gb.hpp - Transform Type and Quaternion Functions
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gb.hpp
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gb.hpp
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@ -1,7 +1,8 @@
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// gb.hpp - v0.04 - public domain C++11 helper library - no warranty implied; use at your own risk
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// gb.hpp - v0.05 - public domain C++11 helper library - no warranty implied; use at your own risk
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// (Experimental) A C++11 helper library without STL geared towards game development
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// (Experimental) A C++11 helper library without STL geared towards game development
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//
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//
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// Version History:
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// Version History:
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// 0.05 - Transform Type and Quaternion Functions
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// 0.04 - String
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// 0.04 - String
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// 0.03 - Hash Functions
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// 0.03 - Hash Functions
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// 0.02 - Hash Table
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// 0.02 - Hash Table
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@ -128,7 +129,7 @@
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#endif
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#endif
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#ifndef NDEBUG
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#ifndef NDEBUG
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#define GB_ASSERT(x, ...) ((void)(gb__assert_handler((x), #x, __FILE__, __LINE__, ##__VA_ARGS__)))
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#define GB_ASSERT(x, ...) ((void)(::gb__assert_handler((x), #x, __FILE__, __LINE__, ##__VA_ARGS__)))
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#else
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#else
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#define GB_ASSERT(x, ...) ((void)sizeof(x))
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#define GB_ASSERT(x, ...) ((void)sizeof(x))
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#endif
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#endif
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@ -1206,6 +1207,13 @@ struct Euler_Angles
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f32 roll;
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f32 roll;
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};
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};
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struct Transform
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{
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Vector3 position = Vector3{0, 0, 0};
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Quaternion orientation = Quaternion{0, 0, 0, 1};
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Vector3 scale = Vector3{0, 0, 0};
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};
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////////////////////////////////
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////////////////////////////////
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/// Math Type Op Overloads ///
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/// Math Type Op Overloads ///
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////////////////////////////////
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////////////////////////////////
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@ -1291,6 +1299,8 @@ Quaternion operator*(f32 s, const Quaternion& a);
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Quaternion operator/(const Quaternion& a, f32 s);
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Quaternion operator/(const Quaternion& a, f32 s);
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Vector3 operator*(const Quaternion& a, const Vector3& v); // Rotate v by a
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// Matrix4 Operators
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// Matrix4 Operators
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bool operator==(const Matrix4& a, const Matrix4& b);
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bool operator==(const Matrix4& a, const Matrix4& b);
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bool operator!=(const Matrix4& a, const Matrix4& b);
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bool operator!=(const Matrix4& a, const Matrix4& b);
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@ -1309,6 +1319,14 @@ Matrix4& operator+=(Matrix4& a, const Matrix4& b);
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Matrix4& operator-=(Matrix4& a, const Matrix4& b);
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Matrix4& operator-=(Matrix4& a, const Matrix4& b);
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Matrix4& operator*=(Matrix4& a, const Matrix4& b);
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Matrix4& operator*=(Matrix4& a, const Matrix4& b);
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// Transform Operators
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// World = Parent * Local
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Transform operator*(const Transform& ps, const Transform& ls);
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Transform& operator*=(Transform& ps, const Transform& ls);
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// Local = World / Parent
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Transform operator/(const Transform& ws, const Transform& ps);
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Transform& operator/=(Transform& ws, const Transform& ps);
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//////////////////////////////////
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//////////////////////////////////
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/// Math Functions & Constants ///
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/// Math Functions & Constants ///
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//////////////////////////////////
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//////////////////////////////////
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@ -1389,6 +1407,8 @@ s32 clamp(s32 x, s32 min, s32 max);
