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- #ifndef DEPTHGUIDE_MATH_HELPER_HPP
- #define DEPTHGUIDE_MATH_HELPER_HPP
- #include <glm/glm.hpp>
- #include <glm/gtc/quaternion.hpp>
- #include <glm/gtx/transform.hpp>
- #include <Eigen/Geometry>
- // 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);
- }
- inline glm::mat4 to_transform_mat(glm::vec3 t, glm::mat3 r) {
- auto ret = glm::mat4(r);
- ret[3] = glm::vec4(t, 1.f);
- return ret;
- }
- template<typename Scalar, int Mode>
- inline glm::mat4 to_mat4(const Eigen::Transform<Scalar, 3, Mode> &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<typename Scalar, int Mode>
- inline auto to_eigen_transform(const glm::mat4 &m) {
- auto ret = Eigen::Transform<Scalar, 3, Mode>();
- auto &mat = ret.matrix();
- for (auto j = 0; j < 4; ++j)
- for (auto i = 0; i < 4; ++i) {
- mat(i, j) = m[j][i];
- }
- return ret;
- }
- template<typename Scalar, int Mode>
- inline void to_eigen_transform(const glm::mat4 &m,
- Eigen::Transform<Scalar, 3, Mode> &ret) {
- ret = to_eigen_transform<Scalar, Mode>(m);
- }
- template<typename T>
- concept Vec2Type = requires(T t) {
- { t.x } -> std::convertible_to<float>;
- { t.y } -> std::convertible_to<float>;
- };
- template<Vec2Type T>
- inline auto to_vec2(const T &v) {
- return glm::vec2(v.x, v.y);
- }
- template<typename T>
- concept Vec3Type = requires(T t) {
- { t.x } -> std::convertible_to<float>;
- { t.y } -> std::convertible_to<float>;
- { t.z } -> std::convertible_to<float>;
- };
- template<Vec3Type T>
- 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 to_homo(const glm::vec2 &v) {
- return glm::vec3(v, 1.f);
- }
- inline auto from_homo(const glm::vec4 &v) {
- return glm::vec3(v) / v.w;
- }
- inline auto from_homo(const glm::vec3 &v) {
- return glm::vec2(v) / v.z;
- }
- // transform point
- inline glm::vec3 transform_p(const glm::mat4 &mat, const glm::vec3 &point) {
- return from_homo(mat * to_homo(point));
- }
- inline glm::vec2 transform_p(const glm::mat3 &mat, const glm::vec2 &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
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