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Clean up to close model matrix decompose #227
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@ -45,6 +45,7 @@
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#include "../mat4x4.hpp"
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#include "../mat4x4.hpp"
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#include "../vec3.hpp"
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#include "../vec3.hpp"
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#include "../vec4.hpp"
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#include "../vec4.hpp"
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#include "../geometric.hpp"
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#include "../gtc/quaternion.hpp"
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#include "../gtc/quaternion.hpp"
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#include "../gtc/matrix_transform.hpp"
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#include "../gtc/matrix_transform.hpp"
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@ -30,7 +30,8 @@
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/// @author Christophe Riccio
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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namespace glm
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namespace glm{
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namespace detail
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{
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{
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/// Make a linear combination of two vectors and return the result.
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/// Make a linear combination of two vectors and return the result.
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// result = (a * ascl) + (b * bscl)
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// result = (a * ascl) + (b * bscl)
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@ -44,24 +45,15 @@ namespace glm
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}
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}
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template <typename T, precision P>
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER void v3Scale(tvec3<T, P> & v, T desiredLength)
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GLM_FUNC_QUALIFIER tvec3<T, P> scale(tvec3<T, P> const& v, T desiredLength)
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{
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{
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T len = glm::length(v);
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return v * desiredLength / length(v);
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if(len != 0)
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{
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T l = desiredLength / len;
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v[0] *= l;
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v[1] *= l;
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v[2] *= l;
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}
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}
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}
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}//namespace detail
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/**
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// Matrix decompose
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* Matrix decompose
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// http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp
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* http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp
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// Decomposes the mode matrix to translations,rotation scale components
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* Decomposes the mode matrix to translations,rotation scale components
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*
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*/
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template <typename T, precision P>
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER bool decompose(tmat4x4<T, P> const & ModelMatrix, tvec3<T, P> & Scale, tquat<T, P> & Orientation, tvec3<T, P> & Translation, tvec3<T, P> & Skew, tvec4<T, P> & Perspective)
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GLM_FUNC_QUALIFIER bool decompose(tmat4x4<T, P> const & ModelMatrix, tvec3<T, P> & Scale, tquat<T, P> & Orientation, tvec3<T, P> & Translation, tvec3<T, P> & Skew, tvec4<T, P> & Perspective)
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@ -131,26 +123,26 @@ namespace glm
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// Compute X scale factor and normalize first row.
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// Compute X scale factor and normalize first row.
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Scale.x = length(Row[0]);// v3Length(Row[0]);
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Scale.x = length(Row[0]);// v3Length(Row[0]);
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v3Scale(Row[0], static_cast<T>(1));
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Row[0] = detail::scale(Row[0], static_cast<T>(1));
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// Compute XY shear factor and make 2nd row orthogonal to 1st.
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// Compute XY shear factor and make 2nd row orthogonal to 1st.
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Skew.z = dot(Row[0], Row[1]);
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Skew.z = dot(Row[0], Row[1]);
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Row[1] = combine(Row[1], Row[0], static_cast<T>(1), -Skew.z);
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Row[1] = detail::combine(Row[1], Row[0], static_cast<T>(1), -Skew.z);
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// Now, compute Y scale and normalize 2nd row.
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// Now, compute Y scale and normalize 2nd row.
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Scale.y = length(Row[1]);
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Scale.y = length(Row[1]);
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v3Scale(Row[1], static_cast<T>(1));
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Row[1] = detail::scale(Row[1], static_cast<T>(1));
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Skew.z /= Scale.y;
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Skew.z /= Scale.y;
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// Compute XZ and YZ shears, orthogonalize 3rd row.
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// Compute XZ and YZ shears, orthogonalize 3rd row.
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Skew.y = glm::dot(Row[0], Row[2]);
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Skew.y = glm::dot(Row[0], Row[2]);
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Row[2] = combine(Row[2], Row[0], static_cast<T>(1), -Skew.y);
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Row[2] = detail::combine(Row[2], Row[0], static_cast<T>(1), -Skew.y);
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Skew.x = glm::dot(Row[1], Row[2]);
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Skew.x = glm::dot(Row[1], Row[2]);
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Row[2] = combine(Row[2], Row[1], static_cast<T>(1), -Skew.x);
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Row[2] = detail::combine(Row[2], Row[1], static_cast<T>(1), -Skew.x);
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// Next, get Z scale and normalize 3rd row.
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// Next, get Z scale and normalize 3rd row.
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Scale.z = length(Row[2]);
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Scale.z = length(Row[2]);
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v3Scale(Row[2], static_cast<T>(1));
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Row[2] = detail::scale(Row[2], static_cast<T>(1));
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Skew.y /= Scale.z;
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Skew.y /= Scale.z;
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Skew.x /= Scale.z;
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Skew.x /= Scale.z;
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