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