dungeon_crawler
diff prototype/vmath/matrix.cc @ 1:96de911d05d4
started a rough prototype
author | John Tsiombikas <nuclear@mutantstargoat.com> |
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date | Thu, 28 Jun 2012 06:05:50 +0300 |
parents | |
children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/prototype/vmath/matrix.cc Thu Jun 28 06:05:50 2012 +0300 1.3 @@ -0,0 +1,743 @@ 1.4 +#include <cstdio> 1.5 +#include <cmath> 1.6 +#include "matrix.h" 1.7 +#include "vector.h" 1.8 +#include "quat.h" 1.9 + 1.10 +using namespace std; 1.11 + 1.12 +// ----------- Matrix3x3 -------------- 1.13 + 1.14 +Matrix3x3 Matrix3x3::identity = Matrix3x3(1, 0, 0, 0, 1, 0, 0, 0, 1); 1.15 + 1.16 +Matrix3x3::Matrix3x3() 1.17 +{ 1.18 + *this = identity; 1.19 +} 1.20 + 1.21 +Matrix3x3::Matrix3x3( scalar_t m11, scalar_t m12, scalar_t m13, 1.22 + scalar_t m21, scalar_t m22, scalar_t m23, 1.23 + scalar_t m31, scalar_t m32, scalar_t m33) 1.24 +{ 1.25 + m[0][0] = m11; m[0][1] = m12; m[0][2] = m13; 1.26 + m[1][0] = m21; m[1][1] = m22; m[1][2] = m23; 1.27 + m[2][0] = m31; m[2][1] = m32; m[2][2] = m33; 1.28 +} 1.29 + 1.30 +Matrix3x3::Matrix3x3(const Vector3 &ivec, const Vector3 &jvec, const Vector3 &kvec) 1.31 +{ 1.32 + set_row_vector(ivec, 0); 1.33 + set_row_vector(jvec, 1); 1.34 + set_row_vector(kvec, 2); 1.35 +} 1.36 + 1.37 +Matrix3x3::Matrix3x3(const mat3_t cmat) 1.38 +{ 1.39 + memcpy(m, cmat, sizeof(mat3_t)); 1.40 +} 1.41 + 1.42 +Matrix3x3::Matrix3x3(const Matrix4x4 &mat4x4) 1.43 +{ 1.44 + for(int i=0; i<3; i++) { 1.45 + for(int j=0; j<3; j++) { 1.46 + m[i][j] = mat4x4[i][j]; 1.47 + } 1.48 + } 1.49 +} 1.50 + 1.51 +Matrix3x3 operator +(const Matrix3x3 &m1, const Matrix3x3 &m2) 1.52 +{ 1.53 + Matrix3x3 res; 1.54 + const scalar_t *op1 = m1.m[0], *op2 = m2.m[0]; 1.55 + scalar_t *dest = res.m[0]; 1.56 + 1.57 + for(int i=0; i<9; i++) { 1.58 + *dest++ = *op1++ + *op2++; 1.59 + } 1.60 + return res; 1.61 +} 1.62 + 1.63 +Matrix3x3 operator -(const Matrix3x3 &m1, const Matrix3x3 &m2) 1.64 +{ 1.65 + Matrix3x3 res; 1.66 + const scalar_t *op1 = m1.m[0], *op2 = m2.m[0]; 1.67 + scalar_t *dest = res.m[0]; 1.68 + 1.69 + for(int i=0; i<9; i++) { 1.70 + *dest++ = *op1++ - *op2++; 1.71 + } 1.72 + return res; 1.73 +} 1.74 + 1.75 +Matrix3x3 operator *(const Matrix3x3 &m1, const Matrix3x3 &m2) 1.76 +{ 1.77 + Matrix3x3 res; 1.78 + for(int i=0; i<3; i++) { 1.79 + for(int j=0; j<3; j++) { 1.80 + res.m[i][j] = m1.m[i][0] * m2.m[0][j] + m1.m[i][1] * m2.m[1][j] + m1.m[i][2] * m2.m[2][j]; 1.81 + } 1.82 + } 1.83 + return res; 1.84 +} 1.85 + 1.86 +void operator +=(Matrix3x3 &m1, const Matrix3x3 &m2) 1.87 +{ 1.88 + scalar_t *op1 = m1.m[0]; 1.89 + const scalar_t *op2 = m2.m[0]; 1.90 + 1.91 + for(int i=0; i<9; i++) { 1.92 + *op1++ += *op2++; 1.93 + } 1.94 +} 1.95 + 1.96 +void operator -=(Matrix3x3 &m1, const Matrix3x3 &m2) 1.97 +{ 1.98 + scalar_t *op1 = m1.m[0]; 1.99 + const scalar_t *op2 = m2.m[0]; 1.100 + 1.101 + for(int i=0; i<9; i++) { 1.102 + *op1++ -= *op2++; 1.103 + } 1.104 +} 1.105 + 1.106 +void operator *=(Matrix3x3 &m1, const Matrix3x3 &m2) 1.107 +{ 1.108 + Matrix3x3 res; 1.109 + for(int i=0; i<3; i++) { 1.110 + for(int j=0; j<3; j++) { 1.111 + res.m[i][j] = m1.m[i][0] * m2.m[0][j] + m1.m[i][1] * m2.m[1][j] + m1.m[i][2] * m2.m[2][j]; 1.112 + } 1.113 + } 1.114 + memcpy(m1.m, res.m, 9 * sizeof(scalar_t)); 1.115 +} 1.116 + 1.117 +Matrix3x3 operator *(const Matrix3x3 &mat, scalar_t scalar) 1.118 +{ 1.119 + Matrix3x3 res; 1.120 + const scalar_t *mptr = mat.m[0]; 1.121 + scalar_t *dptr = res.m[0]; 1.122 + 1.123 + for(int i=0; i<9; i++) { 1.124 + *dptr++ = *mptr++ * scalar; 1.125 + } 1.126 + return res; 1.127 +} 1.128 + 1.129 +Matrix3x3 operator *(scalar_t scalar, const Matrix3x3 &mat) 1.130 +{ 1.131 + Matrix3x3 res; 1.132 + const scalar_t *mptr = mat.m[0]; 1.133 + scalar_t *dptr = res.m[0]; 1.134 + 1.135 + for(int i=0; i<9; i++) { 1.136 + *dptr++ = *mptr++ * scalar; 1.137 + } 1.138 + return res; 1.139 +} 1.140 + 1.141 +void operator *=(Matrix3x3 &mat, scalar_t scalar) 1.142 +{ 1.143 + scalar_t *mptr = mat.m[0]; 1.144 + 1.145 + for(int i=0; i<9; i++) { 1.146 + *mptr++ *= scalar; 1.147 + } 1.148 +} 1.149 + 1.150 +void Matrix3x3::translate(const Vector2 &trans) 1.151 +{ 1.152 + Matrix3x3 tmat(1, 0, trans.x, 0, 1, trans.y, 0, 0, 1); 1.153 + *this *= tmat; 1.154 +} 1.155 + 1.156 +void Matrix3x3::set_translation(const Vector2 &trans) 1.157 +{ 1.158 + *this = Matrix3x3(1, 0, trans.x, 0, 1, trans.y, 0, 0, 1); 1.159 +} 1.160 + 1.161 +void Matrix3x3::rotate(scalar_t angle) 1.162 +{ 1.163 + scalar_t cos_a = cos(angle); 1.164 + scalar_t sin_a = sin(angle); 1.165 + Matrix3x3 rmat( cos_a, -sin_a, 0, 1.166 + sin_a, cos_a, 0, 1.167 + 0, 0, 1); 1.168 + *this *= rmat; 1.169 +} 1.170 + 1.171 +void Matrix3x3::set_rotation(scalar_t angle) 1.172 +{ 1.173 + scalar_t cos_a = cos(angle); 1.174 + scalar_t sin_a = sin(angle); 1.175 + *this = Matrix3x3(cos_a, -sin_a, 0, sin_a, cos_a, 0, 0, 0, 1); 1.176 +} 1.177 + 1.178 +void Matrix3x3::rotate(const Vector3 &euler_angles) 1.179 +{ 1.180 + Matrix3x3 xrot, yrot, zrot; 1.181 + 1.182 + xrot = Matrix3x3( 1, 0, 0, 1.183 + 0, cos(euler_angles.x), -sin(euler_angles.x), 1.184 + 0, sin(euler_angles.x), cos(euler_angles.x)); 1.185 + 1.186 + yrot = Matrix3x3( cos(euler_angles.y), 0, sin(euler_angles.y), 1.187 + 0, 1, 0, 1.188 + -sin(euler_angles.y), 0, cos(euler_angles.y)); 1.189 + 1.190 + zrot = Matrix3x3( cos(euler_angles.z), -sin(euler_angles.z), 0, 1.191 + sin(euler_angles.z), cos(euler_angles.z), 0, 1.192 + 0, 0, 1); 1.193 + 1.194 + *this *= xrot * yrot * zrot; 1.195 +} 1.196 + 1.197 +void Matrix3x3::set_rotation(const Vector3 &euler_angles) 1.198 +{ 1.199 + Matrix3x3 xrot, yrot, zrot; 1.200 + 1.201 + xrot = Matrix3x3( 1, 0, 0, 1.202 + 0, cos(euler_angles.x), -sin(euler_angles.x), 1.203 + 0, sin(euler_angles.x), cos(euler_angles.x)); 1.204 + 1.205 + yrot = Matrix3x3( cos(euler_angles.y), 0, sin(euler_angles.y), 1.206 + 0, 1, 0, 1.207 + -sin(euler_angles.y), 0, cos(euler_angles.y)); 1.208 + 1.209 + zrot = Matrix3x3( cos(euler_angles.z), -sin(euler_angles.z), 0, 1.210 + sin(euler_angles.z), cos(euler_angles.z), 0, 1.211 + 0, 0, 1); 1.212 + 