shooter/engine/math/Matrix4x4.cpp

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//
// Created by Иван Ильин on 12.01.2021.
//
#include <cmath>
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#include "Matrix4x4.h"
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#include "../Consts.h"
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Matrix4x4 Matrix4x4::operator*(const Matrix4x4 &matrix4X4) const {
Matrix4x4 result = Matrix4x4::Zero();
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for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
for (int k = 0; k < 4; k++)
result._arr[i][j] += _arr[i][k] * matrix4X4._arr[k][j];
return result;
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}
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Vec4D Matrix4x4::operator*(const Vec4D &point4D) const {
return Vec4D(
_arr[0][0] * point4D.x() + _arr[0][1] * point4D.y() + _arr[0][2] * point4D.z() + _arr[0][3] * point4D.w(),
_arr[1][0] * point4D.x() + _arr[1][1] * point4D.y() + _arr[1][2] * point4D.z() + _arr[1][3] * point4D.w(),
_arr[2][0] * point4D.x() + _arr[2][1] * point4D.y() + _arr[2][2] * point4D.z() + _arr[2][3] * point4D.w(),
_arr[3][0] * point4D.x() + _arr[3][1] * point4D.y() + _arr[3][2] * point4D.z() + _arr[3][3] * point4D.w()
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);
}
Vec3D Matrix4x4::operator*(const Vec3D &vec) const {
return Vec3D(
_arr[0][0] * vec.x() + _arr[0][1] * vec.y() + _arr[0][2] * vec.z(),
_arr[1][0] * vec.x() + _arr[1][1] * vec.y() + _arr[1][2] * vec.z(),
_arr[2][0] * vec.x() + _arr[2][1] * vec.y() + _arr[2][2] * vec.z()
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);
}
Matrix4x4 Matrix4x4::Identity() {
Matrix4x4 result;
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result._arr[0][0] = 1.0;
result._arr[1][1] = 1.0;
result._arr[2][2] = 1.0;
result._arr[3][3] = 1.0;
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return result;
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}
Matrix4x4 Matrix4x4::Constant(double value) {
Matrix4x4 result;
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
result._arr[j][i] = value;
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}
}
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return result;
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}
Matrix4x4 Matrix4x4::Zero() {
return Matrix4x4::Constant(0);
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}
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Matrix4x4 Matrix4x4::Scale(const Vec3D &factor) {
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Matrix4x4 s{};
s._arr[0][0] = factor.x();
s._arr[1][1] = factor.y();
s._arr[2][2] = factor.z();
s._arr[3][3] = 1;
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return s;
}
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Matrix4x4 Matrix4x4::Translation(const Vec3D &v) {
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Matrix4x4 t{};
t._arr[0][0] = 1.0;
t._arr[1][1] = 1.0;
t._arr[2][2] = 1.0;
t._arr[3][3] = 1.0;
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t._arr[0][3] = v.x();
t._arr[1][3] = v.y();
t._arr[2][3] = v.z();
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return t;
}
Matrix4x4 Matrix4x4::RotationX(double rx) {
Matrix4x4 Rx{};
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double c = cos(rx), s = sin(rx);
Rx._arr[0][0] = 1.0;
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Rx._arr[1][1] = c;
Rx._arr[1][2] = -s;
Rx._arr[2][1] = s;
Rx._arr[2][2] = c;
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Rx._arr[3][3] = 1.0;
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return Rx;
}
Matrix4x4 Matrix4x4::RotationY(double ry) {
Matrix4x4 Ry{};
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double c = cos(ry), s = sin(ry);
Ry._arr[1][1] = 1.0;
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Ry._arr[0][0] = c;
Ry._arr[0][2] = s;
Ry._arr[2][0] = -s;
Ry._arr[2][2] = c;
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Ry._arr[3][3] = 1.0;
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return Ry;
}
Matrix4x4 Matrix4x4::RotationZ(double rz) {
Matrix4x4 Rz{};
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double c = cos(rz), s = sin(rz);
