|
#ifdef GLM_FORCE_RADIANS
|
|
valType const rad = fovy;
|
|
#else
|
|
valType const rad = glm::radians(fovy);
|
|
#endif
|
|
|
|
valType tanHalfFovy = tan(rad / valType(2));
|
|
detail::tmat4x4<valType> Result(valType(0));
|
|
Result[0][0] = valType(1) / (aspect * tanHalfFovy);
|
|
Result[1][1] = valType(1) / (tanHalfFovy);
|
|
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
|
|
Result[2][3] = - valType(1);
|
|
Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear);
|
|
return Result;
|
|
}
|
|
|
|
template <typename valType>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> perspectiveFov
|
|
(
|
|
valType const & fov,
|
|
valType const & width,
|
|
valType const & height,
|
|
valType const & zNear,
|
|
valType const & zFar
|
|
)
|
|
{
|
|
#ifdef GLM_FORCE_RADIANS
|
|
valType rad = fov;
|
|
#else
|
|
valType rad = glm::radians(fov);
|
|
#endif
|
|
valType h = glm::cos(valType(0.5) * rad) / glm::sin(valType(0.5) * rad);
|
|
valType w = h * height / width; ///todo max(width , Height) / min(width , Height)?
|
|
|
|
detail::tmat4x4<valType> Result(valType(0));
|
|
Result[0][0] = w;
|
|
Result[1][1] = h;
|
|
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
|
|
Result[2][3] = - valType(1);
|
|
Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear);
|
|
return Result;
|
|
}
|
|
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> infinitePerspective
|
|
(
|
|
T fovy,
|
|
T aspect,
|
|
T zNear
|
|
)
|
|
{
|
|
#ifdef GLM_FORCE_RADIANS
|
|
T const range = tan(fovy / T(2)) * zNear;
|
|
#else
|
|
T const range = tan(radians(fovy / T(2))) * zNear;
|
|
#endif
|
|
T left = -range * aspect;
|
|
T right = range * aspect;
|
|
T bottom = -range;
|
|
T top = range;
|
|
|
|
detail::tmat4x4<T> Result(T(0));
|
|
Result[0][0] = (T(2) * zNear) / (right - left);
|
|
Result[1][1] = (T(2) * zNear) / (top - bottom);
|
|
Result[2][2] = - T(1);
|
|
Result[2][3] = - T(1);
|
|
Result[3][2] = - T(2) * zNear;
|
|
return Result;
|
|
}
|
|
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> tweakedInfinitePerspective
|
|
(
|
|
T fovy,
|
|
T aspect,
|
|
T zNear
|
|
)
|
|
{
|
|
#ifdef GLM_FORCE_RADIANS
|
|
T range = tan(fovy / T(2)) * zNear;
|
|
#else
|
|
T range = tan(radians(fovy / T(2))) * zNear;
|
|
#endif
|
|
T left = -range * aspect;
|
|
T right = range * aspect;
|
|
T bottom = -range;
|
|
T top = range;
|
|
|
|
detail::tmat4x4<T> Result(T(0));
|
|
Result[0][0] = (T(2) * zNear) / (right - left);
|
|
Result[1][1] = (T(2) * zNear) / (top - bottom);
|
|
Result[2][2] = T(0.0001) - T(1);
|
|
Result[2][3] = T(-1);
|
|
Result[3][2] = - (T(0.0001) - T(2)) * zNear;
|
|
return Result;
|
|
}
|
|
|
|
template <typename T, typename U>
|
|
GLM_FUNC_QUALIFIER detail::tvec3<T> project
|
|
(
|
|
detail::tvec3<T> const & obj,
|
|
detail::tmat4x4<T> const & model,
|
|
detail::tmat4x4<T> const & proj,
|
|
detail::tvec4<U> const & viewport
|
|
)
|
|
{
|
|
detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1));
|
|
tmp = model * tmp;
|
|
tmp = proj * tmp;
|
|
|
|
tmp /= tmp.w;
|
|
tmp = tmp * T(0.5) + T(0.5);
|
|
tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
|
|
tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
|
|
|
|
return detail::tvec3<T>(tmp);
|
|
}
|
|
|
|
template <typename T, typename U>
|
|
GLM_FUNC_QUALIFIER detail::tvec3<T> unProject
|
|
(
|
|
detail::tvec3<T> const & win,
|
|
detail::tmat4x4<T> const & model,
|
|
detail::tmat4x4<T> const & proj,
|
|
detail::tvec4<U> const & viewport
|
|
)
|
|
{
|
|
detail::tmat4x4<T> inverse = glm::inverse(proj * model);
|
|
|
|
detail::tvec4<T> tmp = detail::tvec4<T>(win, T(1));
|
|
tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
|
|
tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
|
|
tmp = tmp * T(2) - T(1);
|
|
|
|
detail::tvec4<T> obj = inverse * tmp;
|
|
obj /= obj.w;
|
|
|
|
return detail::tvec3<T>(obj);
|
|
}
|
|
|
|
template <typename T, typename U>
|
|
detail::tmat4x4<T> pickMatrix
|
|
(
|
|
detail::tvec2<T> const & center,
|
|
detail::tvec2<T> const & delta,
|
|
detail::tvec4<U> const & viewport
|
|
)
|
|
{
|
|
assert(delta.x > T(0) && delta.y > T(0));
|
|
detail::tmat4x4<T> Result(1.0f);
|
|
|
|
if(!(delta.x > T(0) && delta.y > T(0)))
|
|
return Result; // Error
|
|
|
|
detail::tvec3<T> Temp(
|
|
(T(viewport[2]) - T(2) * (center.x - T(viewport[0]))) / delta.x,
|
|
(T(viewport[3]) - T(2) * (center.y - T(viewport[1]))) / delta.y,
|
|
T(0));
|
|
|
|
// Translate and scale the picked region to the entire window
|
|
Result = translate(Result, Temp);
|
|
return scale(Result, detail::tvec3<T>(T(viewport[2]) / delta.x, T(viewport[3]) / delta.y, T(1)));
|
|
}
|
|
|
|
template <typename T>
|
|
GLM_FUNC_QUALIFIER detail::tmat4x4<T> lookAt
|
|
(
|
|
detail::tvec3<T> const & eye,
|
|
detail::tvec3<T> const & center,
|
|
detail::tvec3<T> const & up
|
|
)
|
|
{
|
|
detail::tvec3<T> f = normalize(center - eye);
|
|
detail::tvec3<T> u = normalize(up);
|
|
detail::tvec3<T> s = normalize(cross(f, u));
|
|
u = cross(s, f);
|
|
|
|
detail::tmat4x4<T> Result(1);
|
|
Result[0][0] = s.x;
|
|
Result[1][0] = s.y;
|
|
Result[2][0] = s.z;
|
|
Result[0][1] = u.x;
|
|
Result[1][1] = u.y;
|
|
Result[2][1] = u.z;
|
|
Result[0][2] =-f.x;
|
|
Result[1][2] =-f.y;
|
|
Result[2][2] =-f.z;
|
|
Result[3][0] =-dot(s, eye);
|
|
Result[3][1] =-dot(u, eye);
|
|
Result[3][2] = dot(f, eye);
|
|
return Result;
|
|
}
|
|
}//namespace glm
|