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FlaxEngine/Source/Engine/Core/Math/Matrix.cpp

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22 KiB
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "Matrix.h"
#include "Matrix3x3.h"
#include "Vector2.h"
#include "Quaternion.h"
#include "Transform.h"
#include "../Types/String.h"
static_assert(sizeof(Matrix) == 4 * 4 * 4, "Invalid Matrix type size.");
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);
const Matrix Matrix::Identity(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
Matrix::Matrix(const Matrix3x3& matrix)
{
Platform::MemoryCopy(&M11, &matrix.M11, sizeof(Vector3));
Platform::MemoryCopy(&M21, &matrix.M21, sizeof(Vector3));
Platform::MemoryCopy(&M31, &matrix.M31, sizeof(Vector3));
M14 = 0.0f;
M24 = 0.0f;
M34 = 0.0f;
M44 = 1.0f;
}
String Matrix::ToString() const
{
return String::Format(TEXT("{}"), *this);
}
float Matrix::GetDeterminant() const
{
const float temp1 = M33 * M44 - M34 * M43;
const float temp2 = M32 * M44 - M34 * M42;
const float temp3 = M32 * M43 - M33 * M42;
const float temp4 = M31 * M44 - M34 * M41;
const float temp5 = M31 * M43 - M33 * M41;
const float temp6 = M31 * M42 - M32 * M41;
return M11 * (M22 * temp1 - M23 * temp2 + M24 * temp3) - M12 * (M21 * temp1 -
M23 * temp4 + M24 * temp5) + M13 * (M21 * temp2 - M22 * temp4 + M24 * temp6) -
M14 * (M21 * temp3 - M22 * temp5 + M23 * temp6);
}
float Matrix::RotDeterminant() const
{
return
Values[0][0] * (Values[1][1] * Values[2][2] - Values[1][2] * Values[2][1]) -
Values[1][0] * (Values[0][1] * Values[2][2] - Values[0][2] * Values[2][1]) +
Values[2][0] * (Values[0][1] * Values[1][2] - Values[0][2] * Values[1][1]);
}
void Matrix::NormalizeScale()
{
const float scaleX = 1.0f / Vector3(M11, M21, M31).Length();
const float scaleY = 1.0f / Vector3(M12, M22, M32).Length();
const float scaleZ = 1.0f / Vector3(M13, M23, M33).Length();
M11 *= scaleX;
M21 *= scaleX;
M31 *= scaleX;
M12 *= scaleY;
M22 *= scaleY;
M32 *= scaleY;
M13 *= scaleZ;
M23 *= scaleZ;
M33 *= scaleZ;
}
void Matrix::Decompose(float& yaw, float& pitch, float& roll) const
{
pitch = Math::Asin(-M32);
if (Math::Cos(pitch) > 1e-12f)
{
roll = Math::Atan2(M12, M22);
yaw = Math::Atan2(M31, M33);
}
else
{
roll = Math::Atan2(-M21, M11);
yaw = 0.0f;
}
}
void Matrix::Decompose(Vector3& scale, Vector3& translation) const
{
// Get the translation
translation = Vector3(M41, M42, M43);
// Scaling is the length of the rows
scale = Vector3(
Math::Sqrt(M11 * M11 + M12 * M12 + M13 * M13),
Math::Sqrt(M21 * M21 + M22 * M22 + M23 * M23),
Math::Sqrt(M31 * M31 + M32 * M32 + M33 * M33));
}
void Matrix::Decompose(Transform& transform) const
{
Matrix rotationMatrix;
Decompose(transform.Scale, rotationMatrix, transform.Translation);
Quaternion::RotationMatrix(rotationMatrix, transform.Orientation);
}
void Matrix::Decompose(Vector3& scale, Quaternion& rotation, Vector3& translation) const
{
Matrix rotationMatrix;
Decompose(scale, rotationMatrix, translation);
Quaternion::RotationMatrix(rotationMatrix, rotation);
}
