// // Created by Иван Ильин on 12.01.2021. // #include "Matrix4x4.h" #include #include #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; for(int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (i == j) { result._arr[j][i] = 1.0; } else { result._arr[j][i] = 0.0; } } } 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{}; Rx._arr[0][0] = 1.0; Rx._arr[1][1] = cos(rx); Rx._arr[1][2] = -sin(rx); Rx._arr[2][1] = sin(rx); Rx._arr[2][2] = cos(rx); Rx._arr[3][3] = 1.0; return Rx; } Matrix4x4 Matrix4x4::RotationY(double ry) { Matrix4x4 Ry{}; Ry._arr[1][1] = 1.0; Ry._arr[0][0] = cos(ry); Ry._arr[0][2] = sin(ry); Ry._arr[2][0] = -sin(ry); Ry._arr[2][2] = cos(ry); Ry._arr[3][3] = 1.0; return Ry; } Matrix4x4 Matrix4x4::RotationZ(double rz) { Matrix4x4 Rz{}; Rz._arr[2][2] = 1.0; Rz._arr[0][0] = cos(rz); Rz._arr[0][1] = -sin(rz); Rz._arr[1][0] = sin(rz); Rz._arr[1][1] = cos(rz); 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()); Rv._arr[0][0] = cos(rv) + (1.0 - cos(rv))*nv.x()*nv.x(); Rv._arr[0][1] = (1.0 - cos(rv))*nv.x()*nv.y() - sin(rv)*nv.z(); Rv._arr[0][2] = (1.0 - cos(rv))*nv.x()*nv.z() + sin(rv)*nv.y(); Rv._arr[1][0] = (1.0 - cos(rv))*nv.x()*nv.y() + sin(rv)*nv.z(); Rv._arr[1][1] = cos(rv) + (1.0 - cos(rv))*nv.y()*nv.y(); Rv._arr[1][2] = (1.0 - cos(rv))*nv.y()*nv.z() - sin(rv)*nv.x(); Rv._arr[2][0] = (1.0 - cos(rv))*nv.z()*nv.x() - sin(rv)*nv.y(); Rv._arr[2][1] = (1.0 - cos(rv))*nv.z()*nv.y() + sin(rv)*nv.x(); Rv._arr[2][2] = cos(rv) + (1.0 - cos(rv))*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 Vec3D &left, const Vec3D &up, const Vec3D &lookAt, const Vec3D &eye) { Matrix4x4 V = Zero(); V._arr[0][0] = left.x(); V._arr[0][1] = left.y(); V._arr[0][2] = left.z(); V._arr[0][3] = -eye.dot(left); V._arr[1][0] = up.x(); V._arr[1][1] = up.y(); V._arr[1][2] = up.z(); V._arr[1][3] = -eye.dot(up); V._arr[2][0] = lookAt.x(); V._arr[2][1] = lookAt.y(); V._arr[2][2] = lookAt.z(); V._arr[2][3] = -eye.dot(lookAt); 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]); }