#include "vec4ops.h" // this is used to transform a 4d point by a 4d matrix and its associated translation // this is motivated by the fact that glm does not support 5d matrices, so we cannot define a mat5 to encapsulate both the rotation and translation in one matrix // therefore, we break the 5d transformation into a 4d rotation and a 4d translation glm::vec4 Vec4Ops::transformPoint4(glm::vec4 point4, glm::mat4 transformDirectionMatrix, glm::vec4 translationPointVector) { // do the translation then direction point4 = transformDirectionMatrix * point4; point4 += translationPointVector; return point4; } glm::vec4 Vec4Ops::inverseTransformPoint4(glm::vec4 point4, glm::mat4 inverseTransformDirectionMatrix, glm::vec4 inverseTranslationPointVector) { // do the direction then translation point4 += inverseTranslationPointVector; point4 = inverseTranslationPointVector * point4; return point4; } glm::vec4 Vec4Ops::transformDir4(glm::vec4 dir4, glm::mat4 transformDirectionMatrix) { // do the direction dir4 = transformDirectionMatrix * dir4; return dir4; } glm::vec4 Vec4Ops::inverseTransformDir4(glm::vec4 dir4, glm::mat4 inverseTransformDirectionMatrix) { // do the direction dir4 = inverseTransformDirectionMatrix * dir4; return dir4; }