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Dribble/cpp/localization/Matrix4D.cpp

304 lines
9.4 KiB
C++

#include "Matrix4D.h"
Matrix4D::Matrix4D() {
// identity matrix
const float tmp[M_LENGTH] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
for (int i = 0; i < M_LENGTH; i++)
content[i] = tmp[i];
}
Matrix4D::Matrix4D(const float a[M_LENGTH]) {
// creates a matrix using a vector of floats
for (int i = 0; i < M_LENGTH; i++)
content[i] = a[i];
}
Matrix4D::Matrix4D(const Matrix4D& other) {
// creates a matrix using another matrix
for (int i = 0; i < M_LENGTH; i++)
content[i] = other.content[i];
}
Matrix4D::Matrix4D(const Vector3f& v) {
float x = v.getX();
float y = v.getY();
float z = v.getZ();
// gets a translation matrix from xyz coordinates
const float tmp[M_LENGTH] = {
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
};
for (int i = 0; i < M_LENGTH; i++)
content[i] = tmp[i];
}
Matrix4D::~Matrix4D() {
// nothing to do
}
void Matrix4D::set(unsigned i, float value) {
content[i] = value;
}
void Matrix4D::set(unsigned i, unsigned j, float value) {
content[M_COLS * i + j] = value;
}
float Matrix4D::get(unsigned i) const{
return content[i];
}
float Matrix4D::get(unsigned i, unsigned j) const{
return content[M_COLS * i + j];
}
Matrix4D Matrix4D::operator+(const Matrix4D& other) const {
// sums two matrices
float tmp[M_LENGTH];
for (int i = 0; i < M_LENGTH; i++)
tmp[i] = this->content[i] + other.content[i];
return Matrix4D(tmp);
}
Matrix4D Matrix4D::operator-(const Matrix4D& other) const {
// subtracts a matrix from another
float tmp[M_LENGTH];
for (int i = 0; i < M_LENGTH; i++)
tmp[i] = this->content[i] - other.content[i];
return Matrix4D(tmp);
}
Matrix4D Matrix4D::operator*(const Matrix4D& other) const {
// multiplies two matrices
float tmp[M_LENGTH];
for (int i = 0; i < M_ROWS; i++) {
for (int j = 0; j < M_COLS; j++) {
tmp[M_COLS * i + j] = 0;
for (int k = 0; k < M_COLS; k++)
tmp[M_COLS * i + j] += this->content[M_COLS * i + k] * other.content[M_COLS * k + j];
}
}
return Matrix4D(tmp);
}
Vector3f Matrix4D::operator*(const Vector3f& vec) const {
// multiplies this matrix by a vector of four floats
// the first three are from vec and the remaining float is 1.0
float x = 0;
float y = 0;
float z = 0;
x = this->content[0] * vec.getX();
x += this->content[1] * vec.getY();
x += this->content[2] * vec.getZ();
x += this->content[3];
y = this->content[4] * vec.getX();
y += this->content[5] * vec.getY();
y += this->content[6] * vec.getZ();
y += this->content[7];
z = this->content[8] * vec.getX();
z += this->content[9] * vec.getY();
z += this->content[10] * vec.getZ();
z += this->content[11];
return Vector3f(x, y, z);
}
void Matrix4D::operator=(const Matrix4D& other) {
// assigns another matrix to this one
for (int i = 0; i < M_LENGTH; i++)
content[i] = other.content[i];
}
bool Matrix4D::operator==(const Matrix4D& other) const {
// checks whether this matrix is equal to another
for (int i = 0; i < M_LENGTH; i++)
if (content[i] != other.content[i])
return false;
return true;
}
void Matrix4D::operator+=(const Matrix4D& other) {
// sums this matrix to another and returns the result
for (int i = 0; i < M_LENGTH; i++)
content[i] += other.content[i];
}
void Matrix4D::operator-=(const Matrix4D& other) {
// subtracts this matrix from another and returns the result
for (int i = 0; i < M_LENGTH; i++)
content[i] -= other.content[i];
}
float& Matrix4D::operator[](const unsigned pos) {
// gets a value from position
return content[pos];
}
Vector3f Matrix4D::toVector3f() const {
// gets the translation vector from the matrix
float x = get(0, M_COLS - 1);
float y = get(1, M_COLS - 1);
float z = get(2, M_COLS - 1);
return Vector3f(x, y, z);
}
Matrix4D Matrix4D::transpose() {
