nuclear@0: #ifndef MATRIX_H_ nuclear@0: #define MATRIX_H_ nuclear@0: nuclear@0: #define _USE_MATH_DEFINES nuclear@0: #include nuclear@0: nuclear@0: #ifndef M_PI nuclear@0: #define M_PI 3.14159265359 nuclear@0: #endif nuclear@0: nuclear@0: class Matrix4x4 { nuclear@0: public: nuclear@0: float m[4][4]; nuclear@0: nuclear@0: inline Matrix4x4() nuclear@0: { nuclear@0: *this = Matrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); nuclear@0: } nuclear@0: nuclear@0: inline Matrix4x4(float m00, float m01, float m02, float m03, nuclear@0: float m10, float m11, float m12, float m13, nuclear@0: float m20, float m21, float m22, float m23, nuclear@0: float m30, float m31, float m32, float m33) nuclear@0: { nuclear@0: m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03; nuclear@0: m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13; nuclear@0: m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23; nuclear@0: m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33; nuclear@0: } nuclear@0: nuclear@0: friend inline Matrix4x4 operator *(const Matrix4x4 &a, const Matrix4x4 &b); nuclear@0: nuclear@0: inline void set_identity() nuclear@0: { nuclear@0: *this = Matrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); nuclear@0: } nuclear@0: nuclear@0: inline void translate(float x, float y, float z) nuclear@0: { nuclear@0: *this = *this * Matrix4x4(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1); nuclear@0: } nuclear@0: nuclear@0: inline void scale(float x, float y, float z) nuclear@0: { nuclear@0: *this = *this * Matrix4x4(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1); nuclear@0: } nuclear@0: nuclear@0: inline void rotate(float angle, float x, float y, float z) nuclear@0: { nuclear@0: float rad = M_PI * angle / 180.0; nuclear@0: float sina = (float)sin(rad); nuclear@0: float cosa = (float)cos(rad); nuclear@0: float invcosa = 1.0f - cosa; nuclear@0: float nxsq = x * x; nuclear@0: float nysq = y * y; nuclear@0: float nzsq = z * z; nuclear@0: nuclear@0: Matrix4x4 xform; nuclear@0: xform[0][0] = nxsq + (1.0f - nxsq) * cosa; nuclear@0: xform[0][1] = x * y * invcosa - z * sina; nuclear@0: xform[0][2] = x * z * invcosa + y * sina; nuclear@0: xform[1][0] = x * y * invcosa + z * sina; nuclear@0: xform[1][1] = nysq + (1.0f - nysq) * cosa; nuclear@0: xform[1][2] = y * z * invcosa - x * sina; nuclear@0: xform[2][0] = x * z * invcosa - y * sina; nuclear@0: xform[2][1] = y * z * invcosa + x * sina; nuclear@0: xform[2][2] = nzsq + (1.0f - nzsq) * cosa; nuclear@0: *this = *this * xform; nuclear@0: } nuclear@0: nuclear@0: inline void perspective(float vfov_deg, float aspect, float znear, float zfar) nuclear@0: { nuclear@0: float vfov_rad = M_PI * vfov_deg / 180.0; nuclear@0: float f = 1.0f / tan(vfov_rad * 0.5f); nuclear@0: float dz = znear - zfar; nuclear@0: nuclear@0: Matrix4x4 xform; nuclear@0: xform[0][0] = f / aspect; nuclear@0: xform[1][1] = f; nuclear@0: xform[2][2] = (zfar + znear) / dz; nuclear@0: xform[3][2] = -1.0f; nuclear@0: xform[2][3] = 2.0f * zfar * znear / dz; nuclear@0: xform[3][3] = 0.0f; nuclear@0: *this = *this * xform; nuclear@0: } nuclear@0: nuclear@0: inline float *operator [](int idx) nuclear@0: { nuclear@0: return m[idx]; nuclear@0: } nuclear@0: nuclear@0: inline const float *operator[](int idx) const nuclear@0: { nuclear@0: return m[idx]; nuclear@0: } nuclear@0: }; nuclear@0: nuclear@0: inline Matrix4x4 operator *(const Matrix4x4 &a, const Matrix4x4 &b) nuclear@0: { nuclear@0: Matrix4x4 res; nuclear@0: nuclear@0: for(int i=0; i<4; i++) { nuclear@0: for(int j=0; j<4; j++) { nuclear@0: res.m[i][j] = a.m[i][0] * b.m[0][j] + a.m[i][1] * b.m[1][j] + a.m[i][2] * b.m[2][j] + a.m[i][3] * b.m[3][j]; nuclear@0: } nuclear@0: } nuclear@0: return res; nuclear@0: } nuclear@0: nuclear@0: nuclear@0: #endif // MATRIX_H_