1.213 + *this = xrot * yrot * zrot; 1.214 +} 1.215 + 1.216 +void Matrix3x3::rotate(const Vector3 &axis, scalar_t angle) 1.217 +{ 1.218 + scalar_t sina = (scalar_t)sin(angle); 1.219 + scalar_t cosa = (scalar_t)cos(angle); 1.220 + scalar_t invcosa = 1-cosa; 1.221 + scalar_t nxsq = axis.x * axis.x; 1.222 + scalar_t nysq = axis.y * axis.y; 1.223 + scalar_t nzsq = axis.z * axis.z; 1.224 + 1.225 + Matrix3x3 xform; 1.226 + xform.m[0][0] = nxsq + (1-nxsq) * cosa; 1.227 + xform.m[0][1] = axis.x * axis.y * invcosa - axis.z * sina; 1.228 + xform.m[0][2] = axis.x * axis.z * invcosa + axis.y * sina; 1.229 + 1.230 + xform.m[1][0] = axis.x * axis.y * invcosa + axis.z * sina; 1.231 + xform.m[1][1] = nysq + (1-nysq) * cosa; 1.232 + xform.m[1][2] = axis.y * axis.z * invcosa - axis.x * sina; 1.233 + 1.234 + xform.m[2][0] = axis.x * axis.z * invcosa - axis.y * sina; 1.235 + xform.m[2][1] = axis.y * axis.z * invcosa + axis.x * sina; 1.236 + xform.m[2][2] = nzsq + (1-nzsq) * cosa; 1.237 + 1.238 + *this *= xform; 1.239 +} 1.240 + 1.241 +void Matrix3x3::set_rotation(const Vector3 &axis, scalar_t angle) 1.242 +{ 1.243 + scalar_t sina = (scalar_t)sin(angle); 1.244 + scalar_t cosa = (scalar_t)cos(angle); 1.245 + scalar_t invcosa = 1-cosa; 1.246 + scalar_t nxsq = axis.x * axis.x; 1.247 + scalar_t nysq = axis.y * axis.y; 1.248 + scalar_t nzsq = axis.z * axis.z; 1.249 + 1.250 + reset_identity(); 1.251 + m[0][0] = nxsq + (1-nxsq) * cosa; 1.252 + m[0][1] = axis.x * axis.y * invcosa - axis.z * sina; 1.253 + m[0][2] = axis.x * axis.z * invcosa + axis.y * sina; 1.254 + m[1][0] = axis.x * axis.y * invcosa + axis.z * sina; 1.255 + m[1][1] = nysq + (1-nysq) * cosa; 1.256 + m[1][2] = axis.y * axis.z * invcosa - axis.x * sina; 1.257 + m[2][0] = axis.x * axis.z * invcosa - axis.y * sina; 1.258 + m[2][1] = axis.y * axis.z * invcosa + axis.x * sina; 1.259 + m[2][2] = nzsq + (1-nzsq) * cosa; 1.260 +} 1.261 + 1.262 +void Matrix3x3::scale(const Vector3 &scale_vec) 1.263 +{ 1.264 + Matrix3x3 smat( scale_vec.x, 0, 0, 1.265 + 0, scale_vec.y, 0, 1.266 + 0, 0, scale_vec.z); 1.267 + *this *= smat; 1.268 +} 1.269 + 1.270 +void Matrix3x3::set_scaling(const Vector3 &scale_vec) 1.271 +{ 1.272 + *this = Matrix3x3( scale_vec.x, 0, 0, 1.273 + 0, scale_vec.y, 0, 1.274 + 0, 0, scale_vec.z); 1.275 +} 1.276 + 1.277 +void Matrix3x3::set_column_vector(const Vector3 &vec, unsigned int col_index) 1.278 +{ 1.279 + m[0][col_index] = vec.x; 1.280 + m[1][col_index] = vec.y; 1.281 + m[2][col_index] = vec.z; 1.282 +} 1.283 + 1.284 +void Matrix3x3::set_row_vector(const Vector3 &vec, unsigned int row_index) 1.285 +{ 1.286 + m[row_index][0] = vec.x; 1.287 + m[row_index][1] = vec.y; 1.288 + m[row_index][2] = vec.z; 1.289 +} 1.290 + 1.291 +Vector3 Matrix3x3::get_column_vector(unsigned int col_index) const 1.292 +{ 1.293 + return Vector3(m[0][col_index], m[1][col_index], m[2][col_index]); 1.294 +} 1.295 + 1.296 +Vector3 Matrix3x3::get_row_vector(unsigned int row_index) const 1.297 +{ 1.298 + return Vector3(m[row_index][0], m[row_index][1], m[row_index][2]); 1.299 +} 1.300 + 1.301 +void Matrix3x3::transpose() 1.302 +{ 1.303 + Matrix3x3 tmp = *this; 1.304 + for(int i=0; i<3; i++) { 1.305 + for(int j=0; j<3; j++) { 1.306 + m[i][j] = tmp[j][i]; 1.307 + } 1.308 + } 1.309 +} 1.310 + 1.311 +Matrix3x3 Matrix3x3::transposed() const 1.312 +{ 1.313 + Matrix3x3 res; 1.314 + for(int i=0; i<3; i++) { 1.315 + for(int j=0; j<3; j++) { 1.316 + res[i][j] = m[j][i]; 1.317 + } 1.318 + } 1.319 + return res; 1.320 +} 1.321 + 1.322 +scalar_t Matrix3x3::determinant() const 1.323 +{ 1.324 + return m[0][0] * (m[1][1]*m[2][2] - m[1][2]*m[2][1]) - 1.325 + m[0][1] * (m[1][0]*m[2][2] - m[1][2]*m[2][0]) + 1.326 + m[0][2] * (m[1][0]*m[2][1] - m[1][1]*m[2][0]); 1.327 +} 1.328 + 1.329 +Matrix3x3 Matrix3x3::inverse() const 1.330 +{ 1.331 + // TODO: implement 3x3 inverse 1.332 + return *this; 1.333 +} 1.334 + 1.335 +ostream &operator <<(ostream &out, const Matrix3x3 &mat) 1.336 +{ 1.337 + for(int i=0; i<3; i++) { 1.338 + char str[100]; 1.339 + sprintf(str, "[ %12.5f %12.5f %12.5f ]\n", (float)mat.m[i][0], (float)mat.m[i][1], (float)mat.m[i][2]); 1.340 + out << str; 1.341 + } 1.342 + return out; 1.343 +} 1.344 + 1.345 + 1.346 + 1.347 +/* ----------------- Matrix4x4 implementation --------------- */ 1.348 + 1.349 +Matrix4x4 Matrix4x4::identity = Matrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); 1.350 + 1.351 +Matrix4x4::Matrix4x4() 1.352 +{ 1.353 + *this = identity; 1.354 +} 1.355 + 1.356 +Matrix4x4::Matrix4x4( scalar_t m11, scalar_t m12, scalar_t m13, scalar_t m14, 1.357 + scalar_t m21, scalar_t m22, scalar_t m23, scalar_t m24, 1.358 + scalar_t m31, scalar_t m32, scalar_t m33, scalar_t m34, 1.359 + scalar_t m41, scalar_t m42, scalar_t m43, scalar_t m44) 1.360 +{ 1.361 + m[0][0] = m11; m[0][1] = m12; m[0][2] = m13; m[0][3] = m14; 1.362 + m[1][0] = m21; m[1][1] = m22; m[1][2] = m23; m[1][3] = m24; 1.363 + m[2][0] = m31; m[2][1] = m32; m[2][2] = m33; m[2][3] = m34; 1.364 + m[3][0] = m41; m[3][1] = m42; m[3][2] = m43; m[3][3] = m44; 1.365 +} 1.366 + 1.367 +Matrix4x4::Matrix4x4(const mat4_t cmat) 1.368 +{ 1.369 + memcpy(m, cmat, sizeof(mat4_t)); 1.370 +} 1.371 + 1.372 +Matrix4x4::Matrix4x4(const Matrix3x3 &mat3x3) 1.373 +{ 1.374 + reset_identity(); 1.375 + for(int i=0; i<3; i++) { 1.376 + for(int j=0; j<3; j++) { 1.377 + m[i][j] = mat3x3[i][j]; 1.378 + } 1.379 + } 1.380 +} 1.381 + 1.382 +Matrix4x4 operator +(const Matrix4x4 &m1, const Matrix4x4 &m2) 1.383 +{ 1.384 + Matrix4x4 res; 1.385 + const scalar_t *op1 = m1.m[0], *op2 = m2.m[0]; 1.386 + scalar_t *dest = res.m[0]; 1.387 + 1.388 + for(int i=0; i<16; i++) { 1.389 + *dest++ = *op1++ + *op2++; 1.390 + } 1.391 + return res; 1.392 +} 1.393 + 1.394 +Matrix4x4 operator -(const Matrix4x4 &m1, const Matrix4x4 &m2) 1.395 +{ 1.396 + Matrix4x4 res; 1.397 + const scalar_t *op1 = m1.m[0], *op2 = m2.m[0]; 1.398 + scalar_t *dest = res.m[0]; 1.399 + 1.400 + for(int i=0; i<16; i++) { 1.401 + *dest++ = *op1++ - *op2++; 1.402 + } 1.403 + return res; 1.404 +} 1.405 + 1.406 +/* 1.407 +Matrix4x4 operator *(const Matrix4x4 &m1, const Matrix4x4 &m2) { 1.408 + Matrix4x4 res; 1.409 + 