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@@ -40,10 +40,10 @@ public: |
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/** Creates an identity matrix. */
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Matrix3D() noexcept
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{
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mat[0] = (Type) 1; mat[1] = 0; mat[2] = 0; mat[3] = 0;
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mat[4] = 0; mat[5] = (Type) 1; mat[6] = 0; mat[7] = 0;
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mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0;
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mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = (Type) 1;
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mat[0] = Type (1); mat[1] = 0; mat[2] = 0; mat[3] = 0;
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mat[4] = 0; mat[5] = Type (1); mat[6] = 0; mat[7] = 0;
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mat[8] = 0; mat[9] = 0; mat[10] = Type (1); mat[11] = 0;
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mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = Type (1);
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}
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/** Creates a copy of another matrix. */
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@@ -60,10 +60,10 @@ public: |
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}
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/** Creates a matrix from its raw 4x4 values. */
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Matrix3D (const Type& m00, const Type& m10, const Type& m20, const Type& m30,
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const Type& m01, const Type& m11, const Type& m21, const Type& m31,
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const Type& m02, const Type& m12, const Type& m22, const Type& m32,
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const Type& m03, const Type& m13, const Type& m23, const Type& m33) noexcept
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Matrix3D (Type m00, Type m10, Type m20, Type m30,
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Type m01, Type m11, Type m21, Type m31,
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Type m02, Type m12, Type m22, Type m32,
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Type m03, Type m13, Type m23, Type m33) noexcept
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{
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mat[0] = m00; mat[1] = m10; mat[2] = m20; mat[3] = m30;
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mat[4] = m01; mat[5] = m11; mat[6] = m21; mat[7] = m31;
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@@ -82,26 +82,39 @@ public: |
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{
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mat[0] = transform.mat00; mat[1] = transform.mat10; mat[2] = 0; mat[3] = 0;
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mat[4] = transform.mat01; mat[5] = transform.mat11; mat[6] = 0; mat[7] = 0;
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mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0;
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mat[12] = transform.mat02; mat[13] = transform.mat12; mat[14] = 0; mat[15] = (Type) 1;
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mat[8] = 0; mat[9] = 0; mat[10] = Type (1); mat[11] = 0;
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mat[12] = transform.mat02; mat[13] = transform.mat12; mat[14] = 0; mat[15] = Type (1);
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}
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/** Creates a matrix from a 3D vector translation. */
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Matrix3D (Vector3D<Type> vector) noexcept
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{
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mat[0] = (Type) 1; mat[1] = 0; mat[2] = 0; mat[3] = 0;
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mat[4] = 0; mat[5] = (Type) 1; mat[6] = 0; mat[7] = 0;
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mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0;
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mat[12] = vector.x; mat[13] = vector.y; mat[14] = vector.z; mat[15] = (Type) 1;
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mat[0] = Type (1); mat[1] = 0; mat[2] = 0; mat[3] = 0;
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mat[4] = 0; mat[5] = Type (1); mat[6] = 0; mat[7] = 0;
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mat[8] = 0; mat[9] = 0; mat[10] = Type (1); mat[11] = 0;
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mat[12] = vector.x; mat[13] = vector.y; mat[14] = vector.z; mat[15] = Type (1);
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}
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/** Returns a new matrix from the given frustrum values. */
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static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type nearDistance, Type farDistance) noexcept
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{
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return Matrix3D ((2.0f * nearDistance) / (right - left), 0.0f, 0.0f, 0.0f,
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0.0f, (2.0f * nearDistance) / (top - bottom), 0.0f, 0.0f,
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(right + left) / (right - left), (top + bottom) / (top - bottom), -(farDistance + nearDistance) / (farDistance - nearDistance), -1.0f,
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0.0f, 0.0f, -(2.0f * farDistance * nearDistance) / (farDistance - nearDistance), 0.0f);
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return { (Type (2) * nearDistance) / (right - left), 0, 0, 0,
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0, (Type (2) * nearDistance) / (top - bottom), 0, 0,
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(right + left) / (right - left), (top + bottom) / (top - bottom), -(farDistance + nearDistance) / (farDistance - nearDistance), Type (-1),
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0, 0, -(Type (2) * farDistance * nearDistance) / (farDistance - nearDistance), 0 };
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}
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/** Returns a matrix which will apply a rotation through the Y, X and Z angles specified by a vector. */
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static Matrix3D rotation (Vector3D<Type> eulerAngleRadians) noexcept
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{
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auto cx = std::cos (eulerAngleRadians.x), sx = std::sin (eulerAngleRadians.x),
