mirror of
https://github.com/thunderbrewhq/typhoon.git
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874 lines
22 KiB
C++
874 lines
22 KiB
C++
#include "tempest/matrix/C44Matrix.hpp"
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#include "tempest/math/CMath.hpp"
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#include "tempest/vector/C3Vector.hpp"
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#include "tempest/matrix/C33Matrix.hpp"
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#include "tempest/quaternion/C4Quaternion.hpp"
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#include <storm/Error.hpp>
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float C44Matrix::Det(float a, float b, float c, float d, float e, float f, float g, float h, float i) {
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return (b * f * g) + (c * d * h) + (a * e * i) - (c * e * g) - (b * d * i) - (a * f * h);
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}
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C44Matrix C44Matrix::Rotation(float angle, const C3Vector& axis, bool unit) {
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C3Vector axis_ = axis;
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if (!unit) {
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axis_.Normalize();
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}
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STORM_ASSERT(axis_.IsUnit());
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float sina = CMath::sin(angle);
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float cosa = CMath::cos(angle);
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float xs = axis_.x * sina;
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float ys = axis_.y * sina;
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float zs = axis_.z * sina;
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float one_c = 1.0f - cosa;
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C44Matrix result;
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result.a0 = axis_.x * axis_.x * one_c + cosa;
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result.a1 = axis_.x * axis_.y * one_c + zs;
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result.a2 = axis_.x * axis_.z * one_c - ys;
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result.a3 = 0.0f;
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result.b0 = axis_.x * axis_.y * one_c - zs;
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result.b1 = axis_.y * axis_.y * one_c + cosa;
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result.b2 = axis_.y * axis_.z * one_c + xs;
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result.b3 = 0.0f;
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result.c0 = axis_.x * axis_.z * one_c + ys;
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result.c1 = axis_.y * axis_.z * one_c - xs;
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result.c2 = axis_.z * axis_.z * one_c + cosa;
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result.c3 = 0.0f;
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result.d0 = 0.0f;
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result.d1 = 0.0f;
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result.d2 = 0.0f;
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result.d3 = 1.0f;
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return result;
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}
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C44Matrix C44Matrix::RotationAroundZ(float angle) {
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float cosAngle = cos(angle);
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float sinAngle = sin(angle);
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float a0 = cosAngle;
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float a1 = sinAngle;
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float a2 = 0.0f;
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float a3 = 0.0f;
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float b0 = -sinAngle;
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float b1 = cosAngle;
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float b2 = 0.0f;
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float b3 = 0.0f;
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float c0 = 0.0f;
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float c1 = 0.0f;
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float c2 = 1.0f;
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float c3 = 0.0f;
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float d0 = 0.0f;
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float d1 = 0.0f;
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float d2 = 0.0f;
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float d3 = 1.0f;
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return { a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3 };
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}
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C44Matrix::C44Matrix(const C4Vector& r0, const C4Vector& r1, const C4Vector& r2, const C4Vector& r3)
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: a0(r0.x)
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, a1(r0.y)
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, a2(r0.z)
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, a3(r0.w)
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, b0(r1.x)
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, b1(r1.y)
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, b2(r1.z)
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, b3(r1.w)
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, c0(r2.x)
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, c1(r2.y)
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, c2(r2.z)
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, c3(r2.w)
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, d0(r3.x)
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, d1(r3.y)
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, d2(r3.z)
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, d3(r3.w) {
