700 lines
22 KiB
C++
700 lines
22 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "Matrix.h"
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#include "Matrix3x3.h"
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#include "Vector2.h"
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#include "Quaternion.h"
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#include "Transform.h"
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#include "../Types/String.h"
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static_assert(sizeof(Matrix) == 4 * 4 * 4, "Invalid Matrix type size.");
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const Matrix Matrix::Zero(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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const Matrix Matrix::Identity(
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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Matrix::Matrix(const Matrix3x3& matrix)
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{
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Platform::MemoryCopy(&M11, &matrix.M11, sizeof(Vector3));
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Platform::MemoryCopy(&M21, &matrix.M21, sizeof(Vector3));
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Platform::MemoryCopy(&M31, &matrix.M31, sizeof(Vector3));
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M14 = 0.0f;
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M24 = 0.0f;
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M34 = 0.0f;
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M44 = 1.0f;
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}
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String Matrix::ToString() const
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{
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return String::Format(TEXT("{}"), *this);
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}
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float Matrix::GetDeterminant() const
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{
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const float temp1 = M33 * M44 - M34 * M43;
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const float temp2 = M32 * M44 - M34 * M42;
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const float temp3 = M32 * M43 - M33 * M42;
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const float temp4 = M31 * M44 - M34 * M41;
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const float temp5 = M31 * M43 - M33 * M41;
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const float temp6 = M31 * M42 - M32 * M41;
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return M11 * (M22 * temp1 - M23 * temp2 + M24 * temp3) - M12 * (M21 * temp1 -
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M23 * temp4 + M24 * temp5) + M13 * (M21 * temp2 - M22 * temp4 + M24 * temp6) -
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M14 * (M21 * temp3 - M22 * temp5 + M23 * temp6);
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}
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float Matrix::RotDeterminant() const
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{
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return
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Values[0][0] * (Values[1][1] * Values[2][2] - Values[1][2] * Values[2][1]) -
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Values[1][0] * (Values[0][1] * Values[2][2] - Values[0][2] * Values[2][1]) +
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Values[2][0] * (Values[0][1] * Values[1][2] - Values[0][2] * Values[1][1]);
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}
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void Matrix::NormalizeScale()
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{
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const float scaleX = 1.0f / Vector3(M11, M21, M31).Length();
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const float scaleY = 1.0f / Vector3(M12, M22, M32).Length();
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const float scaleZ = 1.0f / Vector3(M13, M23, M33).Length();
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M11 *= scaleX;
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M21 *= scaleX;
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M31 *= scaleX;
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M12 *= scaleY;
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M22 *= scaleY;
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M32 *= scaleY;
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M13 *= scaleZ;
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M23 *= scaleZ;
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M33 *= scaleZ;
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}
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void Matrix::Decompose(float& yaw, float& pitch, float& roll) const
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{
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pitch = Math::Asin(-M32);
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if (Math::Cos(pitch) > 1e-12f)
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{
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roll = Math::Atan2(M12, M22);
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yaw = Math::Atan2(M31, M33);
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}
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else
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{
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roll = Math::Atan2(-M21, M11);
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yaw = 0.0f;
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}
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}
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void Matrix::Decompose(Vector3& scale, Vector3& translation) const