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s64 clamp(s64 x, s64 min, s64 max);
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s64 clamp(s64 x, s64 min, s64 max);
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f32 clamp(f32 x, f32 min, f32 max);
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f32 clamp(f32 x, f32 min, f32 max);
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f32 lerp(f32 x, f32 y, f32 t);
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// Vector2 functions
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// Vector2 functions
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f32 dot(const Vector2& a, const Vector2& b);
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f32 dot(const Vector2& a, const Vector2& b);
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f32 cross(const Vector2& a, const Vector2& b);
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f32 cross(const Vector2& a, const Vector2& b);
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@ -1425,8 +1445,6 @@ Quaternion normalize(const Quaternion& a);
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Quaternion conjugate(const Quaternion& a);
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Quaternion conjugate(const Quaternion& a);
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Quaternion inverse(const Quaternion& a);
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Quaternion inverse(const Quaternion& a);
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Vector3 operator*(const Quaternion& a, const Vector3& v); // Rotate v by a
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f32 quaternion_angle(const Quaternion& a);
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f32 quaternion_angle(const Quaternion& a);
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Vector3 quaternion_axis(const Quaternion& a);
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Vector3 quaternion_axis(const Quaternion& a);
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Quaternion axis_angle(const Vector3& axis, f32 radians);
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Quaternion axis_angle(const Vector3& axis, f32 radians);
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@ -1441,6 +1459,17 @@ Quaternion euler_angles_to_quaternion(const Euler_Angles& e,
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const Vector3& y_axis = {0, 1, 0},
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const Vector3& y_axis = {0, 1, 0},
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const Vector3& z_axis = {0, 0, 1});
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const Vector3& z_axis = {0, 0, 1});
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// Spherical Linear Interpolation
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Quaternion slerp(const Quaternion& x, const Quaternion& y, f32 t);
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// Shoemake's Quaternion Curves
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// Sqherical Cubic Interpolation
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inline Quaternion squad(const Quaternion& p,
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const Quaternion& a,
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const Quaternion& b,
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const Quaternion& q,
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f32 t);
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// Matrix4 functions
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// Matrix4 functions
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Matrix4 transpose(const Matrix4& m);
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Matrix4 transpose(const Matrix4& m);
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f32 determinant(const Matrix4& m);
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f32 determinant(const Matrix4& m);
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@ -1466,6 +1495,10 @@ look_at_matrix4(const Vector3& eye, const Vector3& center, const Vector3& up = {
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Quaternion
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Quaternion
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look_at_quaternion(const Vector3& eye, const Vector3& center, const Vector3& up = {0, 1, 0});
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look_at_quaternion(const Vector3& eye, const Vector3& center, const Vector3& up = {0, 1, 0});
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// Transform Functions
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Vector3 transform_point(const Transform& transform, const Vector3& point);
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Transform inverse(const Transform& t);
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Matrix4 transform_to_matrix4(const Transform& t);
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} // namespace math
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} // namespace math
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} // namespace gb
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} // namespace gb
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@ -1820,7 +1853,7 @@ void append_string(String& str, const void* other, String_Size other_len)
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namespace impl
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namespace impl
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{
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{
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// NOTE(bill): ptr _must_ be allocated with Allocator& a
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// NOTE(bill): ptr _must_ be allocated with Allocator& a
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static inline void*
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internal inline void*
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string_realloc(Allocator& a, void* ptr, usize old_size, usize new_size)
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string_realloc(Allocator& a, void* ptr, usize old_size, usize new_size)
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{
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{
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if (!ptr)
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if (!ptr)
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@ -1936,7 +1969,7 @@ u32 adler32(const void* key, usize num_bytes)
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return (b << 16) | a;
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return (b << 16) | a;
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}
