Created
March 30, 2018 18:48
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ofMatrix4x4 compared to glm::mat4.
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#include "ofMain.h" | |
int main() { | |
// both initialize to identity matrix | |
cout << glm::mat4() << endl; | |
cout << ofMatrix4x4() << endl; | |
// both row-major (translation stored in mat[3][0,1,2]) | |
glm::mat4 glmMat; | |
glmMat = glm::translate(glmMat, glm::vec3(1,2,3)); | |
ofMatrix4x4 ofMat; | |
ofMat.translate(1,2,3); | |
for(int i = 0; i < 4; i++) { | |
cout << glmMat[i] << endl; | |
cout << ofMat._mat[i] << endl; | |
} | |
// if working with multiple transformations, note that: | |
// glmMat *= glm::translate(glmMat, translation); | |
// is actually equivalent to: | |
// ofMat.preMultTranslate(translation); | |
// also, | |
glm::mat4 glmMat1, glmMat2; | |
glmMat1 *= glmMat2; | |
// is equivalent to: | |
ofMatrix4x4 ofMat1, ofMat2; | |
ofMat1.preMult(ofMat2); | |
// glm::eulerAngleX accepts radians | |
// ofMatrix4x4 uses float by default | |
// glm::mat4 can use float or double based on initialization | |
// so we explicitly initialize with a float | |
cout << glm::eulerAngleX(float(HALF_PI)) << endl; | |
// ofMatrix4x4::newRotationMatrix accepts degrees | |
cout << ofMatrix4x4::newRotationMatrix(90, 1, 0, 0) << endl; | |
} |
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