#define Clamp( x, minVal, maxVal) glm::clamp( x, minVal, maxVal) #define SLerp( x, y, a ) glm::slerp( x, y, a ) #define Lerp( x, y, a ) glm::lerp( x, y, a ) #define Normalize(vec) glm::normalize(vec) #define Deg2Rad(degrees) glm::radians(degrees) #define Identity glm::identity<FMatrix>() #define Translate( mat , vec ) glm::translate( mat , vec ) #define Rotate( mat , angle , vec ) glm::rotate( mat , angle , vec ) #define Scale( mat , vec ) glm::scale( mat , vec ) #define LookAtLH(eye,center,up) glm::lookAtLH(eye,center,up) #define Transpose(mat) glm::transpose(mat) #define Qua2Mat(q) glm::mat4_cast(q) #define OrthoLH_ZO(left, right, bottom, top, zNear, zFar) glm::orthoLH_ZO(left, right, bottom, top, zNear, zFar) #define PerspectiveFovLH_ZO(fov, width, height, zNear, zFar) glm::perspectiveFovLH_ZO(fov, width, height, zNear, zFar) #define PI 3.1415926535f;
常用宏定义
最新推荐文章于 2025-03-16 17:18:06 发布