#ifndef DEPTHGUIDE_MATH_HELPER_HPP #define DEPTHGUIDE_MATH_HELPER_HPP #include #include #include #include // r in radius inline glm::mat4 to_transform_mat(glm::vec3 t, glm::vec3 r) { static constexpr auto unit_x = glm::vec3(1.0f, 0.0f, 0.0f); static constexpr auto unit_y = glm::vec3(0.0f, 1.0f, 0.0f); static constexpr auto unit_z = glm::vec3(0.0f, 0.0f, 1.0f); auto rot = glm::angleAxis(r.x, unit_x) * glm::angleAxis(r.y, unit_y) * glm::angleAxis(r.z, unit_z); auto offset = glm::translate(t); return offset * glm::mat4_cast(rot); } template inline glm::mat4 to_mat4(const Eigen::Transform &m) { auto ret = glm::mat4(); auto &mat = m.matrix(); for (auto j = 0; j < 4; ++j) for (auto i = 0; i < 4; ++i) { ret[j][i] = mat(i, j); } return ret; } template concept Vec2Type = requires(T t) { { t.x } -> std::convertible_to; { t.y } -> std::convertible_to; }; template inline auto to_vec2(const T &v) { return glm::vec2(v.x, v.y); } template concept Vec3Type = requires(T t) { { t.x } -> std::convertible_to; { t.y } -> std::convertible_to; { t.z } -> std::convertible_to; }; template inline auto to_vec3(const T &v) { return glm::vec3(v.x, v.y, v.z); } inline auto to_homo(const glm::vec3 &v) { return glm::vec4(v, 1.f); } inline auto from_homo(const glm::vec4 &v) { return glm::vec3(v) / v.w; } // transform point inline glm::vec3 transform_p(const glm::mat4 &mat, const glm::vec3 &point) { return from_homo(mat * to_homo(point)); } // transform vector inline glm::vec3 transform_v(const glm::mat4 &mat, const glm::vec3 &vec) { return glm::mat3(mat) * vec; } #endif //DEPTHGUIDE_MATH_HELPER_HPP