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}
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static const u32 GB_CRC32_TABLE[256] = {
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global const u32 GB_CRC32_TABLE[256] = {
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0x00000000, 0x77073096, 0xee0e612c, 0x990951ba,
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0x00000000, 0x77073096, 0xee0e612c, 0x990951ba,
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0x076dc419, 0x706af48f, 0xe963a535, 0x9e6495a3,
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0x076dc419, 0x706af48f, 0xe963a535, 0x9e6495a3,
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0x0edb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988,
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0x0edb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988,
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@ -2003,7 +2036,7 @@ static const u32 GB_CRC32_TABLE[256] = {
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0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d,
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0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d,
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};
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};
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static const u64 GB_CRC64_TABLE[256] = {
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global const u64 GB_CRC64_TABLE[256] = {
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0x0000000000000000ull, 0x42F0E1EBA9EA3693ull, 0x85E1C3D753D46D26ull, 0xC711223CFA3E5BB5ull,
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0x0000000000000000ull, 0x42F0E1EBA9EA3693ull, 0x85E1C3D753D46D26ull, 0xC711223CFA3E5BB5ull,
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0x493366450E42ECDFull, 0x0BC387AEA7A8DA4Cull, 0xCCD2A5925D9681F9ull, 0x8E224479F47CB76Aull,
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0x493366450E42ECDFull, 0x0BC387AEA7A8DA4Cull, 0xCCD2A5925D9681F9ull, 0x8E224479F47CB76Aull,
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0x9266CC8A1C85D9BEull, 0xD0962D61B56FEF2Dull, 0x17870F5D4F51B498ull, 0x5577EEB6E6BB820Bull,
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0x9266CC8A1C85D9BEull, 0xD0962D61B56FEF2Dull, 0x17870F5D4F51B498ull, 0x5577EEB6E6BB820Bull,
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@ -2113,12 +2146,12 @@ u64 crc64(const void* key, usize num_bytes)
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u32 murmur32(const void* key, u32 num_bytes, u32 seed)
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u32 murmur32(const void* key, u32 num_bytes, u32 seed)
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{
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{
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static const u32 c1 = 0xcc9e2d51;
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local_persist const u32 c1 = 0xcc9e2d51;
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static const u32 c2 = 0x1b873593;
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local_persist const u32 c2 = 0x1b873593;
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static const u32 r1 = 15;
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local_persist const u32 r1 = 15;
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static const u32 r2 = 13;
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local_persist const u32 r2 = 13;
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static const u32 m = 5;
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local_persist const u32 m = 5;
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static const u32 n = 0xe6546b64;
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local_persist const u32 n = 0xe6546b64;
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u32 hash = seed;
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u32 hash = seed;
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@ -2164,8 +2197,8 @@ u32 murmur32(const void* key, u32 num_bytes, u32 seed)
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#ifdef GB_ARCH_64_BIT
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#ifdef GB_ARCH_64_BIT
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u64 murmur64(const void* key, usize num_bytes, u64 seed)
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u64 murmur64(const void* key, usize num_bytes, u64 seed)
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{
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{
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static const u64 m = 0xc6a4a7935bd1e995ULL;
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local_persist const u64 m = 0xc6a4a7935bd1e995ULL;
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static const s32 r = 47;
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local_persist const s32 r = 47;
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u64 h = seed ^ (num_bytes * m);
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u64 h = seed ^ (num_bytes * m);
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#elif GB_ARCH_32_BIT
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#elif GB_ARCH_32_BIT
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u64 murmur64(const void* key, usize num_bytes, u64 seed)
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u64 murmur64(const void* key, usize num_bytes, u64 seed)
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{
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{
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static const u32 m = 0x5bd1e995;
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local_persist const u32 m = 0x5bd1e995;
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static const s32 r = 24;
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local_persist const s32 r = 24;
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u32 h1 = u32(seed) ^ num_bytes;
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u32 h1 = u32(seed) ^ num_bytes;
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u32 h2 = u32(seed >> 32);
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u32 h2 = u32(seed >> 32);
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@ -2281,7 +2314,7 @@ u64 murmur64(const void* key, usize num_bytes, u64 seed)
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////////////////////////////////
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////////////////////////////////
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#ifdef GB_SYSTEM_WINDOWS
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#ifdef GB_SYSTEM_WINDOWS
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static LARGE_INTEGER
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internal LARGE_INTEGER