// returns the transpose of this matrix
Matrix4D result;
for (int i = 0; i < M_ROWS; i++)
for (int j = 0; j < M_COLS; j++)
result.set(j, i, get(i, j));
return result;
}
Matrix4D Matrix4D::inverse_tranformation_matrix() const {
Matrix4D inv; //Initialized as identity matrix
inverse_tranformation_matrix(inv);
return inv;
}
void Matrix4D::inverse_tranformation_matrix(Matrix4D& inv) const {
//Rotation
inv[0] = content[0]; inv[1] = content[4]; inv[2] = content[8];
inv[4] = content[1]; inv[5] = content[5]; inv[6] = content[9];
inv[8] = content[2]; inv[9] = content[6]; inv[10] = content[10];
//Translation
inv[3] = -content[0]*content[3] - content[4]*content[7] - content[8]*content[11];
inv[7] = -content[1]*content[3] - content[5]*content[7] - content[9]*content[11];
inv[11] = -content[2]*content[3] - content[6]*content[7] - content[10]*content[11];
}
bool Matrix4D::inverse(Matrix4D& inverse_out) const{
// returns the inverse of this matrix
float inv[16], det;
const float* m = content;
int i;
inv[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10];
inv[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10];
inv[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9];
inv[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9];
inv[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10];
inv[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10];
inv[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9];
inv[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9];
inv[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6];
inv[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6];
inv[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5];
inv[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5];
inv[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6];
inv[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6];
inv[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5];
inv[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5];
det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
if (det == 0)
return false;
det = 1.0 / det;
for (i = 0; i < 16; i++)
inverse_out.set(i, inv[i] * det);
return true;
}
Matrix4D Matrix4D::rotationX(float angle) {
// rotates this matrix around the x-axis
const float tmp[M_LENGTH] = {
1, 0, 0, 0,
0, Cos(angle), -Sin(angle), 0,
0, Sin(angle), Cos(angle), 0,
0, 0, 0, 1
};
return Matrix4D(tmp);
}
Matrix4D Matrix4D::rotationY(float angle) {
// rotates this matrix around the y-axis
const float tmp[M_LENGTH] = {
Cos(angle), 0, Sin(angle), 0,
0, 1, 0, 0,
-Sin(angle), 0, Cos(angle), 0,
0, 0, 0, 1
};
return Matrix4D(tmp);
}
Matrix4D Matrix4D::rotationZ(float angle) {
// rotates this matrix around the z axis
const float tmp[M_LENGTH] = {
Cos(angle), -Sin(angle), 0, 0,
Sin(angle), Cos(angle), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
return Matrix4D(tmp);
}
Matrix4D Matrix4D::rotation(Vector3f axis, float angle) {
// assuming that axis is a unit vector
float x = axis.getX();
float y = axis.getY();
float z = axis.getZ();
const float tmp[M_LENGTH] = {
(x * x * (1 - Cos(angle)) + Cos(angle)), (x * y * (1 - Cos(angle)) - z * Sin(angle)), (x * z * (1 - Cos(angle)) + y * Sin(angle)), 0,
(x * y * (1 - Cos(angle)) + z * Sin(angle)), (y * y * (1 - Cos(angle)) + Cos(angle)), (y * z * (1 - Cos(angle)) - x * Sin(angle)), 0,
(x * z * (1 - Cos(angle)) - y * Sin(angle)), (y * z * (1 - Cos(angle)) + x * Sin(angle)), (z * z * (1 - Cos(angle)) + Cos(angle)), 0,
0, 0, 0, 1
};
return Matrix4D(tmp);
}
Matrix4D Matrix4D::translation(float x, float y, float z) {
// gets a translation matrix from xyz coordinates
const float tmp[M_LENGTH] = {
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
};
return Matrix4D(tmp);
}