void Matrix::Decompose(Vector3& scale, Matrix& rotation, Vector3& translation) const
{
// Get the translation
translation = Vector3(M41, M42, M43);
// Scaling is the length of the rows
scale = Vector3(
Math::Sqrt(M11 * M11 + M12 * M12 + M13 * M13),
Math::Sqrt(M21 * M21 + M22 * M22 + M23 * M23),
Math::Sqrt(M31 * M31 + M32 * M32 + M33 * M33));
// If any of the scaling factors are zero, than the rotation matrix can not exist
rotation = Identity;
if (scale.IsAnyZero())
return;
// Calculate an perfect orthonormal matrix (no reflections)
const auto at = Vector3(M31 / scale.Z, M32 / scale.Z, M33 / scale.Z);
const auto up = Vector3::Cross(at, Vector3(M11 / scale.X, M12 / scale.X, M13 / scale.X));
const auto right = Vector3::Cross(up, at);
rotation.SetRight(right);
rotation.SetUp(up);
rotation.SetBackward(at);
// In case of reflexions
scale.X = Vector3::Dot(right, GetRight()) > 0.0f ? scale.X : -scale.X;
scale.Y = Vector3::Dot(up, GetUp()) > 0.0f ? scale.Y : -scale.Y;
scale.Z = Vector3::Dot(at, GetBackward()) > 0.0f ? scale.Z : -scale.Z;
}
Matrix Matrix::Transpose(const Matrix& value)
{
Matrix result;
result.M11 = value.M11;
result.M12 = value.M21;
result.M13 = value.M31;
result.M14 = value.M41;
result.M21 = value.M12;
result.M22 = value.M22;
result.M23 = value.M32;
result.M24 = value.M42;
result.M31 = value.M13;
result.M32 = value.M23;
result.M33 = value.M33;
result.M34 = value.M43;
result.M41 = value.M14;
result.M42 = value.M24;
result.M43 = value.M34;
result.M44 = value.M44;
return result;
}
void Matrix::Transpose(const Matrix& value, Matrix& result)
{
Matrix temp;
temp.M11 = value.M11;
temp.M12 = value.M21;
temp.M13 = value.M31;
temp.M14 = value.M41;
temp.M21 = value.M12;
temp.M22 = value.M22;
temp.M23 = value.M32;
temp.M24 = value.M42;
temp.M31 = value.M13;
temp.M32 = value.M23;
temp.M33 = value.M33;
temp.M34 = value.M43;
temp.M41 = value.M14;
temp.M42 = value.M24;
temp.M43 = value.M34;
temp.M44 = value.M44;
result = temp;
}
void Matrix::Invert(const Matrix& value, Matrix& result)
{
const float b0 = value.M31 * value.M42 - value.M32 * value.M41;
const float b1 = value.M31 * value.M43 - value.M33 * value.M41;
const float b2 = value.M34 * value.M41 - value.M31 * value.M44;
const float b3 = value.M32 * value.M43 - value.M33 * value.M42;
const float b4 = value.M34 * value.M42 - value.M32 * value.M44;
const float b5 = value.M33 * value.M44 - value.M34 * value.M43;
const float d11 = value.M22 * b5 + value.M23 * b4 + value.M24 * b3;
const float d12 = value.M21 * b5 + value.M23 * b2 + value.M24 * b1;
const float d13 = value.M21 * -b4 + value.M22 * b2 + value.M24 * b0;
const float d14 = value.M21 * b3 + value.M22 * -b1 + value.M23 * b0;
float det = value.M11 * d11 - value.M12 * d12 + value.M13 * d13 - value.M14 * d14;
if (Math::Abs(det) <= 1e-12f)
{
result = Zero;
return;
}
det = 1.0f / det;
const float a0 = value.M11 * value.M22 - value.M12 * value.M21;
const float a1 = value.M11 * value.M23 - value.M13 * value.M21;
const float a2 = value.M14 * value.M21 - value.M11 * value.M24;
