axmol/core/math/Mat3.h

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#include "math/MathBase.h"
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NS_AX_MATH_BEGIN
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// both metal and GLSL3/ESSL3 mat3 is identical to mat3x4,
// so provide this helper struct to construct mat3 match with GPU
struct Mat3
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{
#if AX_GLES_PROFILE != 200
enum Index
{
_M00 = 0,
_M01 = 1,
_M02 = 2,
_M10 = 4,
_M11 = 5,
_M12 = 6,
_M20 = 8,
_M21 = 9,
_M22 = 10
};
#else
enum Index
{
_M00 = 0,
_M01 = 1,
_M02 = 2,
_M10 = 3,
_M11 = 4,
_M12 = 5,
_M20 = 6,
_M21 = 7,
_M22 = 8
};
#endif
Mat3() = default;
Mat3(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
{
this->set(m00, m01, m02, m10, m11, m12, m20, m21, m22);
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}
void set(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
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{
m[_M00] = m00;
m[_M01] = m01;
m[_M02] = m02;
// 0 3 = 0 * 4 + 3 = 3
m[_M10] = m10;
m[_M11] = m11;
m[_M12] = m12;
// 1 3 = 1 * 4 + 3 = 7
m[_M20] = m20;
m[_M21] = m21;
m[_M22] = m22;
// 2 3 = 2 * 4 + 3 = 11
}
float* operator[](size_t rowIndex)
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{
#if AX_GLES_PROFILE != 200
assert(rowIndex < 3);
return &m[rowIndex * 4];
#else
assert(rowIndex < 2);
return &m[rowIndex * 3];
#endif
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}
#if AX_GLES_PROFILE != 200
float m[12] = {};
#else
float m[9] = {};
#endif
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};
NS_AX_MATH_END