问基于四元数的GLM点旋转EN简单来说,原理就是利用matrix运算,先把旋转点移到原点位置,旋转变换后再...
我需要缩放,旋转和平移这些锥网格,使它们指向正确的方向。根据我的一位讲师,我可以旋转圆锥体,使其...
mat4 #include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale #include <glm/ext/matrix_clip_space.hpp> // glm::perspective #include <glm/ext/scalar_constants.hpp> // glm::pi glm::mat4 camera(float Translate, glm::vec2 const& Rotate) { glm::mat4 ...
glm::rotate, glm::scale #include <glm/ext/matrix_clip_space.hpp> // glm::perspective #include <glm/ext/constants.hpp> // glm::pi glm::mat4 camera(float Translate, glm::vec2 const
closestPointOnLine function for tvec2 to GTX_closest_point #238 - Moved template types from 'detail' to 'glm' namespace #239, #244 - Added GLM_FORCE_SIZE_FUNC to replace .length() by .size() #245 === GLM 0.9.5.4: 2014-06-21 ---...
View = glm::rotate(View, Rotate.x, glm::vec3(0.0f,1.0f,0.0f)); glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));returnProjection * View * Model; } Lastest release Project Health Release notes GLM 0.9.9.9- 2020-XX-XX ...
As it turned out, checking the propagation reports that evening, there had been a series of HF radio blackouts at around the time we were trying to operate. While conditions during the week had been so good up to that point, it hadn’t crossed my mind that what we had was, in fact,...
(0.0f, 0.0f, -Translate)); View = glm::rotate(View, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f)); View = glm::rotate(View, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f)); return Projection * View * Model;...
mat4 #include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale #include <glm/ext/matrix_clip_space.hpp> // glm::perspective #include <glm/ext/scalar_constants.hpp> // glm::pi glm::mat4 camera(float Translate, glm::vec2 const& Rotate) { glm::mat4 ...
mat4 #include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale #include <glm/ext/matrix_clip_space.hpp> // glm::perspective #include <glm/ext/scalar_constants.hpp> // glm::pi glm::mat4 camera(float Translate, glm::vec2 const& Rotate) { glm::mat4 ...