vectozavr-shooter/engine/utils/Matrix4x4.cpp

204 lines
4.7 KiB
C++
Executable File

//
// Created by Иван Ильин on 12.01.2021.
//
#include "Matrix4x4.h"
#include <cassert>
#include <cmath>
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;
}
Point4D Matrix4x4::operator*(const Point4D &point4D) const {
return Point4D(
_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()
);
}
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 Point4D& 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 Point4D& v) {
Matrix4x4 t{};
/*
* ( 1 0 0 dx )(x) (x + dx)
* ( 0 1 0 dy )(y) = (y + dy)
* ( 0 0 1 dz )(z) (z + dz)
* ( 0 0 0 1 )(1) ( 1 )
*/
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 Point4D& r) {
return RotationX(r.x()) * RotationY(r.y()) * RotationZ(r.z());
}
Matrix4x4 Matrix4x4::Rotation(Point4D v, double rv) {
Matrix4x4 Rv{};
v = v.normalized();
Rv._arr[0][0] = cos(rv) + (1.0 - cos(rv))*v.x()*v.x();
Rv._arr[0][1] = (1.0 - cos(rv))*v.x()*v.y() - sin(rv)*v.z();
Rv._arr[0][2] = (1.0 - cos(rv))*v.x()*v.z() + sin(rv)*v.y();
Rv._arr[1][0] = (1.0 - cos(rv))*v.x()*v.y() + sin(rv)*v.z();
Rv._arr[1][1] = cos(rv) + (1.0 - cos(rv))*v.y()*v.y();
Rv._arr[1][2] = (1.0 - cos(rv))*v.y()*v.z() - sin(rv)*v.x();
Rv._arr[2][0] = (1.0 - cos(rv))*v.z()*v.x() - sin(rv)*v.y();
Rv._arr[2][1] = (1.0 - cos(rv))*v.z()*v.y() + sin(rv)*v.x();
Rv._arr[2][2] = cos(rv) + (1.0 - cos(rv))*v.z()*v.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(M_PI*fov*0.5/180.0)*aspect);
p._arr[1][1] = 1.0/tan(M_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 Point4D &left, const Point4D &up, const Point4D &lookAt, const Point4D &eye) {
Matrix4x4 V = Zero();
V._arr[0][0] = left[0];
V._arr[0][1] = left[1];
V._arr[0][2] = left[2];
V._arr[0][3] = -eye.dot(left);
V._arr[1][0] = up[0];
V._arr[1][1] = up[1];
V._arr[1][2] = up[2];
V._arr[1][3] = -eye.dot(up);
V._arr[2][0] = lookAt[0];
V._arr[2][1] = lookAt[1];
V._arr[2][2] = lookAt[2];
V._arr[2][3] = -eye.dot(lookAt);
V._arr[3][3] = 1.0;
return V;
}