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Matrix.cpp
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//
// Matrix.cpp
// RealtimeRending
//
// Created by Philipp Lensing on 03.11.14.
// Copyright (c) 2014 Philipp Lensing. All rights reserved.
//
#include "Matrix.h"
#include "math.h"
#include <assert.h>
#define WEAK_EPSILON 1e-4f
Matrix::Matrix()
{
}
Matrix::Matrix( float _00, float _01, float _02, float _03,
float _10, float _11, float _12, float _13,
float _20, float _21, float _22, float _23,
float _30, float _31, float _32, float _33 ) :
m00(_00), m01(_01), m02(_02), m03(_03),
m10(_10), m11(_11), m12(_12), m13(_13),
m20(_20), m21(_21), m22(_22), m23(_23),
m30(_30), m31(_31), m32(_32), m33(_33)
{
}
Matrix::operator float*()
{
return m;
}
Matrix::operator const float* const()
{
return m;
}
Matrix Matrix::operator*(const Matrix& M) const
{
Matrix Out = *this;
Out.multiply(M);
return Out;
}
Matrix& Matrix::operator*=(const Matrix& M)
{
multiply(M);
return *this;
}
Vector Matrix::operator*(const Vector& v) const
{
return transformVec4x4(v);
}
bool Matrix::operator==(const Matrix& M)
{
const float Epsilon = WEAK_EPSILON;
return fabs(m00-M.m00)<=Epsilon && fabs(m01-M.m01)<=Epsilon && fabs(m02-M.m02)<=Epsilon && fabs(m03-M.m03)<=Epsilon &&
fabs(m10-M.m10)<=Epsilon && fabs(m11-M.m11)<=Epsilon && fabs(m12-M.m12)<=Epsilon && fabs(m13-M.m13)<=Epsilon &&
fabs(m20-M.m20)<=Epsilon && fabs(m21-M.m21)<=Epsilon && fabs(m22-M.m22)<=Epsilon && fabs(m23-M.m23)<=Epsilon &&
fabs(m30-M.m30)<=Epsilon && fabs(m31-M.m31)<=Epsilon && fabs(m32-M.m32)<=Epsilon && fabs(m33-M.m33)<=Epsilon;
return false;
}
Vector Matrix::transformVec4x4( const Vector& v) const
{
float X = m00*v.X + m01*v.Y + m02*v.Z + m03;
float Y = m10*v.X + m11*v.Y + m12*v.Z + m13;
float Z = m20*v.X + m21*v.Y + m22*v.Z + m23;
float W = m30*v.X + m31*v.Y + m32*v.Z + m33;
return Vector( X/W, Y/W, Z/W);
}
Vector Matrix::transformVec3x3( const Vector& v) const
{
float X = m00*v.X + m01*v.Y + m02*v.Z;
float Y = m10*v.X + m11*v.Y + m12*v.Z;
float Z = m20*v.X + m21*v.Y + m22*v.Z;
return Vector( X, Y, Z);
}
bool Matrix::operator!=(const Matrix& M)
{
return !(*this==M);
}
Vector Matrix::left() const
{
return Vector(-m00, -m10, -m20);
}
Vector Matrix::right() const
{
return Vector(m00, m10, m20);
}
Vector Matrix::up() const
{
return Vector(m01, m11, m21);
}
Vector Matrix::down() const
{
return Vector(-m01, -m11, -m21);
}
Vector Matrix::forward() const
{
return Vector(m02, m12, m22);
}
Vector Matrix::backward() const
{
return Vector(-m02, -m12, -m22);
}
Vector Matrix::translation() const
{
return Vector(m03, m13, m23);
}
void Matrix::up( const Vector& v)
{
m01 = v.X;
m11 = v.Y;
m21 = v.Z;
}
void Matrix::forward( const Vector& v)