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}
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C44Matrix::C44Matrix(float a0, float a1, float a2, float a3, float b0, float b1, float b2, float b3, float c0, float c1, float c2, float c3, float d0, float d1, float d2, float d3)
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: a0(a0)
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, a1(a1)
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, a2(a2)
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, a3(a3)
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, b0(b0)
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, b1(b1)
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, b2(b2)
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, b3(b3)
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, c0(c0)
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, c1(c1)
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, c2(c2)
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, c3(c3)
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, d0(d0)
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, d1(d1)
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, d2(d2)
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, d3(d3) {
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}
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C44Matrix::C44Matrix(const C33Matrix& m)
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: a0(m.a0)
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, a1(m.a1)
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, a2(m.a2)
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, a3(0.0f)
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, b0(m.b0)
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, b1(m.b1)
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, b2(m.b2)
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, b3(0.0f)
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, c0(m.c0)
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, c1(m.c1)
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, c2(m.c2)
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, c3(0.0f)
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, d0(0.0f)
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, d1(0.0f)
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, d2(0.0f)
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, d3(1.0f) {
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}
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C44Matrix::C44Matrix(const C4Quaternion& rotation) {
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this->a3 = 0.0f;
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this->b3 = 0.0f;
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this->c3 = 0.0f;
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this->d0 = 0.0f;
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this->d1 = 0.0f;
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this->d2 = 0.0f;
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this->d3 = 1.0f;
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float twox = rotation.x * 2.0f;
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float twoy = rotation.y * 2.0f;
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float twoz = rotation.z * 2.0f;
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float twx = rotation.w * twox;
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float twy = rotation.w * twoy;
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float twz = rotation.w * twoz;
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float txx = rotation.x * twox;
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float txy = rotation.x * twoy;
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float txz = rotation.x * twoz;
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float tyy = rotation.y * twoy;
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float tyz = rotation.y * twoz;
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float tzz = rotation.z * twoz;
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this->a0 = 1.0f - (tzz + tyy);
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this->a1 = txy + twz;
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this->a2 = txz - twy;
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this->b0 = txy - twz;
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this->b1 = 1.0f - (tzz + txx);
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this->b2 = tyz + twx;
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this->c0 = twy + txz;
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this->c1 = tyz - twx;
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this->c2 = 1.0f - (txx + tyy);
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}
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C44Matrix::C44Matrix(float a)
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: a0(a)
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, a1(a)
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, a2(a)
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, a3(a)
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, b0(a)
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, b1(a)
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, b2(a)
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, b3(a)
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, c0(a)
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, c1(a)
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, c2(a)
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, c3(a)
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, d0(a)
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, d1(a)
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, d2(a)
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, d3(a) {
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}
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C44Matrix C44Matrix::Adjoint() const {
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float a0 = this->b2 * this->c3 * this->d1 + this->b3 * this->c1 * this->d2 + this->b1 * this->c2 * this->d3 - this->b3 * this->c2 * this->d1 - this->b2 * this->c1 * this->d3 - this->b1 * this->c3 * this->d2;