1.410 + for(int i=0; i<4; i++) { 1.411 + for(int j=0; j<4; j++) { 1.412 + res.m[i][j] = m1.m[i][0] * m2.m[0][j] + m1.m[i][1] * m2.m[1][j] + m1.m[i][2] * m2.m[2][j] + m1.m[i][3] * m2.m[3][j]; 1.413 + } 1.414 + } 1.415 + 1.416 + return res; 1.417 +} 1.418 +*/ 1.419 + 1.420 +void operator +=(Matrix4x4 &m1, const Matrix4x4 &m2) 1.421 +{ 1.422 + scalar_t *op1 = m1.m[0]; 1.423 + const scalar_t *op2 = m2.m[0]; 1.424 + 1.425 + for(int i=0; i<16; i++) { 1.426 + *op1++ += *op2++; 1.427 + } 1.428 +} 1.429 + 1.430 +void operator -=(Matrix4x4 &m1, const Matrix4x4 &m2) 1.431 +{ 1.432 + scalar_t *op1 = m1.m[0]; 1.433 + const scalar_t *op2 = m2.m[0]; 1.434 + 1.435 + for(int i=0; i<16; i++) { 1.436 + *op1++ -= *op2++; 1.437 + } 1.438 +} 1.439 + 1.440 +void operator *=(Matrix4x4 &m1, const Matrix4x4 &m2) 1.441 +{ 1.442 + Matrix4x4 res; 1.443 + for(int i=0; i<4; i++) { 1.444 + for(int j=0; j<4; j++) { 1.445 + res.m[i][j] = m1.m[i][0] * m2.m[0][j] + m1.m[i][1] * m2.m[1][j] + m1.m[i][2] * m2.m[2][j] + m1.m[i][3] * m2.m[3][j]; 1.446 + } 1.447 + } 1.448 + memcpy(m1.m, res.m, 16 * sizeof(scalar_t)); 1.449 +} 1.450 + 1.451 +Matrix4x4 operator *(const Matrix4x4 &mat, scalar_t scalar) 1.452 +{ 1.453 + Matrix4x4 res; 1.454 + const scalar_t *mptr = mat.m[0]; 1.455 + scalar_t *dptr = res.m[0]; 1.456 + 1.457 + for(int i=0; i<16; i++) { 1.458 + *dptr++ = *mptr++ * scalar; 1.459 + } 1.460 + return res; 1.461 +} 1.462 + 1.463 +Matrix4x4 operator *(scalar_t scalar, const Matrix4x4 &mat) 1.464 +{ 1.465 + Matrix4x4 res; 1.466 + const scalar_t *mptr = mat.m[0]; 1.467 + scalar_t *dptr = res.m[0]; 1.468 + 1.469 + for(int i=0; i<16; i++) { 1.470 + *dptr++ = *mptr++ * scalar; 1.471 + } 1.472 + return res; 1.473 +} 1.474 + 1.475 +void operator *=(Matrix4x4 &mat, scalar_t scalar) 1.476 +{ 1.477 + scalar_t *mptr = mat.m[0]; 1.478 + 1.479 + for(int i=0; i<16; i++) { 1.480 + *mptr++ *= scalar; 1.481 + } 1.482 +} 1.483 + 1.484 +void Matrix4x4::translate(const Vector3 &trans) 1.485 +{ 1.486 + Matrix4x4 tmat(1, 0, 0, trans.x, 0, 1, 0, trans.y, 0, 0, 1, trans.z, 0, 0, 0, 1); 1.487 + *this *= tmat; 1.488 +} 1.489 + 1.490 +void Matrix4x4::set_translation(const Vector3 &trans) 1.491 +{ 1.492 + *this = Matrix4x4(1, 0, 0, trans.x, 0, 1, 0, trans.y, 0, 0, 1, trans.z, 0, 0, 0, 1); 1.493 +} 1.494 + 1.495 +void Matrix4x4::rotate(const Vector3 &euler_angles) 1.496 +{ 1.497 + Matrix3x3 xrot, yrot, zrot; 1.498 + 1.499 + xrot = Matrix3x3( 1, 0, 0, 1.500 + 0, cos(euler_angles.x), -sin(euler_angles.x), 1.501 + 0, sin(euler_angles.x), cos(euler_angles.x)); 1.502 + 1.503 + yrot = Matrix3x3( cos(euler_angles.y), 0, sin(euler_angles.y), 1.504 + 0, 1, 0, 1.505 + -sin(euler_angles.y), 0, cos(euler_angles.y)); 1.506 + 1.507 + zrot = Matrix3x3( cos(euler_angles.z), -sin(euler_angles.z), 0, 1.508 + sin(euler_angles.z), cos(euler_angles.z), 0, 1.509 + 0, 0, 1); 1.510 + 1.511 + *this *= Matrix4x4(xrot * yrot * zrot); 1.512 +} 1.513 + 1.514 +void Matrix4x4::set_rotation(const Vector3 &euler_angles) 1.515 +{ 1.516 + Matrix3x3 xrot, yrot, zrot; 1.517 + 1.518 + xrot = Matrix3x3( 1, 0, 