//// Mat4.cpp// libraries/script-engine/src//// Created by Anthony Thibault on 3/7/16.// Copyright 2016 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "Mat4.h" #include <glm/glm.hpp>#include <glm/gtx/string_cast.hpp>#include <glm/gtc/type_ptr.hpp> #include <QDebug>#include <GLMHelpers.h> #include "ScriptEngineLogging.h"#include "ScriptEngine.h" glm::mat4 Mat4::multiply(const glm::mat4& m1, const glm::mat4& m2) const { return m1 * m2;} glm::mat4 Mat4::createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const { return ::createMatFromQuatAndPos(rot, trans);} glm::mat4 Mat4::createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const { return createMatFromScaleQuatAndPos(scale, rot, trans);} glm::mat4 Mat4::createFromColumns(const glm::vec4& col0, const glm::vec4& col1, const glm::vec4& col2, const glm::vec4& col3) const { return glm::mat4(col0, col1, col2, col3);} glm::mat4 Mat4::createFromArray(const QVector<float>& floats) const { if (floats.size() != 16 && floats.size() != 9) { context()->throwError("createFromVector requires 16 floats for mat4 (or 9 if providing a mat3)"); return glm::mat4(); } return floats.size() == 9 ? glm::mat4(glm::make_mat3(floats.constData())) : glm::make_mat4(floats.constData());} glm::vec3 Mat4::extractTranslation(const glm::mat4& m) const { return ::extractTranslation(m);} glm::quat Mat4::extractRotation(const glm::mat4& m) const { return ::glmExtractRotation(m);} glm::vec3 Mat4::extractScale(const glm::mat4& m) const { return ::extractScale(m);} glm::vec3 Mat4::transformPoint(const glm::mat4& m, const glm::vec3& point) const { return ::transformPoint(m, point);} glm::vec3 Mat4::transformVector(const glm::mat4& m, const glm::vec3& vector) const { return ::transformVectorFast(m, vector);} glm::mat4 Mat4::inverse(const glm::mat4& m) const { return glm::inverse(m);} glm::vec3 Mat4::getForward(const glm::mat4& m) const { return glm::vec3(-m[0][2], -m[1][2], -m[2][2]);} glm::vec3 Mat4::getRight(const glm::mat4& m) const { return glm::vec3(m[0][0], m[1][0], m[2][0]);} glm::vec3 Mat4::getUp(const glm::mat4& m) const { return glm::vec3(m[0][1], m[1][1], m[2][1]);} void Mat4::print(const QString& label, const glm::mat4& m, bool transpose) const { glm::dmat4 out = transpose ? glm::transpose(m) : m; QString message = QString("%1 %2").arg(qPrintable(label)); message = message.arg(glm::to_string(out).c_str()); qCDebug(scriptengine) << message; if (ScriptEngine* scriptEngine = qobject_cast<ScriptEngine*>(engine())) { scriptEngine->print(message); }}
//
// Mat4.cpp
// libraries/script-engine/src
//
// Created by Anthony Thibault on 3/7/16.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Mat4.h"
#include <glm/glm.hpp>
#include <glm/gtx/string_cast.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <QDebug>
#include <GLMHelpers.h>
#include "ScriptEngineLogging.h"
#include "ScriptEngine.h"
glm::mat4 Mat4::multiply(const glm::mat4& m1, const glm::mat4& m2) const {
return m1 * m2;
}
glm::mat4 Mat4::createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const {
return ::createMatFromQuatAndPos(rot, trans);
}
glm::mat4 Mat4::createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const {
return createMatFromScaleQuatAndPos(scale, rot, trans);
}
glm::mat4 Mat4::createFromColumns(const glm::vec4& col0, const glm::vec4& col1, const glm::vec4& col2, const glm::vec4& col3) const {
return glm::mat4(col0, col1, col2, col3);
}
glm::mat4 Mat4::createFromArray(const QVector<float>& floats) const {
if (floats.size() != 16 && floats.size() != 9) {
context()->throwError("createFromVector requires 16 floats for mat4 (or 9 if providing a mat3)");
return glm::mat4();
}
return floats.size() == 9 ? glm::mat4(glm::make_mat3(floats.constData())) : glm::make_mat4(floats.constData());
}
glm::vec3 Mat4::extractTranslation(const glm::mat4& m) const {
return ::extractTranslation(m);
}
glm::quat Mat4::extractRotation(const glm::mat4& m) const {
return ::glmExtractRotation(m);
}
glm::vec3 Mat4::extractScale(const glm::mat4& m) const {
return ::extractScale(m);
}
glm::vec3 Mat4::transformPoint(const glm::mat4& m, const glm::vec3& point) const {
return ::transformPoint(m, point);
}
glm::vec3 Mat4::transformVector(const glm::mat4& m, const glm::vec3& vector) const {
return ::transformVectorFast(m, vector);
}
glm::mat4 Mat4::inverse(const glm::mat4& m) const {
return glm::inverse(m);
}
glm::vec3 Mat4::getForward(const glm::mat4& m) const {
return glm::vec3(-m[0][2], -m[1][2], -m[2][2]);
}
glm::vec3 Mat4::getRight(const glm::mat4& m) const {
return glm::vec3(m[0][0], m[1][0], m[2][0]);
}
glm::vec3 Mat4::getUp(const glm::mat4& m) const {
return glm::vec3(m[0][1], m[1][1], m[2][1]);
}
void Mat4::print(const QString& label, const glm::mat4& m, bool transpose) const {
glm::dmat4 out = transpose ? glm::transpose(m) : m;
QString message = QString("%1 %2").arg(qPrintable(label));
message = message.arg(glm::to_string(out).c_str());
qCDebug(scriptengine) << message;
if (ScriptEngine* scriptEngine = qobject_cast<ScriptEngine*>(engine())) {
scriptEngine->print(message);
}
}