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float a1 = -(this->a2 * this->c3 * this->d1 + this->a3 * this->c1 * this->d2 + this->a1 * this->c2 * this->d3 - this->a3 * this->c2 * this->d1 - this->a2 * this->c1 * this->d3 - this->a1 * this->c3 * this->d2);
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float a2 = this->a1 * this->b2 * this->d3 + this->a2 * this->b3 * this->d1 + this->a3 * this->b1 * this->d2 - this->a3 * this->b2 * this->d1 - this->a2 * this->b1 * this->d3 - this->a1 * this->b3 * this->d2;
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float a3 = -(this->a2 * this->b3 * this->c1 + this->a3 * this->b1 * this->c2 + this->a1 * this->b2 * this->c3 - this->a3 * this->b2 * this->c1 - this->a2 * this->b1 * this->c3 - this->a1 * this->b3 * this->c2);
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float b0 = -(this->b3 * this->c0 * this->d2 + this->b0 * this->c2 * this->d3 + this->b2 * this->c3 * this->d0 - this->b3 * this->c2 * this->d0 - this->b2 * this->c0 * this->d3 - this->b0 * this->c3 * this->d2);
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float b1 = this->a2 * this->c3 * this->d0 + this->a3 * this->c0 * this->d2 + this->a0 * this->c2 * this->d3 - this->a3 * this->c2 * this->d0 - this->a2 * this->c0 * this->d3 - this->a0 * this->c3 * this->d2;
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float b2 = -(this->a2 * this->b3 * this->d0 + this->a3 * this->b0 * this->d2 + this->a0 * this->b2 * this->d3 - this->a3 * this->b2 * this->d0 - this->a2 * this->b0 * this->d3 - this->a0 * this->b3 * this->d2);
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float b3 = this->a2 * this->b3 * this->c0 + this->a3 * this->b0 * this->c2 + this->a0 * this->b2 * this->c3 - this->a3 * this->b2 * this->c0 - this->a2 * this->b0 * this->c3 - this->a0 * this->b3 * this->c2;
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float c0 = this->b1 * this->c3 * this->d0 + this->b3 * this->c0 * this->d1 + this->b0 * this->c1 * this->d3 - this->b3 * this->c1 * this->d0 - this->b1 * this->c0 * this->d3 - this->b0 * this->c3 * this->d1;
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float c1 = -(this->a1 * this->c3 * this->d0 + this->a3 * this->c0 * this->d1 + this->a0 * this->c1 * this->d3 - this->a3 * this->c1 * this->d0 - this->a1 * this->c0 * this->d3 - this->a0 * this->c3 * this->d1);
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float c2 = this->a1 * this->b3 * this->d0 + this->a3 * this->b0 * this->d1 + this->a0 * this->b1 * this->d3 - this->a3 * this->b1 * this->d0 - this->a1 * this->b0 * this->d3 - this->a0 * this->b3 * this->d1;
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float c3 = -(this->a1 * this->b3 * this->c0 + this->a3 * this->b0 * this->c1 + this->a0 * this->b1 * this->c3 - this->a3 * this->b1 * this->c0 - this->a1 * this->b0 * this->c3 - this->a0 * this->b3 * this->c1);
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float d0 = -(this->b2 * this->c0 * this->d1 + this->b0 * this->c1 * this->d2 + this->b1 * this->c2 * this->d0 - this->b2 * this->c1 * this->d0 - this->b1 * this->c0 * this->d2 - this->b0 * this->c2 * this->d1);
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float d1 = this->a1 * this->c2 * this->d0 + this->a2 * this->c0 * this->d1 + this->a0 * this->c1 * this->d2 - this->a2 * this->c1 * this->d0 - this->a1 * this->c0 * this->d2 - this->a0 * this->c2 * this->d1;
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float d2 = -(this->a1 * this->b2 * this->d0 + this->a2 * this->b0 * this->d1 + this->a0 * this->b1 * this->d2 - this->a2 * this->b1 * this->d0 - this->a1 * this->b0 * this->d2 - this->a0 * this->b2 * this->d1);
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float d3 = this->a0 * this->b1 * this->c2 + this->a1 * this->b2 * this->c0 + this->a2 * this->b0 * this->c1 - this->b1 * this->a2 * this->c0 - this->c2 * this->b0 * this->a1 - this->a0 * this->b2 * this->c1;
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return { a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3 };
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}
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/**
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* Calculate and return the inverse of this affine transform matrix. This function assumes no
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* scaling factor is present in the transform.
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*
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* @return Inverse of matrix
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*/
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C44Matrix C44Matrix::AffineInverse() const {
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auto matrix = C44Matrix(C33Matrix(*this).Transpose());
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matrix.Translate(C3Vector(-this->d0, -this->d1, -this->d2));
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return matrix;
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}
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C44Matrix C44Matrix::AffineInverse(const C3Vector& v) const {
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C33Matrix rotationScale(*this);
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C3Vector s = { 1.0f / v.x, 1.0f / v.y, 1.0f / v.z };
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rotationScale.Scale(s);
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C44Matrix matrix(rotationScale.Transpose());
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matrix.Scale(s);
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C3Vector move(-this->d0, -this->d1, -this->d2);
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matrix.Translate(move);
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return matrix;
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}
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/**
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* Calculate and return the inverse of this affine transform matrix. This function assumes a
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* uniform scaling factor may be present in the transform.