{
m02 = v.X;
m12 = v.Y;
m22 = v.Z;
}
void Matrix::right( const Vector& v)
{
m00 = v.X;
m10 = v.Y;
m20 = v.Z;
}
Matrix& Matrix::multiply(const Matrix& M )
{
const Matrix& A = *this;
Matrix Tmp(
A.m00 * M.m00 + A.m01 * M.m10 + A.m02 * M.m20 + A.m03 * M.m30,
A.m00 * M.m01 + A.m01 * M.m11 + A.m02 * M.m21 + A.m03 * M.m31,
A.m00 * M.m02 + A.m01 * M.m12 + A.m02 * M.m22 + A.m03 * M.m32,
A.m00 * M.m03 + A.m01 * M.m13 + A.m02 * M.m23 + A.m03 * M.m33,
A.m10 * M.m00 + A.m11 * M.m10 + A.m12 * M.m20 + A.m13 * M.m30,
A.m10 * M.m01 + A.m11 * M.m11 + A.m12 * M.m21 + A.m13 * M.m31,
A.m10 * M.m02 + A.m11 * M.m12 + A.m12 * M.m22 + A.m13 * M.m32,
A.m10 * M.m03 + A.m11 * M.m13 + A.m12 * M.m23 + A.m13 * M.m33,
A.m20 * M.m00 + A.m21 * M.m10 + A.m22 * M.m20 + A.m23 * M.m30,
A.m20 * M.m01 + A.m21 * M.m11 + A.m22 * M.m21 + A.m23 * M.m31,
A.m20 * M.m02 + A.m21 * M.m12 + A.m22 * M.m22 + A.m23 * M.m32,
A.m20 * M.m03 + A.m21 * M.m13 + A.m22 * M.m23 + A.m23 * M.m33,
A.m30 * M.m00 + A.m31 * M.m10 + A.m32 * M.m20 + A.m33 * M.m30,
A.m30 * M.m01 + A.m31 * M.m11 + A.m32 * M.m21 + A.m33 * M.m31,
A.m30 * M.m02 + A.m31 * M.m12 + A.m32 * M.m22 + A.m33 * M.m32,
A.m30 * M.m03 + A.m31 * M.m13 + A.m32 * M.m23 + A.m33 * M.m33 );
*this = Tmp;
return *this;
}
Matrix& Matrix::translation(float X, float Y, float Z )
{
m00= 1; m01= 0; m02= 0; m03= X;
m10= 0; m11= 1; m12= 0; m13= Y;
m20= 0; m21= 0; m22= 1; m23= Z;
m30= 0; m31= 0; m32= 0; m33= 1;
return *this;
}
Matrix& Matrix::translation(const Vector& XYZ )
{
return translation(XYZ.X, XYZ.Y, XYZ.Z);
}
Matrix& Matrix::rotationX(float Angle )
{
m00= 1; m01= 0; m02= 0; m03= 0;
m10= 0; m13= 0;
m20= 0; m23= 0;
m30= 0; m31= 0; m32= 0; m33= 1;
m11 = m22 = cos(Angle);
m21 = sin(Angle);
m12 = -m21;
return *this;
}
Matrix& Matrix::rotationY(float Angle )
{
m01= 0; m03= 0;
m10= 0; m11= 1; m12= 0; m13= 0;
m21= 0; m23= 0;
m30= 0; m31= 0; m32= 0; m33= 1;
m00 = m22 = cos(Angle);
m02 = sin(Angle);
m20 = -m02;
return *this;
}
Matrix& Matrix::rotationZ(float Angle )
{
m02= 0; m03= 0;
m12= 0; m13= 0;
m20= 0; m21= 0; m22= 1; m23= 0;
m30= 0; m31= 0; m32= 0; m33= 1;
m00 = m11 = cos(Angle);
m10= sin(Angle);
m01= -m10;
return *this;
}
Matrix& Matrix::rotationYawPitchRoll( float Yaw, float Pitch, float Roll )
{
float cosx = cos(Pitch);
float cosy = cos(Yaw);
float cosz = cos(Roll);
float sinx = sin(Pitch);
float siny = sin(Yaw);
float sinz = sin(Roll);
m00 = cosz*cosy + sinz*sinx*siny;
m10 = sinz*cosx;
m20 = -cosz*siny + sinz*sinx*cosy;
m30 = 0;
m01 = -sinz*cosy + cosz*sinx*siny;
m11 = cosz*cosx;
m21 = sinz*siny + cosz*sinx*cosy;
m31 = 0;
m02 = cosx*siny;
m12 = -sinx;
m22 = cosx*cosy;
m32 = 0;
m03 = m13 = m23 = 0;
m33 = 1;
return *this;
}
Matrix& Matrix::rotationYawPitchRoll(const Vector& Angles )