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win32_get_frequency()
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win32_get_frequency()
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{
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{
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LARGE_INTEGER f;
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LARGE_INTEGER f;
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@ -2302,7 +2335,7 @@ Time time_now()
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// Get the frequency of the performance counter
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// Get the frequency of the performance counter
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// It is constant across the program's lifetime
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// It is constant across the program's lifetime
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static LARGE_INTEGER s_frequency = win32_get_frequency();
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internal LARGE_INTEGER s_frequency = win32_get_frequency();
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// Get the current time
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// Get the current time
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LARGE_INTEGER t;
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LARGE_INTEGER t;
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@ -2818,6 +2851,13 @@ Quaternion operator/(const Quaternion& a, f32 s)
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return {a.x / s, a.y / s, a.z / s, a.w / s};
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return {a.x / s, a.y / s, a.z / s, a.w / s};
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}
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}
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Vector3 operator*(const Quaternion& a, const Vector3& v) // Rotate v by q
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{
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// return (q * Quaternion{v.x, v.y, v.z, 0} * math::conjugate(q)).xyz; // More Expensive
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const Vector3 t = 2.0f * math::cross(a.xyz, v);
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return (v + a.w * t + math::cross(a.xyz, t));
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}
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// Matrix4 Operators
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// Matrix4 Operators
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bool operator==(const Matrix4& a, const Matrix4& b)
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bool operator==(const Matrix4& a, const Matrix4& b)
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{
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{
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@ -2912,6 +2952,46 @@ Matrix4& operator*=(Matrix4& a, const Matrix4& b)
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return (a = a * b);
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return (a = a * b);
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}
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}
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// Transform Operators
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// World = Parent * Local
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Transform operator*(const Transform& ps, const Transform& ls)
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{
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Transform ws;
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ws.position = ps.position + ps.orientation * (ps.scale * ls.position);
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ws.orientation = ps.orientation * ls.orientation;
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ws.scale = ps.scale * (ps.orientation * ls.scale);
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return ws;
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}
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Transform& operator*=(Transform& ps, const Transform& ls)
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{
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return (ps = ps * ls);
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}
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// Local = World / Parent
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Transform operator/(const Transform& ws, const Transform& ps)
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{
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Transform ls;
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const Quaternion ps_conjugate = math::conjugate(ps.orientation);
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ls.position = (ps_conjugate * (ws.position - ps.position)) / ps.scale;
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ls.orientation = ps_conjugate * ws.orientation;
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ls.scale = ps_conjugate * (ws.scale / ps.scale);
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return ls;
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}
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Transform& operator/=(Transform& ws, const Transform& ps)
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{
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return (ws = ws / ps);
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}
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////////////////////////////////
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////////////////////////////////
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/// Math Functions ///
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/// Math Functions ///
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////////////////////////////////
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////////////////////////////////
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@ -3021,6 +3101,45 @@ inline s64 abs(s64 x)
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}
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}
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inline s32 min(s32 a, s32 b) { return a < b ? a : b; }
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inline s64 min(s64 a, s64 b) { return a < b ? a : b; }
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inline f32 min(f32 a, f32 b) { return a < b ? a : b; }
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inline s32 max(s32 a, s32 b) { return a > b ? a : b; }
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inline s64 max(s64 a, s64 b) { return a > b ? a : b; }