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*
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* @param uniformScale Uniform scaling factor
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* @return Inverse of matrix
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*/
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C44Matrix C44Matrix::AffineInverse(float uniformScale) const {
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// No scaling factor present
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if (CMath::fequal(uniformScale, 1.0f)) {
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return this->AffineInverse();
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}
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// Uniform scaling factor present
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auto matrix = C44Matrix(C33Matrix(*this).Transpose());
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matrix.Scale(1.0f / (uniformScale * uniformScale));
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matrix.Translate(C3Vector(-this->d0, -this->d1, -this->d2));
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return matrix;
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}
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C44Matrix C44Matrix::Cofactors() const {
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float d3 = C44Matrix::Det(
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this->a0,
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this->a1,
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this->a2,
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this->b0,
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this->b1,
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this->b2,
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this->c0,
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this->c1,
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this->c2);
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float d2 = -C44Matrix::Det(
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this->a0,
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this->a1,
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this->a3,
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this->b0,
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this->b1,
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this->b3,
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this->c0,
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this->c1,
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this->c3);
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float d1 = C44Matrix::Det(
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this->a0,
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this->a2,
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this->a3,
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this->b0,
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this->b2,
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this->b3,
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this->c0,
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this->c2,
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this->c3);
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float d0 = -C44Matrix::Det(
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this->a1,
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this->a2,
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this->a3,
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this->b1,
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this->b2,
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this->b3,
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this->c1,
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this->c2,
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this->c3);
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float c3 = -C44Matrix::Det(
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this->a0,
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this->a1,
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this->a2,
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this->b0,
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this->b1,
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this->b2,
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this->d0,
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this->d1,