{
rotationYawPitchRoll(Angles.X, Angles.Y, Angles.Z);
return *this;
}
Matrix& Matrix::rotationAxis(const Vector& Axis, float Angle)
{
const float Si = sin(Angle);
const float Co = cos(Angle);
const float OMCo = 1 - Co;
Vector Ax = Axis;
Ax.normalize();
m00= (Ax.X * Ax.X) * OMCo + Co;
m01= (Ax.X * Ax.Y) * OMCo - (Ax.Z * Si);
m02= (Ax.X * Ax.Z) * OMCo + (Ax.Y * Si);
m03= 0;
m10= (Ax.Y * Ax.X) * OMCo + (Ax.Z * Si);
m11= (Ax.Y * Ax.Y) * OMCo + Co;
m12= (Ax.Y * Ax.Z) * OMCo - (Ax.X * Si);
m13= 0;
m20= (Ax.Z * Ax.X) * OMCo - (Ax.Y * Si);
m21= (Ax.Z * Ax.Y) * OMCo + (Ax.X * Si);
m22= (Ax.Z * Ax.Z) * OMCo + Co;
m23= 0;
m30= 0;
m31= 0;
m32= 0;
m33= 1;
return *this;
}
Matrix& Matrix::scale(float ScaleX, float ScaleY, float ScaleZ )
{
m00= ScaleX; m01= 0; m02= 0; m03= 0;
m10= 0; m11= ScaleY; m12= 0; m13= 0;
m20= 0; m21= 0; m22= ScaleZ; m23= 0;
m30= 0; m31= 0; m32= 0; m33= 1;
return *this;
}
Matrix& Matrix::scale(const Vector& Scalings )
{
scale( Scalings.X, Scalings.Y, Scalings.Z);
return *this;
}
Matrix& Matrix::scale(float Scaling )
{
scale(Scaling, Scaling, Scaling);
return *this;
}
Matrix& Matrix::identity()
{
m00= 1; m01= 0; m02= 0; m03= 0;
m10= 0; m11= 1; m12= 0; m13= 0;
m20= 0; m21= 0; m22= 1; m23= 0;
m30= 0; m31= 0; m32= 0; m33= 1;
return *this;
}
Matrix& Matrix::transpose()
{
Matrix Tmp(
m00, m10, m20, m30,
m01, m11, m21, m31,
m02, m12, m22, m32,
m03, m13, m23, m33 );
*this = Tmp;
return *this;
}
Matrix& Matrix::invert()
{
const float num5 = m00;
const float num4 = m01;
const float num3 = m02;
const float num2 = m03;
const float num9 = m10;
const float num8 = m11;
const float num7 = m12;
const float num6 = m13;
const float num17 = m20;
const float num16 = m21;
const float num15 = m22;
const float num14 = m23;
const float num13 = m30;
const float num12 = m31;
const float num11 = m32;
const float num10 = m33;
const float num23 = (num15 * num10) - (num14 * num11);
const float num22 = (num16 * num10) - (num14 * num12);
const float num21 = (num16 * num11) - (num15 * num12);
const float num20 = (num17 * num10) - (num14 * num13);
const float num19 = (num17 * num11) - (num15 * num13);
const float num18 = (num17 * num12) - (num16 * num13);
const float num39 = ((num8 * num23) - (num7 * num22)) + (num6 * num21);
const float num38 = -(((num9 * num23) - (num7 * num20)) + (num6 * num19));
const float num37 = ((num9 * num22) - (num8 * num20)) + (num6 * num18);
const float num36 = -(((num9 * num21) - (num8 * num19)) + (num7 * num18));
const float num = (float)1 / ((((num5 * num39) + (num4 * num38)) + (num3 * num37)) + (num2 * num36));
m00 = num39 * num;
m10 = num38 * num;
m20 = num37 * num;
m30 = num36 * num;
m01 = -(((num4 * num23) - (num3 * num22)) + (num2 * num21)) * num;
