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#include "xe_game_object.hpp"
namespace xe {
glm::mat4 TransformComponent::mat4() {
const float c3 = glm::cos(rotation.z);
const float s3 = glm::sin(rotation.z);
const float c2 = glm::cos(rotation.x);
const float s2 = glm::sin(rotation.x);
const float c1 = glm::cos(rotation.y);
const float s1 = glm::sin(rotation.y);
return glm::mat4{
{
scale.x * (c1 * c3 + s1 * s2 * s3),
scale.x * (c2 * s3),
scale.x * (c1 * s2 * s3 - c3 * s1),
0.0f,
},
{
scale.y * (c3 * s1 * s2 - c1 * s3),
scale.y * (c2 * c3),
scale.y * (c1 * c3 * s2 + s1 * s3),
0.0f,
},
{
scale.z * (c2 * s1),
scale.z * (-s2),
scale.z * (c1 * c2),
0.0f,
},
{translation.x, translation.y, translation.z, 1.0f}
};
}
glm::mat3 TransformComponent::normalMatrix() {
const float c3 = glm::cos(rotation.z);
const float s3 = glm::sin(rotation.z);
const float c2 = glm::cos(rotation.x);
const float s2 = glm::sin(rotation.x);
const float c1 = glm::cos(rotation.y);
const float s1 = glm::sin(rotation.y);
const glm::vec3 invScale = 1.0f/ scale;
return glm::mat3{
{
invScale.x * (c1 * c3 + s1 * s2 * s3),
invScale.x * (c2 * s3),
invScale.x * (c1 * s2 * s3 - c3 * s1),
},
{
invScale.y * (c3 * s1 * s2 - c1 * s3),
invScale.y * (c2 * c3),
invScale.y * (c1 * c3 * s2 + s1 * s3),
},
{
invScale.z * (c2 * s1),
invScale.z * (-s2),
invScale.z * (c1 * c2),
}
};
}
}
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