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{
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// Get the translation
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translation = Vector3(M41, M42, M43);
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// Scaling is the length of the rows
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scale = Vector3(
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Math::Sqrt(M11 * M11 + M12 * M12 + M13 * M13),
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Math::Sqrt(M21 * M21 + M22 * M22 + M23 * M23),
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Math::Sqrt(M31 * M31 + M32 * M32 + M33 * M33));
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}
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void Matrix::Decompose(Transform& transform) const
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{
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Matrix rotationMatrix;
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Decompose(transform.Scale, rotationMatrix, transform.Translation);
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Quaternion::RotationMatrix(rotationMatrix, transform.Orientation);
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}
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void Matrix::Decompose(Vector3& scale, Quaternion& rotation, Vector3& translation) const
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{
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Matrix rotationMatrix;
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Decompose(scale, rotationMatrix, translation);
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Quaternion::RotationMatrix(rotationMatrix, rotation);
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}
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void Matrix::Decompose(Vector3& scale, Matrix& rotation, Vector3& translation) const
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{
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// Get the translation
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translation = Vector3(M41, M42, M43);
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// Scaling is the length of the rows
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scale = Vector3(
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Math::Sqrt(M11 * M11 + M12 * M12 + M13 * M13),
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Math::Sqrt(M21 * M21 + M22 * M22 + M23 * M23),
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Math::Sqrt(M31 * M31 + M32 * M32 + M33 * M33));
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// If any of the scaling factors are zero, than the rotation matrix can not exist
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rotation = Identity;
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if (scale.IsAnyZero())
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return;
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// Calculate an perfect orthonormal matrix (no reflections)
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const auto at = Vector3(M31 / scale.Z, M32 / scale.Z, M33 / scale.Z);
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const auto up = Vector3::Cross(at, Vector3(M11 / scale.X, M12 / scale.X, M13 / scale.X));
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const auto right = Vector3::Cross(up, at);
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rotation.SetRight(right);
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rotation.SetUp(up);
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rotation.SetBackward(at);
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// In case of reflexions
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scale.X = Vector3::Dot(right, GetRight()) > 0.0f ? scale.X : -scale.X;
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scale.Y = Vector3::Dot(up, GetUp()) > 0.0f ? scale.Y : -scale.Y;
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scale.Z = Vector3::Dot(at, GetBackward()) > 0.0f ? scale.Z : -scale.Z;
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}
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Matrix Matrix::Transpose(const Matrix& value)
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{
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Matrix result;
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result.M11 = value.M11;
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result.M12 = value.M21;
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result.M13 = value.M31;
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result.M14 = value.M41;
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result.M21 = value.M12;
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result.M22 = value.M22;
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result.M23 = value.M32;
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result.M24 = value.M42;
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result.M31 = value.M13;
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result.M32 = value.M23;
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result.M33 = value.M33;
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result.M34 = value.M43;
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result.M41 = value.M14;
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result.M42 = value.M24;
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result.M43 = value.M34;
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result.M44 = value.M44;
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return result;
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}
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void Matrix::Transpose(const Matrix& value, Matrix& result)