const float a3 = value.M12 * value.M23 - value.M13 * value.M22;
const float a4 = value.M14 * value.M22 - value.M12 * value.M24;
const float a5 = value.M13 * value.M24 - value.M14 * value.M23;
const float d21 = value.M12 * b5 + value.M13 * b4 + value.M14 * b3;
const float d22 = value.M11 * b5 + value.M13 * b2 + value.M14 * b1;
const float d23 = value.M11 * -b4 + value.M12 * b2 + value.M14 * b0;
const float d24 = value.M11 * b3 + value.M12 * -b1 + value.M13 * b0;
const float d31 = value.M42 * a5 + value.M43 * a4 + value.M44 * a3;
const float d32 = value.M41 * a5 + value.M43 * a2 + value.M44 * a1;
const float d33 = value.M41 * -a4 + value.M42 * a2 + value.M44 * a0;
const float d34 = value.M41 * a3 + value.M42 * -a1 + value.M43 * a0;
const float d41 = value.M32 * a5 + value.M33 * a4 + value.M34 * a3;
const float d42 = value.M31 * a5 + value.M33 * a2 + value.M34 * a1;
const float d43 = value.M31 * -a4 + value.M32 * a2 + value.M34 * a0;
const float d44 = value.M31 * a3 + value.M32 * -a1 + value.M33 * a0;
result.M11 = +d11 * det;
result.M12 = -d21 * det;
result.M13 = +d31 * det;
result.M14 = -d41 * det;
result.M21 = -d12 * det;
result.M22 = +d22 * det;
result.M23 = -d32 * det;
result.M24 = +d42 * det;
result.M31 = +d13 * det;
result.M32 = -d23 * det;
result.M33 = +d33 * det;
result.M34 = -d43 * det;
result.M41 = -d14 * det;
result.M42 = +d24 * det;
result.M43 = -d34 * det;
result.M44 = +d44 * det;
}
void Matrix::Billboard(const Vector3& objectPosition, const Vector3& cameraPosition, const Vector3& cameraUpVector, const Vector3& cameraForwardVector, Matrix& result)
{
Vector3 crossed;
Vector3 final;
Vector3 difference = cameraPosition - objectPosition;
const float lengthSq = difference.LengthSquared();
if (Math::IsZero(lengthSq))
difference = -cameraForwardVector;
else
difference *= 1.0f / Math::Sqrt(lengthSq);
Vector3::Cross(cameraUpVector, difference, crossed);
crossed.Normalize();
Vector3::Cross(difference, crossed, final);
result.M11 = crossed.X;
result.M12 = crossed.Y;
result.M13 = crossed.Z;
result.M14 = 0.0f;
result.M21 = final.X;
result.M22 = final.Y;
result.M23 = final.Z;
result.M24 = 0.0f;
result.M31 = difference.X;
result.M32 = difference.Y;
result.M33 = difference.Z;
result.M34 = 0.0f;
result.M41 = objectPosition.X;
result.M42 = objectPosition.Y;
result.M43 = objectPosition.Z;
result.M44 = 1.0f;
}
void Matrix::LookAt(const Vector3& eye, const Vector3& target, const Vector3& up, Matrix& result)
{
Vector3 xaxis, yaxis, zaxis;
Vector3::Subtract(target, eye, zaxis);
zaxis.Normalize();
Vector3::Cross(up, zaxis, xaxis);
xaxis.Normalize();
Vector3::Cross(zaxis, xaxis, yaxis);
result.M11 = xaxis.X;
result.M21 = xaxis.Y;
result.M31 = xaxis.Z;
result.M12 = yaxis.X;
result.M22 = yaxis.Y;
result.M32 = yaxis.Z;
result.M13 = zaxis.X;
result.M23 = zaxis.Y;
result.M33 = zaxis.Z;
result.M14 = 0.0f;
result.M24 = 0.0f;
result.M34 = 0.0f;
result.M41 = -Vector3::Dot(xaxis, eye);
result.M42 = -Vector3::Dot(yaxis, eye);
result.M43 = -Vector3::Dot(zaxis, eye);
result.M44 = 1.0f;
}