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cy = std::cos (eulerAngleRadians.y), sy = std::sin (eulerAngleRadians.y),
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cz = std::cos (eulerAngleRadians.z), sz = std::sin (eulerAngleRadians.z);
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return { (cy * cz) + (sx * sy * sz), cx * sz, (cy * sx * sz) - (cz * sy), 0,
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(cz * sx * sy) - (cy * sz), cx * cz, (cy * cz * sx) + (sy * sz), 0,
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cx * sy, -sx, cx * cy, 0,
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0, 0, 0, Type (1) };
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}
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/** Multiplies this matrix by another. */
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@@ -113,39 +126,24 @@ public: |
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/** Multiplies this matrix by another, and returns the result. */
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Matrix3D operator* (const Matrix3D& other) const noexcept
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{
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const Type* const m2 = other.mat;
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return Matrix3D (mat[0] * m2[0] + mat[1] * m2[4] + mat[2] * m2[8] + mat[3] * m2[12],
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mat[0] * m2[1] + mat[1] * m2[5] + mat[2] * m2[9] + mat[3] * m2[13],
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mat[0] * m2[2] + mat[1] * m2[6] + mat[2] * m2[10] + mat[3] * m2[14],
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mat[0] * m2[3] + mat[1] * m2[7] + mat[2] * m2[11] + mat[3] * m2[15],
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mat[4] * m2[0] + mat[5] * m2[4] + mat[6] * m2[8] + mat[7] * m2[12],
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mat[4] * m2[1] + mat[5] * m2[5] + mat[6] * m2[9] + mat[7] * m2[13],
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mat[4] * m2[2] + mat[5] * m2[6] + mat[6] * m2[10] + mat[7] * m2[14],
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mat[4] * m2[3] + mat[5] * m2[7] + mat[6] * m2[11] + mat[7] * m2[15],
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mat[8] * m2[0] + mat[9] * m2[4] + mat[10] * m2[8] + mat[11] * m2[12],
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mat[8] * m2[1] + mat[9] * m2[5] + mat[10] * m2[9] + mat[11] * m2[13],
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mat[8] * m2[2] + mat[9] * m2[6] + mat[10] * m2[10] + mat[11] * m2[14],
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mat[8] * m2[3] + mat[9] * m2[7] + mat[10] * m2[11] + mat[11] * m2[15],
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mat[12] * m2[0] + mat[13] * m2[4] + mat[14] * m2[8] + mat[15] * m2[12],
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mat[12] * m2[1] + mat[13] * m2[5] + mat[14] * m2[9] + mat[15] * m2[13],
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mat[12] * m2[2] + mat[13] * m2[6] + mat[14] * m2[10] + mat[15] * m2[14],
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mat[12] * m2[3] + mat[13] * m2[7] + mat[14] * m2[11] + mat[15] * m2[15]);
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}
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/** Returns a copy of this matrix after rotation through the Y, X and then Z angles
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specified by the vector.
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*/
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Matrix3D rotated (Vector3D<Type> eulerAngleRadians) const noexcept
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{
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const Type cx = std::cos (eulerAngleRadians.x), sx = std::sin (eulerAngleRadians.x),
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cy = std::cos (eulerAngleRadians.y), sy = std::sin (eulerAngleRadians.y),
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cz = std::cos (eulerAngleRadians.z), sz = std::sin (eulerAngleRadians.z);
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return Matrix3D ((cy * cz) + (sx * sy * sz), cx * sz, (cy * sx * sz) - (cz * sy), 0.0f,
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(cz * sx * sy) - (cy * sz), cx * cz, (cy * cz * sx) + (sy * sz), 0.0f,
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cx * sy, -sx, cx * cy, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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auto&& m2 = other.mat;
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return { mat[0] * m2[0] + mat[1] * m2[4] + mat[2] * m2[8] + mat[3] * m2[12],
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mat[0] * m2[1] + mat[1] * m2[5] + mat[2] * m2[9] + mat[3] * m2[13],
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mat[0] * m2[2] + mat[1] * m2[6] + mat[2] * m2[10] + mat[3] * m2[14],
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mat[0] * m2[3] + mat[1] * m2[7] + mat[2] * m2[11] + mat[3] * m2[15],
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mat[4] * m2[0] + mat[5] * m2[4] + mat[6] * m2[8] + mat[7] * m2[12],
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mat[4] * m2[1] + mat[5] * m2[5] + mat[6] * m2[9] + mat[7] * m2[13],
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mat[4] * m2[2] + mat[5] * m2[6] + mat[6] * m2[10] + mat[7] * m2[14],
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mat[4] * m2[3] + mat[5] * m2[7] + mat[6] * m2[11] + mat[7] * m2[15],
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mat[8] * m2[0] + mat[9] * m2[4] + mat[10] * m2[8] + mat[11] * m2[12],
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mat[8] * m2[1] + mat[9] * m2[5] + mat[10] * m2[9] + mat[11] * m2[13],
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mat[8] * m2[2] + mat[9] * m2[6] + mat[10] * m2[10] + mat[11] * m2[14],
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mat[8] * m2[3] + mat[9] * m2[7] + mat[10] * m2[11] + mat[11] * m2[15],
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mat[12] * m2[0] + mat[13] * m2[4] + mat[14] * m2[8] + mat[15] * m2[12],
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mat[12] * m2[1] + mat[13] * m2[5] + mat[14] * m2[9] + mat[15] * m2[13],
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mat[12] * m2[2] + mat[13] * m2[6] + mat[14] * m2[10] + mat[15] * m2[14],
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mat[12] * m2[3] + mat[13] * m2[7] + mat[14] * m2[11] + mat[15] * m2[15] };
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}
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/** The 4x4 matrix values. These are stored in the standard OpenGL order. */
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