0, 1.519 + 0, cos(euler_angles.x), -sin(euler_angles.x), 1.520 + 0, sin(euler_angles.x), cos(euler_angles.x)); 1.521 + 1.522 + yrot = Matrix3x3( cos(euler_angles.y), 0, sin(euler_angles.y), 1.523 + 0, 1, 0, 1.524 + -sin(euler_angles.y), 0, cos(euler_angles.y)); 1.525 + 1.526 + zrot = Matrix3x3( cos(euler_angles.z), -sin(euler_angles.z), 0, 1.527 + sin(euler_angles.z), cos(euler_angles.z), 0, 1.528 + 0, 0, 1); 1.529 + 1.530 + *this = Matrix4x4(xrot * yrot * zrot); 1.531 +} 1.532 + 1.533 +void Matrix4x4::rotate(const Vector3 &axis, scalar_t angle) 1.534 +{ 1.535 + scalar_t sina = (scalar_t)sin(angle); 1.536 + scalar_t cosa = (scalar_t)cos(angle); 1.537 + scalar_t invcosa = 1-cosa; 1.538 + scalar_t nxsq = axis.x * axis.x; 1.539 + scalar_t nysq = axis.y * axis.y; 1.540 + scalar_t nzsq = axis.z * axis.z; 1.541 + 1.542 + Matrix3x3 xform; 1.543 + xform[0][0] = nxsq + (1-nxsq) * cosa; 1.544 + xform[0][1] = axis.x * axis.y * invcosa - axis.z * sina; 1.545 + xform[0][2] = axis.x * axis.z * invcosa + axis.y * sina; 1.546 + xform[1][0] = axis.x * axis.y * invcosa + axis.z * sina; 1.547 + xform[1][1] = nysq + (1-nysq) * cosa; 1.548 + xform[1][2] = axis.y * axis.z * invcosa - axis.x * sina; 1.549 + xform[2][0] = axis.x * axis.z * invcosa - axis.y * sina; 1.550 + xform[2][1] = axis.y * axis.z * invcosa + axis.x * sina; 1.551 + xform[2][2] = nzsq + (1-nzsq) * cosa; 1.552 + 1.553 + *this *= Matrix4x4(xform); 1.554 +} 1.555 + 1.556 +void Matrix4x4::set_rotation(const Vector3 &axis, scalar_t angle) 1.557 +{ 1.558 + scalar_t sina = (scalar_t)sin(angle); 1.559 + scalar_t cosa = (scalar_t)cos(angle); 1.560 + scalar_t invcosa = 1-cosa; 1.561 + scalar_t nxsq = axis.x * axis.x; 1.562 + scalar_t nysq = axis.y * axis.y; 1.563 + scalar_t nzsq = axis.z * axis.z; 1.564 + 1.565 + reset_identity(); 1.566 + m[0][0] = nxsq + (1-nxsq) * cosa; 1.567 + m[0][1] = axis.x * axis.y * invcosa - axis.z * sina; 1.568 + m[0][2] = axis.x * axis.z * invcosa + axis.y * sina; 1.569 + m[1][0] = axis.x * axis.y * invcosa + axis.z * sina; 1.570 + m[1][1] = nysq + (1-nysq) * cosa; 1.571 + m[1][2] = axis.y * axis.z * invcosa - axis.x * sina; 1.572 + m[2][0] = axis.x * axis.z * invcosa - axis.y * sina; 1.573 + m[2][1] = axis.y * axis.z * invcosa + axis.x * sina; 1.574 + m[2][2] = nzsq + (1-nzsq) * cosa; 1.575 +} 1.576 + 1.577 +void Matrix4x4::scale(const Vector4 &scale_vec) 1.578 +{ 1.579 + Matrix4x4 smat( scale_vec.x, 0, 0, 0, 1.580 + 0, scale_vec.y, 0, 0, 1.581 + 0, 0, scale_vec.z, 0, 1.582 + 0, 0, 0, scale_vec.w); 1.583 + *this *= smat; 1.584 +} 1.585 + 1.586 +void Matrix4x4::set_scaling(const Vector4 &scale_vec) 1.587 +{ 1.588 + *this = Matrix4x4( scale_vec.x, 0, 0, 0, 1.589 + 0, scale_vec.y, 0, 0, 1.590 + 0, 0, scale_vec.z, 0, 1.591 + 0, 0, 0, scale_vec.w); 1.592 +} 1.593 + 1.594 +void Matrix4x4::set_column_vector(const Vector4 &vec, unsigned int col_index) 1.595 +{ 1.596 + m[0][col_index] = vec.x; 1.597 + m[1][col_index] = vec.y; 1.598 + m[2][col_index] = vec.z; 1.599 + m[3][col_index] = vec.w; 1.600 +} 1.601 + 1.602 +void Matrix4x4::set_row_vector(const