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this->d2);
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float c2 = C44Matrix::Det(
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this->a0,
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this->a1,
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this->a3,
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this->b0,
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this->b1,
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this->b3,
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this->d0,
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this->d1,
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this->d3);
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float c1 = -C44Matrix::Det(
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this->a0,
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this->a2,
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this->a3,
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this->b0,
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this->b2,
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this->b3,
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this->d0,
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this->d2,
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this->d3);
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float c0 = C44Matrix::Det(
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this->a1,
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this->a2,
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this->a3,
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this->b1,
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this->b2,
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this->b3,
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this->d1,
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this->d2,
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this->d3);
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float b3 = C44Matrix::Det(
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this->a0,
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this->a1,
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this->a2,
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this->c0,
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this->c1,
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this->c2,
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this->d0,
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this->d1,
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this->d2);
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float b2 = -C44Matrix::Det(
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this->a0,
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this->a1,
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this->a3,
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this->c0,
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this->c1,
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this->c3,
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this->d0,
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this->d1,
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this->d3);
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float b1 = C44Matrix::Det(
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this->a0,
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this->a2,
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this->a3,
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this->c0,
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this->c2,
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this->c3,
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this->d0,
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this->d2,
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this->d3);
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float b0 = -C44Matrix::Det(
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this->a1,
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this->a2,
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this->a3,
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this->c1,
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this->c2,
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this->c3,
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this->d1,
