// // 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 #include #include #include #include #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& 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 { // -z is forward return -glm::normalize(glm::vec3(m[2])); } glm::vec3 Mat4::getRight(const glm::mat4& m) const { return glm::normalize(glm::vec3(m[0])); } glm::vec3 Mat4::getUp(const glm::mat4& m) const { return glm::normalize(glm::vec3(m[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(engine())) { scriptEngine->print(message); } }