Vector4 &vec, unsigned int row_index) 1.603 +{ 1.604 + m[row_index][0] = vec.x; 1.605 + m[row_index][1] = vec.y; 1.606 + m[row_index][2] = vec.z; 1.607 + m[row_index][3] = vec.w; 1.608 +} 1.609 + 1.610 +Vector4 Matrix4x4::get_column_vector(unsigned int col_index) const 1.611 +{ 1.612 + return Vector4(m[0][col_index], m[1][col_index], m[2][col_index], m[3][col_index]); 1.613 +} 1.614 + 1.615 +Vector4 Matrix4x4::get_row_vector(unsigned int row_index) const 1.616 +{ 1.617 + return Vector4(m[row_index][0], m[row_index][1], m[row_index][2], m[row_index][3]); 1.618 +} 1.619 + 1.620 +void Matrix4x4::transpose() 1.621 +{ 1.622 + Matrix4x4 tmp = *this; 1.623 + for(int i=0; i<4; i++) { 1.624 + for(int j=0; j<4; j++) { 1.625 + m[i][j] = tmp[j][i]; 1.626 + } 1.627 + } 1.628 +} 1.629 + 1.630 +Matrix4x4 Matrix4x4::transposed() const 1.631 +{ 1.632 + Matrix4x4 res; 1.633 + for(int i=0; i<4; i++) { 1.634 + for(int j=0; j<4; j++) { 1.635 + res[i][j] = m[j][i]; 1.636 + } 1.637 + } 1.638 + return res; 1.639 +} 1.640 + 1.641 +scalar_t Matrix4x4::determinant() const 1.642 +{ 1.643 + scalar_t det11 = (m[1][1] * (m[2][2] * m[3][3] - m[3][2] * m[2][3])) - 1.644 + (m[1][2] * (m[2][1] * m[3][3] - m[3][1] * m[2][3])) + 1.645 + (m[1][3] * (m[2][1] * m[3][2] - m[3][1] * m[2][2])); 1.646 + 1.647 + scalar_t det12 = (m[1][0] * (m[2][2] * m[3][3] - m[3][2] * m[2][3])) - 1.648 + (m[1][2] * (m[2][0] * m[3][3] - m[3][0] * m[2][3])) + 1.649 + (m[1][3] * (m[2][0] * m[3][2] - m[3][0] * m[2][2])); 1.650 + 1.651 + scalar_t det13 = (m[1][0] * (m[2][1] * m[3][3] - m[3][1] * m[2][3])) - 1.652 + (m[1][1] * (m[2][0] * m[3][3] - m[3][0] * m[2][3])) + 1.653 + (m[1][3] * (m[2][0] * m[3][1] - m[3][0] * m[2][1])); 1.654 + 1.655 + scalar_t det14 = (m[1][0] * (m[2][1] * m[3][2] - m[3][1] * m[2][2])) - 1.656 + (m[1][1] * (m[2][0] * m[3][2] - m[3][0] * m[2][2])) + 1.657 + (m[1][2] * (m[2][0] * m[3][1] - m[3][0] * m[2][1])); 1.658 + 1.659 + return m[0][0] * det11 - m[0][1] * det12 + m[0][2] * det13 - m[0][3] * det14; 1.660 +} 1.661 + 1.662 + 1.663 +Matrix4x4 Matrix4x4::adjoint() const 1.664 +{ 1.665 + Matrix4x4 coef; 1.666 + 1.667 + coef.m[0][0] = (m[1][1] * (m[2][2] * m[3][3] - m[3][2] * m[2][3])) - 1.668 + (m[1][2] * (m[2][1] * m[3][3] - m[3][1] * m[2][3])) + 1.669 + (m[1][3] * (m[2][1] * m[3][2] - m[3][1] * m[2][2])); 1.670 + coef.m[0][1] = (m[1][0] * (m[2][2] * m[3][3] - m[3][2] * m[2][3])) - 1.671 + (m[1][2] * (m[2][0] * m[3][3] - m[3][0] * m[2][3])) + 1.672 + (m[1][3] * (m[2][0] * m[3][2] - m[3][0] * m[2][2])); 1.673 + coef.m[0][2] = (m[1][0] * (m[2][1] * m[3][3] - m[3][1] * m[2][3])) - 1.674 + (m[1][1] * (m[2][0] * m[3][3] - m[3][0] * m[2][3])) + 1.675 + (m[1][3] * (m[2][0] * m[3][1] - m[3][0] * m[2][1])); 1.676 + coef.m[0][3] = (m[1][0] * (m[2][1] * m[3][2] - m[3][1] * m[2][2])) - 1.677 + (m[1][1] * (m[2][0] * m[3][2] - m[3][0] * m[2][2])) + 1.678 + (m[1][2] * (m[2][0] * m[3][1] - m[3][0] * m[2][1])); 1.679 + 1.680 + coef.m[1][0] = (m[0][1] * (m[2][2] * m[3][3] - m[3][2] * m[2][3])) - 1.681 + (m[0][2] * (m[2][1] * m[3][3] - m[3][1] * m[2][3])) + 