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{
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Matrix temp;
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temp.M11 = value.M11;
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temp.M12 = value.M21;
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temp.M13 = value.M31;
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temp.M14 = value.M41;
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temp.M21 = value.M12;
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temp.M22 = value.M22;
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temp.M23 = value.M32;
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temp.M24 = value.M42;
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temp.M31 = value.M13;
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temp.M32 = value.M23;
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temp.M33 = value.M33;
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temp.M34 = value.M43;
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temp.M41 = value.M14;
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temp.M42 = value.M24;
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temp.M43 = value.M34;
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temp.M44 = value.M44;
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result = temp;
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}
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void Matrix::Invert(const Matrix& value, Matrix& result)
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{
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const float b0 = value.M31 * value.M42 - value.M32 * value.M41;
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const float b1 = value.M31 * value.M43 - value.M33 * value.M41;
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const float b2 = value.M34 * value.M41 - value.M31 * value.M44;
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const float b3 = value.M32 * value.M43 - value.M33 * value.M42;
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const float b4 = value.M34 * value.M42 - value.M32 * value.M44;
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const float b5 = value.M33 * value.M44 - value.M34 * value.M43;
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const float d11 = value.M22 * b5 + value.M23 * b4 + value.M24 * b3;
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const float d12 = value.M21 * b5 + value.M23 * b2 + value.M24 * b1;
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const float d13 = value.M21 * -b4 + value.M22 * b2 + value.M24 * b0;
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const float d14 = value.M21 * b3 + value.M22 * -b1 + value.M23 * b0;
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float det = value.M11 * d11 - value.M12 * d12 + value.M13 * d13 - value.M14 * d14;
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if (Math::Abs(det) <= 1e-12f)
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{
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result = Zero;
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return;
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}
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det = 1.0f / det;
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const float a0 = value.M11 * value.M22 - value.M12 * value.M21;
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const float a1 = value.M11 * value.M23 - value.M13 * value.M21;
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const float a2 = value.M14 * value.M21 - value.M11 * value.M24;
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const float a3 = value.M12 * value.M23 - value.M13 * value.M22;
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const float a4 = value.M14 * value.M22 - value.M12 * value.M24;
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const float a5 = value.M13 * value.M24 - value.M14 * value.M23;
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const float d21 = value.M12 * b5 + value.M13 * b4 + value.M14 * b3;
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const float d22 = value.M11 * b5 + value.M13 * b2 + value.M14 * b1;
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const float d23 = value.M11 * -b4 + value.M12 * b2 + value.M14 * b0;
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const float d24 = value.M11 * b3 + value.M12 * -b1 + value.M13 * b0;
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const float d31 = value.M42 * a5 + value.M43 * a4 + value.M44 * a3;
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const float d32 = value.M41 * a5 + value.M43 * a2 + value.M44 * a1;
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const float d33 = value.M41 * -a4 + value.M42 * a2 + value.M44 * a0;
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const float d34 = value.M41 * a3 + value.M42 * -a1 + value.M43 * a0;
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const float d41 = value.M32 * a5 + value.M33 * a4 + value.M34 * a3;
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const float d42 = value.M31 * a5 + value.M33 * a2 + value.M34 * a1;
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const float d43 = value.M31 * -a4 + value.M32 * a2 + value.M34 * a0;
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const float d44 = value.M31 * a3 + value.M32 * -a1 + value.M33 * a0;
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result.M11 = +d11 * det;
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result.M12 = -d21 * det;
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result.M13 = +d31 * det;
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result.M14 = -d41 * det;
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result.M21 = -d12 * det;
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result.M22 = +d22 * det;
