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#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 = inverseTransformDirectionMatrix * 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;
}
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