The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
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  1. /*
  2. ==============================================================================
  3. This file is part of the JUCE library.
  4. Copyright (c) 2015 - ROLI Ltd.
  5. Permission is granted to use this software under the terms of either:
  6. a) the GPL v2 (or any later version)
  7. b) the Affero GPL v3
  8. Details of these licenses can be found at: www.gnu.org/licenses
  9. JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
  10. WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
  11. A PARTICULAR PURPOSE. See the GNU General Public License for more details.
  12. ------------------------------------------------------------------------------
  13. To release a closed-source product which uses JUCE, commercial licenses are
  14. available: visit www.juce.com for more information.
  15. ==============================================================================
  16. */
  17. #pragma once
  18. //==============================================================================
  19. /**
  20. A 4x4 3D transformation matrix.
  21. @see Vector3D, Quaternion, AffineTransform
  22. */
  23. template <typename Type>
  24. class Matrix3D
  25. {
  26. public:
  27. /** Creates an identity matrix. */
  28. Matrix3D() noexcept
  29. {
  30. mat[0] = (Type) 1; mat[1] = 0; mat[2] = 0; mat[3] = 0;
  31. mat[4] = 0; mat[5] = (Type) 1; mat[6] = 0; mat[7] = 0;
  32. mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0;
  33. mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = (Type) 1;
  34. }
  35. /** Creates a copy of another matrix. */
  36. Matrix3D (const Matrix3D& other) noexcept
  37. {
  38. memcpy (mat, other.mat, sizeof (mat));
  39. }
  40. /** Copies another matrix. */
  41. Matrix3D& operator= (const Matrix3D& other) noexcept
  42. {
  43. memcpy (mat, other.mat, sizeof (mat));
  44. return *this;
  45. }
  46. /** Creates a matrix from its raw 4x4 values. */
  47. Matrix3D (const Type& m00, const Type& m10, const Type& m20, const Type& m30,
  48. const Type& m01, const Type& m11, const Type& m21, const Type& m31,
  49. const Type& m02, const Type& m12, const Type& m22, const Type& m32,
  50. const Type& m03, const Type& m13, const Type& m23, const Type& m33) noexcept
  51. {
  52. mat[0] = m00; mat[1] = m10; mat[2] = m20; mat[3] = m30;
  53. mat[4] = m01; mat[5] = m11; mat[6] = m21; mat[7] = m31;
  54. mat[8] = m02; mat[9] = m12; mat[10] = m22; mat[11] = m32;
  55. mat[12] = m03; mat[13] = m13; mat[14] = m23; mat[15] = m33;
  56. }
  57. /** Creates a matrix from an array of 16 raw values. */
  58. Matrix3D (const Type* values) noexcept
  59. {
  60. memcpy (mat, values, sizeof (mat));
  61. }
  62. /** Creates a matrix from a 2D affine transform. */
  63. Matrix3D (const AffineTransform& transform) noexcept
  64. {
  65. mat[0] = transform.mat00; mat[1] = transform.mat10; mat[2] = 0; mat[3] = 0;
  66. mat[4] = transform.mat01; mat[5] = transform.mat11; mat[6] = 0; mat[7] = 0;
  67. mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0;
  68. mat[12] = transform.mat02; mat[13] = transform.mat12; mat[14] = 0; mat[15] = (Type) 1;
  69. }
  70. /** Creates a matrix from a 3D vector translation. */
  71. Matrix3D (Vector3D<Type> vector) noexcept