1.682 + (m[0][3] * (m[2][1] * m[3][2] - m[3][1] * m[2][2])); 1.683 + coef.m[1][1] = (m[0][0] * (m[2][2] * m[3][3] - m[3][2] * m[2][3])) - 1.684 + (m[0][2] * (m[2][0] * m[3][3] - m[3][0] * m[2][3])) + 1.685 + (m[0][3] * (m[2][0] * m[3][2] - m[3][0] * m[2][2])); 1.686 + coef.m[1][2] = (m[0][0] * (m[2][1] * m[3][3] - m[3][1] * m[2][3])) - 1.687 + (m[0][1] * (m[2][0] * m[3][3] - m[3][0] * m[2][3])) + 1.688 + (m[0][3] * (m[2][0] * m[3][1] - m[3][0] * m[2][1])); 1.689 + coef.m[1][3] = (m[0][0] * (m[2][1] * m[3][2] - m[3][1] * m[2][2])) - 1.690 + (m[0][1] * (m[2][0] * m[3][2] - m[3][0] * m[2][2])) + 1.691 + (m[0][2] * (m[2][0] * m[3][1] - m[3][0] * m[2][1])); 1.692 + 1.693 + coef.m[2][0] = (m[0][1] * (m[1][2] * m[3][3] - m[3][2] * m[1][3])) - 1.694 + (m[0][2] * (m[1][1] * m[3][3] - m[3][1] * m[1][3])) + 1.695 + (m[0][3] * (m[1][1] * m[3][2] - m[3][1] * m[1][2])); 1.696 + coef.m[2][1] = (m[0][0] * (m[1][2] * m[3][3] - m[3][2] * m[1][3])) - 1.697 + (m[0][2] * (m[1][0] * m[3][3] - m[3][0] * m[1][3])) + 1.698 + (m[0][3] * (m[1][0] * m[3][2] - m[3][0] * m[1][2])); 1.699 + coef.m[2][2] = (m[0][0] * (m[1][1] * m[3][3] - m[3][1] * m[1][3])) - 1.700 + (m[0][1] * (m[1][0] * m[3][3] - m[3][0] * m[1][3])) + 1.701 + (m[0][3] * (m[1][0] * m[3][1] - m[3][0] * m[1][1])); 1.702 + coef.m[2][3] = (m[0][0] * (m[1][1] * m[3][2] - m[3][1] * m[1][2])) - 1.703 + (m[0][1] * (m[1][0] * m[3][2] - m[3][0] * m[1][2])) + 1.704 + (m[0][2] * (m[1][0] * m[3][1] - m[3][0] * m[1][1])); 1.705 + 1.706 + coef.m[3][0] = (m[0][1] * (m[1][2] * m[2][3] - m[2][2] * m[1][3])) - 1.707 + (m[0][2] * (m[1][1] * m[2][3] - m[2][1] * m[1][3])) + 1.708 + (m[0][3] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])); 1.709 + coef.m[3][1] = (m[0][0] * (m[1][2] * m[2][3] - m[2][2] * m[1][3])) - 1.710 + (m[0][2] * (m[1][0] * m[2][3] - m[2][0] * m[1][3])) + 1.711 + (m[0][3] * (m[1][0] * m[2][2] - m[2][0] * m[1][2])); 1.712 + coef.m[3][2] = (m[0][0] * (m[1][1] * m[2][3] - m[2][1] * m[1][3])) - 1.713 + (m[0][1] * (m[1][0] * m[2][3] - m[2][0] * m[1][3])) + 1.714 + (m[0][3] * (m[1][0] * m[2][1] - m[2][0] * m[1][1])); 1.715 + coef.m[3][3] = (m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])) - 1.716 + (m[0][1] * (m[1][0] * m[2][2] - m[2][0] * m[1][2])) + 1.717 + (m[0][2] * (m[1][0] * m[2][1] - m[2][0] * m[1][1])); 1.718 + 1.719 + coef.transpose(); 1.720 + 1.721 + for(int i=0; i<4; i++) { 1.722 + for(int j=0; j<4; j++) { 1.723 + coef.m[i][j] = j%2 ? -coef.m[i][j] : coef.m[i][j]; 1.724 + if(i%2) coef.m[i][j] = -coef.m[i][j]; 1.725 + } 1.726 + } 1.727 + 1.728 + return coef; 1.729 +} 1.730 + 1.731 +Matrix4x4 Matrix4x4::inverse() const 1.732 +{ 1.733 + Matrix4x4 adj = adjoint(); 1.734 + 1.735 + return adj * (1.0f / determinant()); 1.736 +} 1.737 + 1.738 +ostream &operator <<(ostream &out, const Matrix4x4 &mat) 1.739 +{ 1.740 + for(int i=0; i<4; i++) { 1.741 + char str[100]; 1.742 + sprintf(str, "[ %12.5f %12.5f %12.5f %12.5f ]\n", (float)mat.m[i][0], (float)mat.m[i][1], (float)mat.m[i][2], (float)mat.m[i][3]); 1.743 + out << str; 1.744 + } 1.745 + return out; 1.746 +}