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this->d2,
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this->d3);
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float a3 = -C44Matrix::Det(
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this->b0,
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this->b1,
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this->b2,
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this->c0,
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this->c1,
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this->c2,
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this->d0,
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this->d1,
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this->d2);
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float a2 = C44Matrix::Det(
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this->b0,
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this->b1,
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this->b3,
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this->c0,
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this->c1,
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this->c3,
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this->d0,
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this->d1,
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this->d3);
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float a1 = -C44Matrix::Det(
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this->b0,
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this->b2,
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this->b3,
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this->c0,
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this->c2,
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this->c3,
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this->d0,
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this->d2,
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this->d3);
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float a0 = C44Matrix::Det(
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this->b1,
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this->b2,
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this->b3,
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this->c1,
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this->c2,
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this->c3,
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this->d1,
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this->d2,
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this->d3);
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return { a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3 };
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}
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C4Vector C44Matrix::Col0() const {
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return { this->a0, this->b0, this->c0, this->d0 };
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}
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C4Vector C44Matrix::Col1() const {
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return { this->a1, this->b1, this->c1, this->d1 };
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}
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C4Vector C44Matrix::Col2() const {
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|
return { this->a2, this->b2, this->c2, this->d2 };
|
|
}
|
|
|
|
C4Vector C44Matrix::Col3() const {
|
|
return { this->a3, this->b3, this->c3, this->d3 };
|
|
}
|
|
|
|
float C44Matrix::Determinant() const {
|
|
return (this->b1 * this->c2 * this->d3 + this->c3 * this->b2 * this->d1 + this->b3 * this->c1 * this->d2 - this->c2 * this->b3 * this->d1 - this->d3 * (this->c1 * this->b2) - this->b1 * this->c3 * this->d2) * this->a0 - (this->c2 * this->b0 * this->d3 + this->c3 * this->b2 * this->d0 + this->b3 * this->c0 * this->d2 - this->b3 * this->c2 * this->d0 - this->d3 * (this->c0 * this->b2) - this->b0 * this->c3 * this->d2) * this->a1 + (this->c1 * this->b0 * this->d3 + this->c3 * this->b1 * this->d0 + this->b3 * this->c0 * this->d1 - this->b3 * this->c1 * this->d0 - this->d3 * (this->c0 * this->b1) - this->b0 * this->c3 * this->d1) * this->a2 - (this->c1 * this->b0 * this->d2 + this->c2 * this->b1 * this->d0 + this->b2 * this->c0 * this->d1 - this->b2 * this->c1 * this->d0 - this->d2 * (this->c0 * this->b1) - this->b0 * this->c2 * this->d1) * this->a3;