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result.M23 = -d32 * det;
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result.M24 = +d42 * det;
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result.M31 = +d13 * det;
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result.M32 = -d23 * det;
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result.M33 = +d33 * det;
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result.M34 = -d43 * det;
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result.M41 = -d14 * det;
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result.M42 = +d24 * det;
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result.M43 = -d34 * det;
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result.M44 = +d44 * det;
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}
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void Matrix::Billboard(const Vector3& objectPosition, const Vector3& cameraPosition, const Vector3& cameraUpVector, const Vector3& cameraForwardVector, Matrix& result)
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{
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Vector3 crossed;
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Vector3 final;
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Vector3 difference = cameraPosition - objectPosition;
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const float lengthSq = difference.LengthSquared();
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if (Math::IsZero(lengthSq))
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difference = -cameraForwardVector;
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else
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difference *= 1.0f / Math::Sqrt(lengthSq);
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Vector3::Cross(cameraUpVector, difference, crossed);
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crossed.Normalize();
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Vector3::Cross(difference, crossed, final);
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result.M11 = crossed.X;
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result.M12 = crossed.Y;
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result.M13 = crossed.Z;
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result.M14 = 0.0f;
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result.M21 = final.X;
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result.M22 = final.Y;
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result.M23 = final.Z;
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result.M24 = 0.0f;
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result.M31 = difference.X;
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result.M32 = difference.Y;
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result.M33 = difference.Z;
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result.M34 = 0.0f;
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result.M41 = objectPosition.X;
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result.M42 = objectPosition.Y;
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result.M43 = objectPosition.Z;
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result.M44 = 1.0f;
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}
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void Matrix::LookAt(const Vector3& eye, const Vector3& target, const Vector3& up, Matrix& result)
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{
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Vector3 xaxis, yaxis, zaxis;
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Vector3::Subtract(target, eye, zaxis);
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zaxis.Normalize();
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Vector3::Cross(up, zaxis, xaxis);
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xaxis.Normalize();
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Vector3::Cross(zaxis, xaxis, yaxis);
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result.M11 = xaxis.X;
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result.M21 = xaxis.Y;
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result.M31 = xaxis.Z;
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result.M12 = yaxis.X;
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result.M22 = yaxis.Y;
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result.M32 = yaxis.Z;
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result.M13 = zaxis.X;
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result.M23 = zaxis.Y;
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result.M33 = zaxis.Z;
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result.M14 = 0.0f;
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result.M24 = 0.0f;
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result.M34 = 0.0f;
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result.M41 = -Vector3::Dot(xaxis, eye);
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result.M42 = -Vector3::Dot(yaxis, eye);
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result.M43 = -Vector3::Dot(zaxis, eye);
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result.M44 = 1.0f;
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}
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void Matrix::OrthoOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, Matrix& result)
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{
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const float zRange = 1.0f / (zFar - zNear);
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result = Identity;
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result.M11 = 2.0f / (right - left);
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result.M22 = 2.0f / (top - bottom);
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result.M33 = zRange;