  72. {
  73. mat[0] = (Type) 1; mat[1] = 0; mat[2] = 0; mat[3] = 0;
  74. mat[4] = 0; mat[5] = (Type) 1; mat[6] = 0; mat[7] = 0;
  75. mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0;
  76. mat[12] = vector.x; mat[13] = vector.y; mat[14] = vector.z; mat[15] = (Type) 1;
  77. }
  78. /** Returns a new matrix from the given frustrum values. */
  79. static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type nearDistance, Type farDistance) noexcept
  80. {
  81. return Matrix3D ((2.0f * nearDistance) / (right - left), 0.0f, 0.0f, 0.0f,
  82. 0.0f, (2.0f * nearDistance) / (top - bottom), 0.0f, 0.0f,
  83. (right + left) / (right - left), (top + bottom) / (top - bottom), -(farDistance + nearDistance) / (farDistance - nearDistance), -1.0f,
  84. 0.0f, 0.0f, -(2.0f * farDistance * nearDistance) / (farDistance - nearDistance), 0.0f);
  85. }
  86. /** Multiplies this matrix by another. */
  87. Matrix3D& operator*= (const Matrix3D& other) noexcept
  88. {
  89. return *this = *this * other;
  90. }
  91. /** Multiplies this matrix by another, and returns the result. */
  92. Matrix3D operator* (const Matrix3D& other) const noexcept
  93. {
  94. const Type* const m2 = other.mat;
  95. return Matrix3D (mat[0] * m2[0] + mat[1] * m2[4] + mat[2] * m2[8] + mat[3] * m2[12],
  96. mat[0] * m2[1] + mat[1] * m2[5] + mat[2] * m2[9] + mat[3] * m2[13],
  97. mat[0] * m2[2] + mat[1] * m2[6] + mat[2] * m2[10] + mat[3] * m2[14],
  98. mat[0] * m2[3] + mat[1] * m2[7] + mat[2] * m2[11] + mat[3] * m2[15],
  99. mat[4] * m2[0] + mat[5] * m2[4] + mat[6] * m2[8] + mat[7] * m2[12],
  100. mat[4] * m2[1] + mat[5] * m2[5] + mat[6] * m2[9] + mat[7] * m2[13],
  101. mat[4] * m2[2] + mat[5] * m2[6] + mat[6] * m2[10] + mat[7] * m2[14],
  102. mat[4] * m2[3] + mat[5] * m2[7] + mat[6] * m2[11] + mat[7] * m2[15],
  103. mat[8] * m2[0] + mat[9] * m2[4] + mat[10] * m2[8] + mat[11] * m2[12],
  104. mat[8] * m2[1] + mat[9] * m2[5] + mat[10] * m2[9] + mat[11] * m2[13],
  105. mat[8] * m2[2] + mat[9] * m2[6] + mat[10] * m2[10] + mat[11] * m2[14],
  106. mat[8] * m2[3] + mat[9] * m2[7] + mat[10] * m2[11] + mat[11] * m2[15],
  107. mat[12] * m2[0] + mat[13] * m2[4] + mat[14] * m2[8] + mat[15] * m2[12],
  108. mat[12] * m2[1] + mat[13] * m2[5] + mat[14] * m2[9] + mat[15] * m2[13],
  109. mat[12] * m2[2] + mat[13] * m2[6] + mat[14] * m2[10] + mat[15] * m2[14],
  110. mat[12] * m2[3] + mat[13] * m2[7] + mat[14] * m2[11] + mat[15] * m2[15]);
  111. }
  112. /** Returns a copy of this matrix after rotation through the Y, X and then Z angles
  113. specified by the vector.
  114. */
  115. Matrix3D rotated (Vector3D<Type> eulerAngleRadians) const noexcept
  116. {
  117. const Type cx = std::cos (eulerAngleRadians.x), sx = std::sin (eulerAngleRadians.x),
  118. cy = std::cos (eulerAngleRadians.y), sy = std::sin (eulerAngleRadians.y),
  119. cz = std::cos (eulerAngleRadians.z), sz = std::sin (eulerAngleRadians.z);
  120. return Matrix3D ((cy * cz) + (sx * sy * sz), cx * sz, (cy * sx * sz) - (cz * sy), 0.0f,
  121. (cz * sx * sy) - (cy * sz), cx * cz, (cy * cz * sx) + (sy * sz), 0.0f,
  122. cx * sy, -sx, cx * cy, 0.0f,
  123. 0.0f, 0.0f, 0.0f, 1.0f);
  124. }
  125. /** The 4x4 matrix values. These are stored in the standard OpenGL order. */
  126. Type mat[16];
  127. };