void Matrix::OrthoOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, Matrix& result)
{
const float zRange = 1.0f / (zFar - zNear);
result = Identity;
result.M11 = 2.0f / (right - left);
result.M22 = 2.0f / (top - bottom);
result.M33 = zRange;
result.M41 = (left + right) / (left - right);
result.M42 = (top + bottom) / (bottom - top);
result.M43 = -zNear * zRange;
}
void Matrix::PerspectiveFov(float fov, float aspect, float zNear, float zFar, Matrix& result)
{
const float yScale = 1.0f / Math::Tan(fov * 0.5f);
const float xScale = yScale / aspect;
const float halfWidth = zNear / xScale;
const float halfHeight = zNear / yScale;
PerspectiveOffCenter(-halfWidth, halfWidth, -halfHeight, halfHeight, zNear, zFar, result);
}
void Matrix::PerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, Matrix& result)
{
const float zRange = zFar / (zFar - zNear);
result = Zero;
result.M11 = 2.0f * zNear / (right - left);
result.M22 = 2.0f * zNear / (top - bottom);
result.M31 = (left + right) / (left - right);
result.M32 = (top + bottom) / (bottom - top);
result.M33 = zRange;
result.M34 = 1.0f;
result.M43 = -zNear * zRange;
}
void Matrix::RotationX(float angle, Matrix& result)
{
const float cosA = Math::Cos(angle);
const float sinA = Math::Sin(angle);
result = Identity;
result.M22 = cosA;
result.M23 = sinA;
result.M32 = -sinA;
result.M33 = cosA;
}
void Matrix::RotationY(float angle, Matrix& result)
{
const float cosA = Math::Cos(angle);
const float sinA = Math::Sin(angle);
result = Identity;
result.M11 = cosA;
result.M13 = -sinA;
result.M31 = sinA;
result.M33 = cosA;
}
void Matrix::RotationZ(float angle, Matrix& result)
{
const float cosA = Math::Cos(angle);
const float sinA = Math::Sin(angle);
result = Identity;
result.M11 = cosA;
result.M12 = sinA;
result.M21 = -sinA;
result.M22 = cosA;
}
void Matrix::RotationAxis(const Vector3& axis, float angle, Matrix& result)
{
const float x = axis.X;
const float y = axis.Y;
const float z = axis.Z;
const float cosA = Math::Cos(angle);
const float sinA = Math::Sin(angle);
const float xx = x * x;
const float yy = y * y;
const float zz = z * z;
const float xy = x * y;
const float xz = x * z;
const float yz = y * z;
result = Identity;
result.M11 = xx + cosA * (1.0f - xx);
result.M12 = xy - cosA * xy + sinA * z;
result.M13 = xz - cosA * xz - sinA * y;
result.M21 = xy - cosA * xy - sinA * z;
result.M22 = yy + cosA * (1.0f - yy);
result.M23 = yz - cosA * yz + sinA * x;
result.M31 = xz - cosA * xz + sinA * y;
result.M32 = yz - cosA * yz - sinA * x;
result.M33 = zz + cosA * (1.0f - zz);
}
void Matrix::RotationQuaternion(const Quaternion& rotation, Matrix& result)
{
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.M14 = 0;
result.M21 = 2.0f * (xy - zw);
result.M22 = 1.0f - 2.0f * (zz + xx);
result.M23 = 2.0f * (yz + xw);
result.M24 = 0;
result.M31 = 2.0f * (zx + yw);
result.M32 = 2.0f * (yz - xw);
result.M33 = 1.0f - 2.0f * (yy + xx);
result.M34 = 0;
result.M41 = 0;
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 = vector3.GetNegative();
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]
);
}