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result.M41 = (left + right) / (left - right);
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result.M42 = (top + bottom) / (bottom - top);
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result.M43 = -zNear * zRange;
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}
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void Matrix::PerspectiveFov(float fov, float aspect, float zNear, float zFar, Matrix& result)
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{
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const float yScale = 1.0f / Math::Tan(fov * 0.5f);
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const float xScale = yScale / aspect;
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const float halfWidth = zNear / xScale;
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const float halfHeight = zNear / yScale;
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PerspectiveOffCenter(-halfWidth, halfWidth, -halfHeight, halfHeight, zNear, zFar, result);
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}
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void Matrix::PerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, Matrix& result)
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{
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const float zRange = zFar / (zFar - zNear);
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result = Zero;
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result.M11 = 2.0f * zNear / (right - left);
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result.M22 = 2.0f * zNear / (top - bottom);
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result.M31 = (left + right) / (left - right);
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result.M32 = (top + bottom) / (bottom - top);
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result.M33 = zRange;
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result.M34 = 1.0f;
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result.M43 = -zNear * zRange;
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}
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void Matrix::RotationX(float angle, Matrix& result)
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{
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const float cosA = Math::Cos(angle);
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const float sinA = Math::Sin(angle);
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result = Identity;
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result.M22 = cosA;
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result.M23 = sinA;
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result.M32 = -sinA;
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result.M33 = cosA;
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}
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void Matrix::RotationY(float angle, Matrix& result)
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{
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const float cosA = Math::Cos(angle);
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const float sinA = Math::Sin(angle);
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result = Identity;
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result.M11 = cosA;
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result.M13 = -sinA;
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result.M31 = sinA;
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result.M33 = cosA;
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}
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void Matrix::RotationZ(float angle, Matrix& result)
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{
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const float cosA = Math::Cos(angle);
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const float sinA = Math::Sin(angle);
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result = Identity;
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result.M11 = cosA;
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result.M12 = sinA;
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result.M21 = -sinA;
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result.M22 = cosA;
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}
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void Matrix::RotationAxis(const Vector3& axis, float angle, Matrix& result)
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{
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const float x = axis.X;
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const float y = axis.Y;
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const float z = axis.Z;
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const float cosA = Math::Cos(angle);
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const float sinA = Math::Sin(angle);
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const float xx = x * x;
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const float yy = y * y;
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const float zz = z * z;
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const float xy = x * y;
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const float xz = x * z;
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const float yz = y * z;
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result = Identity;
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result.M11 = xx + cosA * (1.0f - xx);
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result.M12 = xy - cosA * xy + sinA * z;
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result.M13 = xz - cosA * xz - sinA * y;
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result.M21 = xy - cosA * xy - sinA * z;
