vectozavr-shooter/engine/Matrix4x4.cpp

229 lines
5.4 KiB
C++

//
// Created by Иван Ильин on 12.01.2021.
//
#include "Matrix4x4.h"
#include <cassert>
#include <cmath>
#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();
t._arr[3][0] = v.x();
t._arr[3][1] = v.y();
t._arr[3][2] = 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]);
}