Rz._arr[2][2] = 1.0;
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Rz._arr[0][0] = c;
Rz._arr[0][1] = -s;
Rz._arr[1][0] = s;
Rz._arr[1][1] = c;
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Rz._arr[3][3] = 1.0;
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return Rz;
}
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Matrix4x4 Matrix4x4::Rotation(const Vec3D &r) {
return RotationX(r.x()) * RotationY(r.y()) * RotationZ(r.z());
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}
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Matrix4x4 Matrix4x4::Rotation(const Vec3D &v, double rv) {
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Matrix4x4 Rv{};
Vec3D nv(v.normalized());
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double c = cos(rv), s = sin(rv);
Rv._arr[0][0] = c + (1.0 - c) * nv.x() * nv.x();
Rv._arr[0][1] = (1.0 - c) * nv.x() * nv.y() - s * nv.z();
Rv._arr[0][2] = (1.0 - c) * nv.x() * nv.z() + s * nv.y();
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Rv._arr[1][0] = (1.0 - c) * nv.x() * nv.y() + s * nv.z();
Rv._arr[1][1] = c + (1.0 - c) * nv.y() * nv.y();
Rv._arr[1][2] = (1.0 - c) * nv.y() * nv.z() - s * nv.x();
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Rv._arr[2][0] = (1.0 - c) * nv.z() * nv.x() - s * nv.y();
Rv._arr[2][1] = (1.0 - c) * nv.z() * nv.y() + s * nv.x();
Rv._arr[2][2] = c + (1.0 - c) * nv.z() * nv.z();
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Rv._arr[3][3] = 1.0;
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return Rv;
}
Matrix4x4 Matrix4x4::Projection(double fov, double aspect, double ZNear, double ZFar) {
Matrix4x4 p{};
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p._arr[0][0] = 1.0 / (tan(Consts::PI * fov * 0.5 / 180.0) * aspect);
p._arr[1][1] = 1.0 / tan(Consts::PI * fov * 0.5 / 180.0);
p._arr[2][2] = ZFar / (ZFar - ZNear);
p._arr[2][3] = -ZFar * ZNear / (ZFar - ZNear);
p._arr[3][2] = 1.0;
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return p;
}
Matrix4x4 Matrix4x4::ScreenSpace(int width, int height) {
Matrix4x4 s{};
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s._arr[0][0] = -0.5 * width;
s._arr[1][1] = -0.5 * height;
s._arr[2][2] = 1.0;
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s._arr[0][3] = 0.5 * width;
s._arr[1][3] = 0.5 * height;
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s._arr[3][3] = 1.0;
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return s;
}
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Matrix4x4 Matrix4x4::View(const Matrix4x4 &transformMatrix) {
Matrix4x4 V = Zero();
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Vec3D left = transformMatrix.x();
Vec3D up = transformMatrix.y();
Vec3D lookAt = transformMatrix.z();
Vec3D eye = transformMatrix.w();
double left_sqrAbs = left.sqrAbs();
double up_sqrAbs = up.sqrAbs();
double lookAt_sqrAbs = lookAt.sqrAbs();
V._arr[0][0] = left.x()/left_sqrAbs;
V._arr[0][1] = left.y()/left_sqrAbs;
V._arr[0][2] = left.z()/left_sqrAbs;
V._arr[0][3] = -eye.dot(left)/left_sqrAbs;
V._arr[1][0] = up.x()/up_sqrAbs;
V._arr[1][1] = up.y()/up_sqrAbs;
V._arr[1][2] = up.z()/up_sqrAbs;
V._arr[1][3] = -eye.dot(up)/up_sqrAbs;
V._arr[2][0] = lookAt.x()/lookAt_sqrAbs;
V._arr[2][1] = lookAt.y()/lookAt_sqrAbs;
V._arr[2][2] = lookAt.z()/lookAt_sqrAbs;
V._arr[2][3] = -eye.dot(lookAt)/lookAt_sqrAbs;
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V._arr[3][3] = 1.0;
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return V;
}
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Vec3D Matrix4x4::x() const {
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return Vec3D(_arr[0][0], _arr[1][0], _arr[2][0]);
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}
Vec3D Matrix4x4::y() const {
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return Vec3D(_arr[0][1], _arr[1][1], _arr[2][1]);
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}
Vec3D Matrix4x4::z() const {
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return Vec3D(_arr[0][2], _arr[1][2], _arr[2][2]);
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}
Vec3D Matrix4x4::w() const {
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return Vec3D(_arr[0][3], _arr[1][3], _arr[2][3]);
}