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result.M22 = yy + cosA * (1.0f - yy);
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result.M23 = yz - cosA * yz + sinA * x;
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result.M31 = xz - cosA * xz + sinA * y;
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result.M32 = yz - cosA * yz - sinA * x;
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result.M33 = zz + cosA * (1.0f - zz);
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}
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void Matrix::RotationQuaternion(const Quaternion& rotation, Matrix& result)
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{
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const float xx = rotation.X * rotation.X;
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const float yy = rotation.Y * rotation.Y;
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const float zz = rotation.Z * rotation.Z;
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const float xy = rotation.X * rotation.Y;
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const float zw = rotation.Z * rotation.W;
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const float zx = rotation.Z * rotation.X;
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const float yw = rotation.Y * rotation.W;
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const float yz = rotation.Y * rotation.Z;
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const float xw = rotation.X * rotation.W;
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result.M11 = 1.0f - 2.0f * (yy + zz);
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result.M12 = 2.0f * (xy + zw);
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result.M13 = 2.0f * (zx - yw);
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result.M14 = 0;
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result.M21 = 2.0f * (xy - zw);
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result.M22 = 1.0f - 2.0f * (zz + xx);
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result.M23 = 2.0f * (yz + xw);
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result.M24 = 0;
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result.M31 = 2.0f * (zx + yw);
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result.M32 = 2.0f * (yz - xw);
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result.M33 = 1.0f - 2.0f * (yy + xx);
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result.M34 = 0;
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result.M41 = 0;
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result.M42 = 0;
|
|
result.M43 = 0;
|
|
result.M44 = 1;
|
|
}
|
|
|
|
void Matrix::RotationYawPitchRoll(float yaw, float pitch, float roll, Matrix& result)
|
|
{
|
|
Quaternion quaternion;
|
|
Quaternion::RotationYawPitchRoll(yaw, pitch, roll, quaternion);
|
|
RotationQuaternion(quaternion, result);
|
|
}
|
|
|
|
Matrix Matrix::Translation(const Vector3& value)
|
|
{
|
|
Matrix result = Identity;
|
|
result.M41 = value.X;
|
|
result.M42 = value.Y;
|
|
result.M43 = value.Z;
|
|
return result;
|
|
}
|
|
|
|
void Matrix::Translation(const Vector3& value, Matrix& result)
|
|
{
|
|
result = Identity;
|
|
result.M41 = value.X;
|
|
result.M42 = value.Y;
|
|
result.M43 = value.Z;
|
|
}
|
|
|
|
void Matrix::Translation(float x, float y, float z, Matrix& result)
|
|
{
|
|
result = Identity;
|
|
result.M41 = x;
|
|
result.M42 = y;
|
|
result.M43 = z;
|
|
}
|
|
|
|
void Matrix::Skew(float angle, const Vector3& rotationVec, const Vector3& transVec, Matrix& matrix)
|
|
{
|
|
// http://elckerlyc.ewi.utwente.nl/browser/Elckerlyc/Hmi/HmiMath/src/hmi/math/Mat3f.java
|
|
const float MINIMAL_SKEW_ANGLE = 0.000001f;
|
|
|
|
Vector3 e0 = rotationVec;
|
|
Vector3 e1;
|
|
Vector3::Normalize(transVec, e1);
|
|
|
|
const float rv1 = Vector3::Dot(rotationVec, e1);
|
|
e0 += rv1 * e1;
|
|
const float rv0 = Vector3::Dot(rotationVec, e0);
|
|
const float cosa = Math::Cos(angle);
|
|
const float sina = Math::Sin(angle);
|
|
const float rr0 = rv0 * cosa - rv1 * sina;
|
|
const float rr1 = rv0 * sina + rv1 * cosa;
|
|
|
|
ASSERT(rr0 >= MINIMAL_SKEW_ANGLE);
|
|
|
|
const float d = rr1 / rr0 - rv1 / rv0;
|
|
|
|
matrix = Identity;
|
|
matrix.M11 = d * e1.X * e0.X + 1.0f;
|
|
matrix.M12 = d * e1.X * e0.Y;
|
|
matrix.M13 = d * e1.X * e0.Z;
|
|
matrix.M21 = d * e1.Y * e0.X;
|
|
matrix.M22 = d * e1.Y * e0.Y + 1.0f;
|
|
matrix.M23 = d * e1.Y * e0.Z;
|
|
matrix.M31 = d * e1.Z * e0.X;
|
|
matrix.M32 = d * e1.Z * e0.Y;
|
|
matrix.M33 = d * e1.Z * e0.Z + 1.0f;
|
|
}
|
|
|
|
void Matrix::Transformation(const Vector3& scaling, const Quaternion& rotation, const Vector3& translation, Matrix& result)
|
|
{
|
|
// Equivalent to:
|
|
//result =
|
|
// Matrix.Scaling(scaling)
|
|
// *Matrix.RotationX(rotation.X)
|
|
// *Matrix.RotationY(rotation.Y)
|
|
// *Matrix.RotationZ(rotation.Z)
|
|
// *Matrix.Position(translation);
|
|
|
|
// Rotation
|
|
const float xx = rotation.X * rotation.X;
|
|
const float yy = rotation.Y * rotation.Y;
|
|
const float zz = rotation.Z * rotation.Z;
|
|
const float xy = rotation.X * rotation.Y;
|
|
const float zw = rotation.Z * rotation.W;
|
|
const float zx = rotation.Z * rotation.X;
|
|
const float yw = rotation.Y * rotation.W;
|
|
const float yz = rotation.Y * rotation.Z;
|
|
const float xw = rotation.X * rotation.W;
|
|
result.M11 = 1.0f - 2.0f * (yy + zz);
|
|
result.M12 = 2.0f * (xy + zw);
|
|
result.M13 = 2.0f * (zx - yw);
|
|
result.M21 = 2.0f * (xy - zw);
|
|
result.M22 = 1.0f - 2.0f * (zz + xx);
|
|
result.M23 = 2.0f * (yz + xw);
|
|
result.M31 = 2.0f * (zx + yw);
|
|
result.M32 = 2.0f * (yz - xw);
|
|
result.M33 = 1.0f - 2.0f * (yy + xx);
|
|
|
|
// Position
|
|
result.M41 = translation.X;
|
|
result.M42 = translation.Y;
|
|
result.M43 = translation.Z;
|
|
|
|
// Scale
|
|
result.M11 *= scaling.X;
|
|
result.M12 *= scaling.X;
|
|
result.M13 *= scaling.X;
|
|
