Fix build with system glm once again

Change-Id: I7cd179f6f981455cfece1ca8ce0ea314ac341f99
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index 4178467..2fc70f9 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -372,7 +372,7 @@ void OpenGL3DRenderer::init()
    CHECK_GL_ERROR();
    glViewport(0, 0, m_iWidth, m_iHeight);
    Set3DSenceInfo(0xFFFFFF, true);
    m_GlobalScaleMatrix = glm::scale(0.01f, 0.01f, 0.01f);
    m_GlobalScaleMatrix = glm::scale(glm::vec3(0.01f, 0.01f, 0.01f));
}

void OpenGL3DRenderer::SetSize(const Size& rSize)
@@ -1949,7 +1949,7 @@ void OpenGL3DRenderer::GetBatchMiddleInfo(const Extrude3DInfo &extrude3D)
    }
    else
    {
        glm::mat4 scale = glm::scale(xyScale, xyScale,actualZScale);
        glm::mat4 scale = glm::scale(glm::vec3(xyScale, xyScale,actualZScale));
        glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
        m_Model = aTranslationMatrix * extrude3D.rotation * scale;
    }
@@ -1975,7 +1975,7 @@ void OpenGL3DRenderer::GetBatchTopAndFlatInfo(const Extrude3DInfo &extrude3D)
        // the height of rounded corner is higher than the cube than use the org scale matrix
        //yScale /= (float)(1 + BOTTOM_THRESHOLD);
        zScale /= (float)(m_RoundBarMesh.bottomThreshold);
        glm::mat4 scale = glm::scale(xyScale, xyScale, zScale);
        glm::mat4 scale = glm::scale(glm::vec3(xyScale, xyScale, zScale));
        //MoveModelf(trans, angle, scale);
        glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
        m_Model = aTranslationMatrix * extrude3D.rotation * scale * orgTrans;
@@ -1984,7 +1984,7 @@ void OpenGL3DRenderer::GetBatchTopAndFlatInfo(const Extrude3DInfo &extrude3D)
    {
        // use different matrices for different parts
        glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, actualZTrans));
        glm::mat4 topScale = glm::scale(xyScale, xyScale, xyScale);
        glm::mat4 topScale = glm::scale(glm::vec3(xyScale, xyScale, xyScale));
        glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
        m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale * orgTrans;
    }
@@ -1996,7 +1996,7 @@ void OpenGL3DRenderer::GetBatchTopAndFlatInfo(const Extrude3DInfo &extrude3D)
    m_BarSurface[TOP_SURFACE].colorList.push_back(extrude3D.material.materialColor);

    glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
    glm::mat4 flatScale = glm::scale(xyScale, xyScale, xyScale);
    glm::mat4 flatScale = glm::scale(glm::vec3(xyScale, xyScale, xyScale));
    m_Model = aTranslationMatrix * extrude3D.rotation * flatScale;
    m_Model =m_GlobalScaleMatrix * m_Model;
    normalMatrix = glm::mat3(m_Model);
@@ -2022,7 +2022,7 @@ void OpenGL3DRenderer::GetBatchBarsInfo()
        else
        {
            glm::mat4 transformMatrix = glm::translate(glm::vec3(extrude3DInfo.xTransform, extrude3DInfo.yTransform, extrude3DInfo.zTransform));
            glm::mat4 scaleMatrix = glm::scale(extrude3DInfo.xScale, extrude3DInfo.yScale, extrude3DInfo.zScale);
            glm::mat4 scaleMatrix = glm::scale(glm::vec3(extrude3DInfo.xScale, extrude3DInfo.yScale, extrude3DInfo.zScale));
            m_Model = transformMatrix * extrude3DInfo.rotation * scaleMatrix;
            m_Model = m_GlobalScaleMatrix * m_Model;
            glm::mat3 normalMatrix(m_Model);