m11 = (((num5 * num23) - (num3 * num20)) + (num2 * num19)) * num;
m21 = -(((num5 * num22) - (num4 * num20)) + (num2 * num18)) * num;
m31 = (((num5 * num21) - (num4 * num19)) + (num3 * num18)) * num;
const float num35 = (num7 * num10) - (num6 * num11);
const float num34 = (num8 * num10) - (num6 * num12);
const float num33 = (num8 * num11) - (num7 * num12);
const float num32 = (num9 * num10) - (num6 * num13);
const float num31 = (num9 * num11) - (num7 * num13);
const float num30 = (num9 * num12) - (num8 * num13);
m02 = (((num4 * num35) - (num3 * num34)) + (num2 * num33)) * num;
m12 = -(((num5 * num35) - (num3 * num32)) + (num2 * num31)) * num;
m22 = (((num5 * num34) - (num4 * num32)) + (num2 * num30)) * num;
m32 = -(((num5 * num33) - (num4 * num31)) + (num3 * num30)) * num;
const float num29 = (num7 * num14) - (num6 * num15);
const float num28 = (num8 * num14) - (num6 * num16);
const float num27 = (num8 * num15) - (num7 * num16);
const float num26 = (num9 * num14) - (num6 * num17);
const float num25 = (num9 * num15) - (num7 * num17);
const float num24 = (num9 * num16) - (num8 * num17);
m03 = -(((num4 * num29) - (num3 * num28)) + (num2 * num27)) * num;
m13 = (((num5 * num29) - (num3 * num26)) + (num2 * num25)) * num;
m23 = -(((num5 * num28) - (num4 * num26)) + (num2 * num24)) * num;
m33 = (((num5 * num27) - (num4 * num25)) + (num3 * num24)) * num;
return *this;
}
Matrix& Matrix::lookAt(const Vector& Target, const Vector& Up, const Vector& Position )
{
Vector f = Target-Position;
f.normalize();
Vector u = Up;
u.normalize();
Vector r = f.cross(u);
r.normalize();
u = r.cross(f);
m00 = r.X; m01 = r.Y; m02 = r.Z; m03 = -(r.dot(Position));
m10 = u.X; m11 = u.Y; m12 = u.Z; m13 = -(u.dot(Position));
m20 = -f.X; m21 = -f.Y; m22 = -f.Z; m23 = (f.dot(Position));
m30 = 0; m31 = 0; m32 = 0; m33 = 1;
return *this;
}
Matrix& Matrix::perspective(float Fovy, float AspectRatio, float NearPlane, float FarPlane )
{
assert(NearPlane<FarPlane);
const float f = 1.0f/tan(Fovy*0.5f);
const float NearMinusFar = NearPlane-FarPlane;
m01 = m02 = m03 = 0;
m10 = m12 = m13 = 0;
m20 = m21 = 0;
m30 = m31 = m33 = 0;
m32 = -1;
m00 = f / AspectRatio;
m11 = f;
m22 = (FarPlane+NearPlane)/NearMinusFar;
m23 = 2.0f*FarPlane*NearPlane/NearMinusFar;
return *this;
}
Matrix& Matrix::orthographic(float Width, float Height, float Near, float Far )
{
float FMN = 1.0f/(Far-Near);
m00 = 2.0f/Width; m01 = 0.0f; m02 = 0.0f; m03 = 0.0f;
m10 = 0.0f; m11 = 2.0f/Height; m12 = 0.0f; m13 = 0.0f;
m20 = 0.0f; m21 = 0.0f; m22 = -2.0f*FMN; m23 = -(Far+Near)*FMN;
m30 = 0.0f; m31 = 0.0f; m32 = 0.0f; m33 = 1.0f;
return *this;
}
float Matrix::determinat()
{
return m00 * (m11 * m22 - m12 * m21) -
m01 * (m10 * m22 - m12 * m20) +
m02 * (m10 * m21 - m11 * m20);
}