|
|
}
|
|
|
|
void C44Matrix::Identity() {
|
|
this->a0 = 1.0f;
|
|
this->a1 = 0.0f;
|
|
this->a2 = 0.0f;
|
|
this->a3 = 0.0f;
|
|
|
|
this->b0 = 0.0f;
|
|
this->b1 = 1.0f;
|
|
this->b2 = 0.0f;
|
|
this->b3 = 0.0f;
|
|
|
|
this->c0 = 0.0f;
|
|
this->c1 = 0.0f;
|
|
this->c2 = 1.0f;
|
|
this->c3 = 0.0f;
|
|
|
|
this->d0 = 0.0f;
|
|
this->d1 = 0.0f;
|
|
this->d2 = 0.0f;
|
|
this->d3 = 1.0f;
|
|
}
|
|
|
|
C44Matrix C44Matrix::Inverse() const {
|
|
return this->Inverse(this->Determinant());
|
|
}
|
|
|
|
C44Matrix C44Matrix::Inverse(float det) const {
|
|
STORM_ASSERT(CMath::fequal(det, 0.0f) == false);
|
|
return this->Adjoint() * (1.0f / det);
|
|
}
|
|
|
|
void C44Matrix::Rotate(const C4Quaternion& rotation) {
|
|
*this = C44Matrix(rotation) * (*this);
|
|
}
|
|
|
|
void C44Matrix::Rotate(float angle, const C3Vector& axis, bool unit) {
|
|
*this = C44Matrix::Rotation(angle, axis, unit) * (*this);
|
|
}
|
|
|
|
void C44Matrix::RotateAroundZ(float angle) {
|
|
*this = C44Matrix::RotationAroundZ(angle) * (*this);
|
|
}
|
|
|
|
C4Vector C44Matrix::Row0() const {
|
|
return { this->a0, this->a1, this->a2, this->a3 };
|
|
}
|
|
|
|
const C3Vector* C44Matrix::Row0AsVec3() const {
|
|
return reinterpret_cast<const C3Vector*>(&this->a0);
|
|
}
|
|
|
|
C4Vector C44Matrix::Row1() const {
|
|
return { this->b0, this->b1, this->b2, this->b3 };
|
|
}
|
|
|
|
const C3Vector* C44Matrix::Row1AsVec3() const {
|
|
return reinterpret_cast<const C3Vector*>(&this->b0);
|
|
}
|
|
|
|
C4Vector C44Matrix::Row2() const {
|
|
return { this->c0, this->c1, this->c2, this->c3 };
|
|
}
|
|
|
|
const C3Vector* C44Matrix::Row2AsVec3() const {
|
|
return reinterpret_cast<const C3Vector*>(&this->c0);
|
|
}
|
|
|
|
C4Vector C44Matrix::Row3() const {
|
|
return { this->d0, this->d1, this->d2, this->d3 };
|
|
}
|
|
|
|
const C3Vector* C44Matrix::Row3AsVec3() const {
|
|
return reinterpret_cast<const C3Vector*>(&this->d0);
|
|
}
|
|
|
|
void C44Matrix::Scale(const C3Vector& scale) {
|
|
this->a0 *= scale.x;
|
|
this->a1 *= scale.x;
|
|
this->a2 *= scale.x;
|
|
|
|
this->b0 *= scale.y;
|
|
this->b1 *= scale.y;
|
|
this->b2 *= scale.y;
|
|
|
|
this->c0 *= scale.z;
|
|
this->c1 *= scale.z;
|
|
this->c2 *= scale.z;
|
|
}
|
|
|
|
void C44Matrix::Scale(float scale) {
|
|
this->a0 *= scale;
|
|
this->a1 *= scale;
|
|
this->a2 *= scale;
|
|
|
|
this->b0 *= scale;
|
|
this->b1 *= scale;
|
|
this->b2 *= scale;
|
|
|
|
this->c0 *= scale;
|
|
this->c1 *= scale;
|
|
this->c2 *= scale;
|
|
}
|
|
|
|
float C44Matrix::Trace() {
|
|
return this->a0 + this->b1 + this->c2 + this->d3;
|
|
}
|
|
|
|
void C44Matrix::Translate(const C3Vector& move) {
|
|
this->d0 = this->a0 * move.x + this->b0 * move.y + this->c0 * move.z + this->d0;
|
|
this->d1 = this->a1 * move.x + this->b1 * move.y + this->c1 * move.z + this->d1;
|
|
this->d2 = this->a2 * move.x + this->b2 * move.y + this->c2 * move.z + this->d2;
|
|
}
|
|
|
|
C44Matrix C44Matrix::Transpose() const {
|
|
float a0 = this->a0;
|
|
float a1 = this->a1;
|
|
float a2 = this->a2;
|
|
float a3 = this->a3;
|
|
|
|
float b0 = this->b0;
|
|
float b1 = this->b1;
|
|
float b2 = this->b2;
|
|
float b3 = this->b3;
|
|
|
|
float c0 = this->c0;
|
|
float c1 = this->c1;
|
|
float c2 = this->c2;
|
|
float c3 = this->c3;
|
|
|
|
float d0 = this->d0;
|
|
float d1 = this->d1;
|
|
float d2 = this->d2;
|
|
float d3 = this->d3;
|
|
|
|
return { a0, b0, c0, d0, a1, b1, c1, d1, a2, b2, c2, d2, a3, b3, c3, d3 };
|
|
}
|
|
|
|
void C44Matrix::Zero() {
|
|
this->a0 = 0.0f;
|
|
this->a1 = 0.0f;
|
|
this->a2 = 0.0f;
|
|
this->a3 = 0.0f;
|
|
|
|
this->b0 = 0.0f;
|
|
this->b1 = 0.0f;
|
|
this->b2 = 0.0f;
|
|
this->b3 = 0.0f;
|
|
|
|
this->c0 = 0.0f;
|
|
this->c1 = 0.0f;
|
|
this->c2 = 0.0f;
|
|
this->c3 = 0.0f;
|
|
|
|
this->d0 = 0.0f;
|
|
this->d1 = 0.0f;
|
|
this->d2 = 0.0f;
|
|
this->d3 = 0.0f;
|
|
}
|
|
|
|
C44Matrix& C44Matrix::operator+=(const C44Matrix& a) {
|
|
this->a0 += a.a0;
|
|
this->a1 += a.a1;
|
|
this->a2 += a.a2;
|
|
this->a3 += a.a3;
|
|
|
|
this->b0 += a.b0;
|
|
this->b1 += a.b1;
|
|
this->b2 += a.b2;
|
|
this->b3 += a.b3;
|
|
|
|
this->c0 += a.c0;
|
|
this->c1 += a.c1;
|
|
this->c2 += a.c2;
|
|
this->c3 += a.c3;
|
|
|
|
this->d0 += a.d0;
|
|
this->d1 += a.d1;
|
|
this->d2 += a.d2;
|
|
this->d3 += a.d3;
|
|
|
|
return *this;
|
|
}
|
|
|
|
C44Matrix& C44Matrix::operator-=(const C44Matrix& a) {
|
|
this->a0 -= a.a0;
|
|
this->a1 -= a.a1;
|
|
this->a2 -= a.a2;
|
|
this->a3 -= a.a3;
|
|
|
|
