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matrix_helper.py
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matrix_helper.py
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import glm
import math
import numpy
def translate(matrix, x, y, z):
translation = glm.types.mat4x4.identity()
translation.col3_vec4(glm.vec4(x, y, z, 1))
return translation.mul_mat(matrix)
def scale(matrix, x, y, z):
scaling = glm.mat4x4.identity()
scaling.i00 = x
scaling.i11 = y
scaling.i22 = z
scaling.i33 = 1
return scaling.mul_mat(matrix)
def rotate_about_x(matrix, angle):
angle = math.radians(angle)
rotation = glm.types.mat4x4.identity()
rotation.i11 = math.cos(angle)
rotation.i12 = -math.sin(angle)
rotation.i21 = math.sin(angle)
rotation.i22 = math.cos(angle)
return rotation.mul_mat(matrix)
def rotate_about_y(matrix, angle):
angle = math.radians(angle)
rotation = glm.types.mat4x4.identity()
rotation.i00 = math.cos(angle)
rotation.i02 = math.sin(angle)
rotation.i20 = -math.sin(angle)
rotation.i22 = math.cos(angle)
return rotation.mul_mat(matrix)
def rotate_about_z(matrix, angle):
angle = math.radians(angle)
rotation = glm.types.mat4x4.identity()
rotation.i00 = math.cos(angle)
rotation.i01 = -math.sin(angle)
rotation.i10 = math.sin(angle)
rotation.i11 = math.cos(angle)
return rotation.mul_mat(matrix)
def projection(fov, aspect_ratio, z_near, z_far):
fov = math.radians(fov)
f = 1.0 / math.tan(fov / 2.0)
p_matrix = numpy.array([f / aspect_ratio, 0.0, 0.0, 0.0,
0.0, f, 0.0, 0.0,
0.0, 0.0, (z_far + z_near) / (z_near - z_far), -1.0,
0.0, 0.0, 2.0 * z_far * z_near / (z_near - z_far), 0.0], numpy.float32)
return p_matrix
def identity():
return [1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0]