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1 #ifndef VMATH_MATRIX_H_
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2 #define VMATH_MATRIX_H_
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3
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4 #include <math.h>
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5
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6 #ifndef M_PI
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7 #define M_PI 3.141592653
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8 #endif
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9
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10 class Vector3;
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11
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12 class Matrix4x4 {
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13 public:
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14 float m[4][4];
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15
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16 Matrix4x4()
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17 {
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18 set_identity();
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19 }
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20
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21 Matrix4x4(float m00, float m01, float m02, float m03,
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22 float m10, float m11, float m12, float m13,
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23 float m20, float m21, float m22, float m23,
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24 float m30, float m31, float m32, float m33)
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25 {
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26 m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
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27 m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
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28 m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
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29 m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
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30 }
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31
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32 inline void set_identity();
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33 inline void translate(float x, float y, float z);
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34 inline void rotate(float angle, float x, float y, float z);
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35 inline void scale(float x, float y, float z);
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36 inline void perspective(float vfov, float aspect, float znear, float zfar);
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37 void lookat(const Vector3 &pos, const Vector3 &targ, const Vector3 &up);
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38
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39 float *operator [](int idx) { return m[idx]; }
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40 const float *operator [](int idx) const { return m[idx]; }
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41
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42 void transpose();
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43
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44 float determinant() const;
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45 Matrix4x4 adjoint() const;
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46 Matrix4x4 inverse() const;
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47 };
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48
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49 inline Matrix4x4 operator *(const Matrix4x4 &a, const Matrix4x4 &b)
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50 {
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51 Matrix4x4 res;
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52 for(int i=0; i<4; i++) {
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53 for(int j=0; j<4; j++) {
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54 res[i][j] = a[i][0] * b[0][j] + a[i][1] * b[1][j] +
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55 a[i][2] * b[2][j] + a[i][3] * b[3][j];
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56 }
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57 }
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58 return res;
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59 }
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60
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61 inline Matrix4x4 operator *(const Matrix4x4 &mat, float scalar)
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62 {
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63 Matrix4x4 res;
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64
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65 for(int i=0; i<4; i++) {
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66 for(int j=0; j<4; j++) {
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67 res.m[i][j] = mat.m[i][j] * scalar;
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68 }
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69 }
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70 return res;
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71 }
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72
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73 inline void Matrix4x4::set_identity()
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74 {
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75 m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0;
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76 m[0][1] = m[0][2] = m[0][3] = m[1][2] = m[1][3] = m[2][3] = 0.0;
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77 m[1][0] = m[2][0] = m[3][0] = m[2][1] = m[3][1] = m[3][2] = 0.0;
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78 }
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79
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80 inline void Matrix4x4::translate(float x, float y, float z)
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81 {
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82 Matrix4x4 m(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
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83 *this = *this * m;
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84 }
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85
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86 inline void Matrix4x4::rotate(float angle, float x, float y, float z)
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87 {
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88 float sina = (float)sin(angle);
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89 float cosa = (float)cos(angle);
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90 float rcosa = 1.0f - cosa;
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91 float nxsq = x * x;
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92 float nysq = y * y;
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93 float nzsq = z * z;
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94
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95 Matrix4x4 m;
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96 m[0][0] = nxsq + (1.0f - nxsq) * cosa;
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97 m[0][1] = x * y * rcosa - z * sina;
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98 m[0][2] = x * z * rcosa + y * sina;
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99
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100 m[1][0] = x * y * rcosa + z * sina;
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101 m[1][1] = nysq + (1.0f - nysq) * cosa;
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102 m[1][2] = y * z * rcosa - x * sina;
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103
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104 m[2][0] = x * z * rcosa - y * sina;
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105 m[2][1] = y * z * rcosa + x * sina;
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106 m[2][2] = nzsq + (1.0f - nzsq) * cosa;
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107
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108 *this = *this * m;
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109 }
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110
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111 inline void Matrix4x4::scale(float x, float y, float z)
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112 {
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113 Matrix4x4 m(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
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114 *this = *this * m;
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115 }
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116
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117 inline void Matrix4x4::perspective(float vfov, float aspect, float znear, float zfar)
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118 {
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119 float f = 1.0f / tan(vfov * 0.5f);
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120 float dz = znear - zfar;
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121
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122 Matrix4x4 m;
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123 m[0][0] = f / aspect;
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124 m[1][1] = f;
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125 m[2][2] = (zfar + znear) / dz;
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126 m[3][2] = -1.0f;
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127 m[2][3] = 2.0f * zfar * znear / dz;
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128 m[3][3] = 0.0f;
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129
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130 *this = *this * m;
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131 }
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132
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133 inline Matrix4x4 normal_matrix(const Matrix4x4 &m)
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134 {
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135 return Matrix4x4(m[0][0], m[0][1], m[0][2], 0,
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136 m[1][0], m[1][1], m[1][2], 0,
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137 m[2][0], m[2][1], m[2][2], 0,
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138 m[3][0], m[3][1], m[3][2], 1);
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139 }
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140
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141 #endif // VMATH_MATRIX_H_
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