this->b0 -= a.b0;
|
|
this->b1 -= a.b1;
|
|
this->b2 -= a.b2;
|
|
this->b3 -= a.b3;
|
|
|
|
this->c0 -= a.c0;
|
|
this->c1 -= a.c1;
|
|
this->c2 -= a.c2;
|
|
this->c3 -= a.c3;
|
|
|
|
this->d0 -= a.d0;
|
|
this->d1 -= a.d1;
|
|
this->d2 -= a.d2;
|
|
this->d3 -= a.d3;
|
|
|
|
return *this;
|
|
}
|
|
|
|
C44Matrix& C44Matrix::operator*=(float a) {
|
|
this->a0 *= a;
|
|
this->a1 *= a;
|
|
this->a2 *= a;
|
|
this->a3 *= a;
|
|
|
|
this->b0 *= a;
|
|
this->b1 *= a;
|
|
this->b2 *= a;
|
|
this->b3 *= a;
|
|
|
|
this->c0 *= a;
|
|
this->c1 *= a;
|
|
this->c2 *= a;
|
|
this->c3 *= a;
|
|
|
|
this->d0 *= a;
|
|
this->d1 *= a;
|
|
this->d2 *= a;
|
|
this->d3 *= a;
|
|
|
|
return *this;
|
|
}
|
|
|
|
C44Matrix& C44Matrix::operator*=(const C44Matrix& a) {
|
|
*this = *this * a;
|
|
return *this;
|
|
}
|
|
|
|
C44Matrix& C44Matrix::operator/=(float a) {
|
|
this->a0 /= a;
|
|
this->a1 /= a;
|
|
this->a2 /= a;
|
|
this->a3 /= a;
|
|
|
|
this->b0 /= a;
|
|
this->b1 /= a;
|
|
this->b2 /= a;
|
|
this->b3 /= a;
|
|
|
|
this->c0 /= a;
|
|
this->c1 /= a;
|
|
this->c2 /= a;
|
|
this->c3 /= a;
|
|
|
|
this->d0 /= a;
|
|
this->d1 /= a;
|
|
this->d2 /= a;
|
|
this->d3 /= a;
|
|
|
|
return *this;
|
|
}
|
|
|
|
C44Matrix operator+(const C44Matrix& l, const C44Matrix& r) {
|
|
return {
|
|
l.a0 + r.a0,
|
|
l.a1 + r.a1,
|
|
l.a2 + r.a2,
|
|
l.a3 + r.a3,
|
|
|
|
l.b0 + r.b0,
|
|
l.b1 + r.b1,
|
|
l.b2 + r.b2,
|
|
l.b3 + r.b3,
|
|
|
|
l.c0 + r.c0,
|
|
l.c1 + r.c1,
|
|
l.c2 + r.c2,
|
|
l.c3 + r.c3,
|
|
|
|
l.d0 + r.d0,
|
|
l.d1 + r.d1,
|
|
l.d2 + r.d2,
|
|
l.d3 + r.d3
|
|
};
|
|
}
|
|
|
|
C44Matrix operator+(const C44Matrix& l, float a) {
|
|
return {
|
|
l.a0 + a,
|
|
l.a1 + a,
|
|
l.a2 + a,
|
|
l.a3 + a,
|
|
|
|
l.b0 + a,
|
|
l.b1 + a,
|
|
l.b2 + a,
|
|
l.b3 + a,
|
|
|
|
l.c0 + a,
|
|
l.c1 + a,
|
|
l.c2 + a,
|
|
l.c3 + a,
|
|
|
|
l.d0 + a,
|
|
l.d1 + a,
|
|
l.d2 + a,
|
|
l.d3 + a,
|
|
};
|
|
}
|
|
|
|
C44Matrix operator-(const C44Matrix& l, const C44Matrix& r) {
|
|
return {
|
|
l.a0 - r.a0,
|
|
l.a1 - r.a1,
|
|
l.a2 - r.a2,
|
|
l.a3 - r.a3,
|
|
|
|
l.b0 - r.b0,
|
|
l.b1 - r.b1,
|
|
l.b2 - r.b2,
|
|
l.b3 - r.b3,
|
|
|
|
l.c0 - r.c0,
|
|
l.c1 - r.c1,
|
|
l.c2 - r.c2,
|
|
l.c3 - r.c3,
|
|
|
|
l.d0 - r.d0,
|
|
l.d1 - r.d1,
|
|
l.d2 - r.d2,
|
|
l.d3 - r.d3
|
|
};
|
|
}
|
|
|
|
C44Matrix operator-(const C44Matrix& l, float a) {
|
|
return {
|
|
l.a0 - a,
|
|
l.a1 - a,
|
|
l.a2 - a,
|
|
l.a3 - a,
|
|
|
|
l.b0 - a,
|
|
l.b1 - a,
|
|
l.b2 - a,
|
|
l.b3 - a,
|
|
|
|
l.c0 - a,
|
|
l.c1 - a,
|
|
l.c2 - a,
|
|
l.c3 - a,
|
|
|
|
l.d0 - a,
|
|
l.d1 - a,
|
|
l.d2 - a,
|
|
l.d3 - a,
|
|
};
|
|
}
|
|
|
|
C44Matrix operator*(const C44Matrix& l, const C44Matrix& r) {
|
|
float a0 = l.a0 * r.a0 + l.a1 * r.b0 + l.a2 * r.c0 + l.a3 * r.d0;
|
|
float a1 = l.a0 * r.a1 + l.a1 * r.b1 + l.a2 * r.c1 + l.a3 * r.d1;
|
|
float a2 = l.a0 * r.a2 + l.a1 * r.b2 + l.a2 * r.c2 + l.a3 * r.d2;
|
|
float a3 = l.a0 * r.a3 + l.a1 * r.b3 + l.a2 * r.c3 + l.a3 * r.d3;
|
|
|
|
float b0 = l.b0 * r.a0 + l.b1 * r.b0 + l.b2 * r.c0 + l.b3 * r.d0;
|
|
float b1 = l.b0 * r.a1 + l.b1 * r.b1 + l.b2 * r.c1 + l.b3 * r.d1;
|
|
float b2 = l.b0 * r.a2 + l.b1 * r.b2 + l.b2 * r.c2 + l.b3 * r.d2;
|
|
float b3 = l.b0 * r.a3 + l.b1 * r.b3 + l.b2 * r.c3 + l.b3 * r.d3;
|
|
|
|
float c0 = l.c0 * r.a0 + l.c1 * r.b0 + l.c2 * r.c0 + l.c3 * r.d0;
|
|
float c1 = l.c0 * r.a1 + l.c1 * r.b1 + l.c2 * r.c1 + l.c3 * r.d1;
|
|
float c2 = l.c0 * r.a2 + l.c1 * r.b2 + l.c2 * r.c2 + l.c3 * r.d2;
|
|
float c3 = l.c0 * r.a3 + l.c1 * r.b3 + l.c2 * r.c3 + l.c3 * r.d3;
|
|
|
|
float d0 = l.d0 * r.a0 + l.d1 * r.b0 + l.d2 * r.c0 + l.d3 * r.d0;
|
|
float d1 = l.d0 * r.a1 + l.d1 * r.b1 + l.d2 * r.c1 + l.d3 * r.d1;
|
|
float d2 = l.d0 * r.a2 + l.d1 * r.b2 + l.d2 * r.c2 + l.d3 * r.d2;
|
|
float d3 = l.d0 * r.a3 + l.d1 * r.b3 + l.d2 * r.c3 + l.d3 * r.d3;
|
|
|
|
return { a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3 };
|
|
}
|
|
|
|
C44Matrix operator*(const C44Matrix& l, float a) {
|
|
return {
|
|
l.a0 * a,
|
|
l.a1 * a,
|
|
l.a2 * a,
|
|
l.a3 * a,
|
|
|
|
l.b0 * a,
|
|
l.b1 * a,
|
|
l.b2 * a,
|
|
l.b3 * a,
|
|
|
|
l.c0 * a,
|
|
l.c1 * a,
|
|
l.c2 * a,
|
|
l.c3 * a,
|
|
|
|
l.d0 * a,
|
|
l.d1 * a,
|
|
l.d2 * a,
|
|
l.d3 * a,
|
|
};
|
|
}
|
|
|
|
C44Matrix operator/(const C44Matrix& l, float a) {
|
|
return {
|
|
l.a0 / a,
|
|
l.a1 / a,
|
|
l.a2 / a,
|
|
l.a3 / a,
|
|
|
|
l.b0 / a,
|
|
l.b1 / a,
|
|
l.b2 / a,
|
|
l.b3 / a,
|
|
|
|
l.c0 / a,
|
|
l.c1 / a,
|
|
l.c2 / a,
|
|
l.c3 / a,
|
|
|
|
l.d0 / a,
|
|
l.d1 / a,
|
|
l.d2 / a,
|
|
l.d3 / a,
|
|
};
|
|
}
|