matrix4_for_normal_transform, matrix4_transformed_normal, plane3_transformed_affine_full functions
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@@ -398,8 +398,8 @@ inline BasicVector3<Element> matrix4_transformed_direction( const Matrix4& self,
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/// \brief Transforms \p direction by \p self in-place.
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template<typename Element>
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inline void matrix4_transform_direction( const Matrix4& self, BasicVector3<Element>& normal ){
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normal = matrix4_transformed_direction( self, normal );
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inline void matrix4_transform_direction( const Matrix4& self, BasicVector3<Element>& direction ){
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direction = matrix4_transformed_direction( self, direction );
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}
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/// \brief Returns \p vector4 transformed by \p self.
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@@ -591,6 +591,18 @@ inline void matrix4_full_invert( Matrix4& self ){
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}
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/// lets say M is a transformation matrix, then transforming vertex v is just M*v
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/// but transforming the normal is M^(-T) n
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inline Matrix4 matrix4_for_normal_transform( const Matrix4& matrix ){
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return matrix4_transposed( matrix4_affine_inverse( matrix ) );
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}
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template<typename Element>
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inline BasicVector3<Element> matrix4_transformed_normal( const Matrix4& matrix, const BasicVector3<Element>& normal ){
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return vector3_normalised( matrix4_transformed_direction( matrix4_for_normal_transform( matrix ), normal ) );
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}
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/// \brief Constructs a pure-translation matrix from \p translation.
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inline Matrix4 matrix4_translation_for_vec3( const Vector3& translation ){
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return Matrix4(
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@@ -99,6 +99,12 @@ inline Plane3 plane3_inverse_transformed( const Plane3& plane, const Matrix4& tr
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);
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}
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inline Plane3 plane3_transformed_affine_full( const Plane3& plane, const Matrix4& transform ){
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const DoubleVector3 anchor( matrix4_transformed_point( transform, plane.normal() * plane.dist() ) );
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const DoubleVector3 normal( matrix4_transformed_normal( transform, plane.normal() ) );
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return Plane3( normal, vector3_dot( normal, anchor ) );
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}
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inline Plane3 plane3_flipped( const Plane3& plane ){
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return Plane3( vector3_negated( plane.normal() ), -plane.dist() );
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}
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