From 2877f4eda3d1b0c7431039e3142ecf1a282a34b1 Mon Sep 17 00:00:00 2001 From: LaG1924 <12997935+LaG1924@users.noreply.github.com> Date: Tue, 21 Aug 2018 20:40:38 +0500 Subject: Update glm to 0.9.9.0 --- external/include/glm/gtx/matrix_interpolation.inl | 140 +++++++++++----------- 1 file changed, 68 insertions(+), 72 deletions(-) (limited to 'external/include/glm/gtx/matrix_interpolation.inl') diff --git a/external/include/glm/gtx/matrix_interpolation.inl b/external/include/glm/gtx/matrix_interpolation.inl index 8645f96..1f2915a 100644 --- a/external/include/glm/gtx/matrix_interpolation.inl +++ b/external/include/glm/gtx/matrix_interpolation.inl @@ -1,43 +1,43 @@ /// @ref gtx_matrix_interpolation /// @file glm/gtx/matrix_interpolation.hpp +#include "../gtc/constants.hpp" + namespace glm { - template - GLM_FUNC_QUALIFIER void axisAngle - ( - tmat4x4 const & mat, - tvec3 & axis, - T & angle - ) + template + GLM_FUNC_QUALIFIER void axisAngle(mat<4, 4, T, Q> const& mat, vec<3, T, Q> & axis, T & angle) { - T epsilon = (T)0.01; - T epsilon2 = (T)0.1; + T epsilon = static_cast(0.01); + T epsilon2 = static_cast(0.1); if((abs(mat[1][0] - mat[0][1]) < epsilon) && (abs(mat[2][0] - mat[0][2]) < epsilon) && (abs(mat[2][1] - mat[1][2]) < epsilon)) { - if ((abs(mat[1][0] + mat[0][1]) < epsilon2) && (abs(mat[2][0] + mat[0][2]) < epsilon2) && (abs(mat[2][1] + mat[1][2]) < epsilon2) && (abs(mat[0][0] + mat[1][1] + mat[2][2] - (T)3.0) < epsilon2)) + if ((abs(mat[1][0] + mat[0][1]) < epsilon2) && (abs(mat[2][0] + mat[0][2]) < epsilon2) && (abs(mat[2][1] + mat[1][2]) < epsilon2) && (abs(mat[0][0] + mat[1][1] + mat[2][2] - static_cast(3.0)) < epsilon2)) { - angle = (T)0.0; - axis.x = (T)1.0; - axis.y = (T)0.0; - axis.z = (T)0.0; + angle = static_cast(0.0); + axis.x = static_cast(1.0); + axis.y = static_cast(0.0); + axis.z = static_cast(0.0); return; } angle = static_cast(3.1415926535897932384626433832795); - T xx = (mat[0][0] + (T)1.0) / (T)2.0; - T yy = (mat[1][1] + (T)1.0) / (T)2.0; - T zz = (mat[2][2] + (T)1.0) / (T)2.0; - T xy = (mat[1][0] + mat[0][1]) / (T)4.0; - T xz = (mat[2][0] + mat[0][2]) / (T)4.0; - T yz = (mat[2][1] + mat[1][2]) / (T)4.0; + T xx = (mat[0][0] + static_cast(1.0)) * static_cast(0.5); + T yy = (mat[1][1] + static_cast(1.0)) * static_cast(0.5); + T zz = (mat[2][2] + static_cast(1.0)) * static_cast(0.5); + T xy = (mat[1][0] + mat[0][1]) * static_cast(0.25); + T xz = (mat[2][0] + mat[0][2]) * static_cast(0.25); + T yz = (mat[2][1] + mat[1][2]) * static_cast(0.25); if((xx > yy) && (xx > zz)) { - if (xx < epsilon) { - axis.x = (T)0.0; - axis.y = (T)0.7071; - axis.z = (T)0.7071; - } else { + if(xx < epsilon) + { + axis.x = static_cast(0.0); + axis.y = static_cast(0.7071); + axis.z = static_cast(0.7071); + } + else + { axis.x = sqrt(xx); axis.y = xy / axis.x; axis.z = xz / axis.x; @@ -45,11 +45,14 @@ namespace glm } else if (yy > zz) { - if (yy < epsilon) { - axis.x = (T)0.7071; - axis.y = (T)0.0; - axis.z = (T)0.7071; - } else { + if(yy < epsilon) + { + axis.x = static_cast(0.7071); + axis.y = static_cast(0.0); + axis.z = static_cast(0.7071); + } + else + { axis.y = sqrt(yy); axis.x = xy / axis.y; axis.z = yz / axis.y; @@ -57,11 +60,14 @@ namespace glm } else { - if (zz < epsilon) { - axis.x = (T)0.7071; - axis.y = (T)0.7071; - axis.z = (T)0.0; - } else { + if (zz < epsilon) + { + axis.x = static_cast(0.7071); + axis.y = static_cast(0.7071); + axis.z = static_cast(0.0); + } + else + { axis.z = sqrt(zz); axis.x = xz / axis.z; axis.y = yz / axis.z; @@ -71,61 +77,51 @@ namespace glm } T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1])); if (glm::abs(s) < T(0.001)) - s = (T)1.0; - angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) / (T)2.0); + s = static_cast(1); + T const angleCos = (mat[0][0] + mat[1][1] + mat[2][2] - static_cast(1)) * static_cast(0.5); + if(angleCos - static_cast(1) < epsilon) + angle = pi() * static_cast(0.25); + else + angle = acos(angleCos); axis.x = (mat[1][2] - mat[2][1]) / s; axis.y = (mat[2][0] - mat[0][2]) / s; axis.z = (mat[0][1] - mat[1][0]) / s; } - template - GLM_FUNC_QUALIFIER tmat4x4 axisAngleMatrix - ( - tvec3 const & axis, - T const angle - ) + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> axisAngleMatrix(vec<3, T, Q> const& axis, T const angle) { T c = cos(angle); T s = sin(angle); T t = static_cast(1) - c; - tvec3 n = normalize(axis); + vec<3, T, Q> n = normalize(axis); - return tmat4x4( - t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, T(0), - t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, T(0), - t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, T(0), - T(0), T(0), T(0), T(1) - ); + return mat<4, 4, T, Q>( + t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, static_cast(0.0), + t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, static_cast(0.0), + t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, static_cast(0.0), + static_cast(0.0), static_cast(0.0), static_cast(0.0), static_cast(1.0)); } - template - GLM_FUNC_QUALIFIER tmat4x4 extractMatrixRotation - ( - tmat4x4 const & mat - ) + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> extractMatrixRotation(mat<4, 4, T, Q> const& m) { - return tmat4x4( - mat[0][0], mat[0][1], mat[0][2], 0.0, - mat[1][0], mat[1][1], mat[1][2], 0.0, - mat[2][0], mat[2][1], mat[2][2], 0.0, - 0.0, 0.0, 0.0, 1.0 - ); + return mat<4, 4, T, Q>( + m[0][0], m[0][1], m[0][2], static_cast(0.0), + m[1][0], m[1][1], m[1][2], static_cast(0.0), + m[2][0], m[2][1], m[2][2], static_cast(0.0), + static_cast(0.0), static_cast(0.0), static_cast(0.0), static_cast(1.0)); } - template - GLM_FUNC_QUALIFIER tmat4x4 interpolate - ( - tmat4x4 const & m1, - tmat4x4 const & m2, - T const delta - ) + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> interpolate(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const delta) { - tmat4x4 m1rot = extractMatrixRotation(m1); - tmat4x4 dltRotation = m2 * transpose(m1rot); - tvec3 dltAxis; + mat<4, 4, T, Q> m1rot = extractMatrixRotation(m1); + mat<4, 4, T, Q> dltRotation = m2 * transpose(m1rot); + vec<3, T, Q> dltAxis; T dltAngle; axisAngle(dltRotation, dltAxis, dltAngle); - tmat4x4 out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot; + mat<4, 4, T, Q> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot; out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]); out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]); out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]); -- cgit v1.2.3