result.M21 *= scaling.Y;
|
|
result.M22 *= scaling.Y;
|
|
result.M23 *= scaling.Y;
|
|
result.M31 *= scaling.Z;
|
|
result.M32 *= scaling.Z;
|
|
result.M33 *= scaling.Z;
|
|
|
|
result.M14 = 0.0f;
|
|
result.M24 = 0.0f;
|
|
result.M34 = 0.0f;
|
|
result.M44 = 1.0f;
|
|
}
|
|
|
|
void Matrix::AffineTransformation(float scaling, const Quaternion& rotation, const Vector3& translation, Matrix& result)
|
|
{
|
|
result = Scaling(scaling) * RotationQuaternion(rotation) * Translation(translation);
|
|
}
|
|
|
|
void Matrix::AffineTransformation(float scaling, const Vector3& rotationCenter, const Quaternion& rotation, const Vector3& translation, Matrix& result)
|
|
{
|
|
result = Scaling(scaling) * Translation(-rotationCenter) * RotationQuaternion(rotation) * Translation(rotationCenter) * Translation(translation);
|
|
}
|
|
|
|
void Matrix::AffineTransformation2D(float scaling, float rotation, const Vector2& translation, Matrix& result)
|
|
{
|
|
result = Scaling(scaling, scaling, 1.0f) * RotationZ(rotation) * Translation((Vector3)translation);
|
|
}
|
|
|
|
void Matrix::AffineTransformation2D(float scaling, const Vector2& rotationCenter, float rotation, const Vector2& translation, Matrix& result)
|
|
{
|
|
result = Scaling(scaling, scaling, 1.0f) * Translation((Vector3)-rotationCenter) * RotationZ(rotation) * Translation((Vector3)rotationCenter) * Translation((Vector3)translation);
|
|
}
|
|
|
|
void Matrix::Transformation(const Vector3& scalingCenter, const Quaternion& scalingRotation, const Vector3& scaling, const Vector3& rotationCenter, const Quaternion& rotation, const Vector3& translation, Matrix& result)
|
|
{
|
|
Matrix sr;
|
|
RotationQuaternion(scalingRotation, sr);
|
|
result = Translation(-scalingCenter) * Transpose(sr) * Scaling(scaling) * sr * Translation(scalingCenter) * Translation(-rotationCenter) * RotationQuaternion(rotation) * Translation(rotationCenter) * Translation(translation);
|
|
}
|
|
|
|
void Matrix::Transformation2D(Vector2& scalingCenter, float scalingRotation, const Vector2& scaling, const Vector2& rotationCenter, float rotation, const Vector2& translation, Matrix& result)
|
|
{
|
|
result = Translation((Vector3)-scalingCenter) * RotationZ(-scalingRotation) * Scaling((Vector3)scaling) * RotationZ(scalingRotation) * Translation((Vector3)scalingCenter) * Translation((Vector3)-rotationCenter) * RotationZ(rotation) * Translation((Vector3)rotationCenter) * Translation((Vector3)translation);
|
|
result.M33 = 1.0f;
|
|
result.M44 = 1.0f;
|
|
}
|
|
|
|
Matrix Matrix::CreateWorld(const Vector3& position, const Vector3& forward, const Vector3& up)
|
|
{
|
|
Matrix result;
|
|
CreateWorld(position, forward, up, result);
|
|
return result;
|
|
}
|
|
|
|
void Matrix::CreateWorld(const Vector3& position, const Vector3& forward, const Vector3& up, Matrix& result)
|
|
{
|
|
Vector3 vector3, vector31, vector32;
|
|
|
|
Vector3::Normalize(forward, vector3);
|
|
vector3.Negate();
|
|
Vector3::Normalize(Vector3::Cross(up, vector3), vector31);
|
|
Vector3::Cross(vector3, vector31, vector32);
|
|
|
|
result.M11 = vector31.X;
|
|
result.M12 = vector31.Y;
|
|
result.M13 = vector31.Z;
|
|
result.M14 = 0.0f;
|
|
|
|
result.M21 = vector32.X;
|
|
result.M22 = vector32.Y;
|
|
result.M23 = vector32.Z;
|
|
result.M24 = 0.0f;
|
|
|
|
result.M31 = vector3.X;
|
|
result.M32 = vector3.Y;
|
|
result.M33 = vector3.Z;
|
|
result.M34 = 0.0f;
|
|
|
|
result.M41 = position.X;
|
|
result.M42 = position.Y;
|
|
result.M43 = position.Z;
|
|
result.M44 = 1.0f;
|
|
}
|
|
|
|
Matrix Matrix::CreateFromAxisAngle(const Vector3& axis, float angle)
|
|
{
|
|
Matrix result;
|
|
CreateFromAxisAngle(axis, angle, result);
|
|
return result;
|
|
}
|
|
|
|
void Matrix::CreateFromAxisAngle(const Vector3& axis, float angle, Matrix& result)
|
|
{
|
|
const float x = axis.X;
|
|
const float y = axis.Y;
|
|
const float z = axis.Z;
|
|
const float single = Math::Sin(angle);
|
|
const float single1 = Math::Cos(angle);
|
|
const float single2 = x * x;
|
|
const float single3 = y * y;
|
|
const float single4 = z * z;
|
|
const float single5 = x * y;
|
|
const float single6 = x * z;
|
|
const float single7 = y * z;
|
|
|
|
result.M11 = single2 + single1 * (1.0f - single2);
|
|
result.M12 = single5 - single1 * single5 + single * z;
|
|
result.M13 = single6 - single1 * single6 - single * y;
|
|
result.M14 = 0.0f;
|
|
|
|
result.M21 = single5 - single1 * single5 - single * z;
|
|
result.M22 = single3 + single1 * (1.0f - single3);
|
|
result.M23 = single7 - single1 * single7 + single * x;
|
|
result.M24 = 0.0f;
|
|
|
|
result.M31 = single6 - single1 * single6 + single * y;
|
|
result.M32 = single7 - single1 * single7 - single * x;
|
|
result.M33 = single4 + single1 * (1.0f - single4);
|
|
result.M34 = 0.0f;
|
|
|
|
result.M41 = 0.0f;
|
|
result.M42 = 0.0f;
|
|
result.M43 = 0.0f;
|
|
result.M44 = 1.0f;
|
|
}
|
|
|
|
Vector4 Matrix::TransformPosition(const Matrix& m, const Vector3& v)
|
|
{
|
|
return Vector4(
|
|
m.Values[0][0] * v.Raw[0] + m.Values[1][0] * v.Raw[1] + m.Values[2][0] * v.Raw[2] + m.Values[3][0],
|
|
m.Values[0][1] * v.Raw[0] + m.Values[1][1] * v.Raw[1] + m.Values[2][1] * v.Raw[2] + m.Values[3][1],
|
|
m.Values[0][2] * v.Raw[0] + m.Values[1][2] * v.Raw[1] + m.Values[2][2] * v.Raw[2] + m.Values[3][2],
|
|
m.Values[0][3] * v.Raw[0] + m.Values[1][3] * v.Raw[1] + m.Values[2][3] * v.Raw[2] + m.Values[3][3]
|
|
);
|
|
}
|
|
|
|
Vector4 Matrix::TransformPosition(const Matrix& m, const Vector4& v)
|
|
{
|
|
return Vector4(
|
|
m.Values[0][0] * v.Raw[0] + m.Values[1][0] * v.Raw[1] + m.Values[2][0] * v.Raw[2] + m.Values[3][0] * v.Raw[3],
|
|
m.Values[0][1] * v.Raw[0] + m.Values[1][1] * v.Raw[1] + m.Values[2][1] * v.Raw[2] + m.Values[3][1] * v.Raw[3],
|
|
m.Values[0][2] * v.Raw[0] + m.Values[1][2] * v.Raw[1] + m.Values[2][2] * v.Raw[2] + m.Values[3][2] * v.Raw[3],
|
|
m.Values[0][3] * v.Raw[0] + m.Values[1][3] * v.Raw[1] + m.Values[2][3] * v.Raw[2] + m.Values[3][3] * v.Raw[3]
|
|
);
|
|
}
|