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inline f32 max(f32 a, f32 b) { return a > b ? a : b; }
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inline s32 clamp(s32 x, s32 min, s32 max)
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{
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if (x < min)
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return min;
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if (x > max)
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return max;
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return x;
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}
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inline s64 clamp(s64 x, s64 min, s64 max)
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{
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if (x < min)
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return min;
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if (x > max)
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return max;
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return x;
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}
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inline f32 clamp(f32 x, f32 min, f32 max)
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{
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if (x < min)
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return min;
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if (x > max)
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return max;
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return x;
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}
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inline f32 lerp(f32 x, f32 y, f32 t)
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{
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return x + (y-x)*t;
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}
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// Vector2 functions
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// Vector2 functions
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@ -3139,13 +3258,6 @@ Quaternion inverse(const Quaternion& a)
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return math::conjugate(a) * m;
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return math::conjugate(a) * m;
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}
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}
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Vector3 operator*(const Quaternion& a, const Vector3& v) // Rotate v by q
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{
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// return (q * Quaternion(v, 0) * conjugate(q)).xyz; // More Expensive
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const Vector3 t = 2.0f * cross(a.xyz, v);
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return (v + a.w * t + cross(a.xyz, t));
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}
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f32 quaternion_angle(const Quaternion& a)
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f32 quaternion_angle(const Quaternion& a)
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{
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{
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return 2.0f * math::acos(a.w);
|
return 2.0f * math::acos(a.w);
|
||||||
|
@ -3211,6 +3323,45 @@ Quaternion euler_angles_to_quaternion(const Euler_Angles& e,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Spherical Linear Interpolation
|
||||||
|
Quaternion slerp(const Quaternion& x, const Quaternion& y, f32 t)
|
||||||
|
{
|
||||||
|
Quaternion z = y;
|
||||||
|
|
||||||
|
f32 cos_theta = dot(x, y);
|
||||||
|
|
||||||
|
if (cos_theta < 0.0f)
|
||||||
|
{
|
||||||
|
z = -y;
|
||||||
|
cos_theta = -cos_theta;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (cos_theta > 1.0f)
|
||||||
|
{
|
||||||
|
return Quaternion{lerp(x.x, y.x, t),
|
||||||
|
lerp(x.y, y.y, t),
|
||||||
|
lerp(x.z, y.z, t),
|
||||||
|
lerp(x.w, y.w, t)};
|
||||||
|
}
|
||||||
|
|
||||||
|
f32 angle = math::acos(cos_theta);
|
||||||
|
|
||||||
|
Quaternion result = math::sin(1.0f - (t * angle)) * x + math::sin(t * angle) * z;
|
||||||
|
return result * (1.0f / math::sin(angle));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Shoemake's Quaternion Curves
|
||||||
|
// Sqherical Cubic Interpolation
|
||||||
|
inline Quaternion squad(const Quaternion& p,
|
||||||
|
const Quaternion& a,
|
||||||
|
const Quaternion& b,
|
||||||
|
const Quaternion& q,
|
||||||
|
f32 t)
|
||||||
|
{
|
||||||
|
return slerp(slerp(p, q, t), slerp(a, b, t), 2.0f * t * (1.0f - t));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// Matrix4 functions
|
// Matrix4 functions
|
||||||
Matrix4 transpose(const Matrix4& m)
|
Matrix4 transpose(const Matrix4& m)
|
||||||
{
|
{
|
||||||
|
@ -3588,13 +3739,40 @@ look_at_quaternion(const Vector3& eye, const Vector3& center, const Vector3& up)
|
||||||
{
|
{
|
||||||
const f32 similar = 0.001f;
|
const f32 similar = 0.001f;
|
||||||
|
|
||||||
if (magnitude(center - eye) < similar)
|
if (math::magnitude(center - eye) < similar)
|
||||||
return QUATERNION_IDENTITY; // You cannot look at where you are!
|
return QUATERNION_IDENTITY; // You cannot look at where you are!
|
||||||
|
|
||||||
// TODO(bill): Implement using just quaternions
|
// TODO(bill): Implement using just quaternions
|
||||||
return matrix4_to_quaternion(look_at_matrix4(eye, center, up));
|
return matrix4_to_quaternion(look_at_matrix4(eye, center, up));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Transform Functions
|
||||||
|
Vector3 transform_point(const Transform& transform, const Vector3& point)
|
||||||
|
{
|
||||||
|
return (math::conjugate(transform.orientation) * (transform.position - point)) / transform.scale;
|
||||||
|
}
|
||||||
|
|
||||||
|
Transform inverse(const Transform& t)
|
||||||
|
{
|
||||||
|
const Quaternion inv_orientation = math::conjugate(t.orientation);
|
||||||
|
|
||||||
|
Transform inv_transform;
|
||||||
|
|
||||||
|
inv_transform.position = (inv_orientation * -t.position) / t.scale;
|
||||||
|
inv_transform.orientation = inv_orientation;
|
||||||
|
inv_transform.scale = inv_orientation * (Vector3{1, 1, 1} / t.scale);
|
||||||
|
|
||||||
|
return inv_transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix4 transform_to_matrix4(const Transform& t)
|
||||||
|
{
|
||||||
|
return math::translate(t.position) * //
|
||||||
|
math::quaternion_to_matrix4(t.orientation) * //
|
||||||
|
math::scale(t.scale); //
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
} // namespace math
|
} // namespace math
|
||||||
} // namespace gb
|
} // namespace gb
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue