diff options
Diffstat (limited to 'shared_cpp')
-rw-r--r-- | shared_cpp/mathlib.cpp | 396 | ||||
-rw-r--r-- | shared_cpp/mathlib.h | 329 |
2 files changed, 449 insertions, 276 deletions
diff --git a/shared_cpp/mathlib.cpp b/shared_cpp/mathlib.cpp index 8222d00..4dd3dd0 100644 --- a/shared_cpp/mathlib.cpp +++ b/shared_cpp/mathlib.cpp @@ -1,6 +1,8 @@ #include "mathlib.h" #include <cstdlib> +// *************************************** +// Vector2 Vector2 getRandomNormalVector2() { Vector2 retval = { static_cast<float>(rand()) / static_cast<float>(RAND_MAX), @@ -9,3 +11,397 @@ Vector2 getRandomNormalVector2() { return retval.normalize(); } + +Vector2 Vector2::operator+(Vector2 other) { + return { x + other.x, y + other.y }; +} + +Vector2& Vector2::operator+=(Vector2 other) { + x += other.x; + y += other.y; + return *this; +} + +Vector2 Vector2::operator-(Vector2 other) { + return { x - other.x, y - other.y }; +} + +Vector2 Vector2::operator*(float s) { + return { x * s, y * s }; +} + +Vector2 Vector2::operator/(float s) { + return { x / s, y / s }; +} + +float Vector2::dot(Vector2 other) { + return x * other.x + y * other.y; +} + +float Vector2::length() { + return sqrtf(x * x + y * y); +} + +Vector2 Vector2::normalize() { + float len = length(); + float inverseLength = len == 0 ? 1.0 : 1.0 / len; + + return { x * inverseLength, y * inverseLength }; +} + +Vector2 Vector2::negate() { + return { -x, -y }; +} + +Vector2 Vector2::getPerp() { + return { y, -x }; +} + +Vector2 Vector2::rotate(float angle) { + return { + x * cosf(angle) - y * sinf(angle), + x * sinf(angle) + y * cosf(angle) + }; +} + +void Vector2::printDebug(const char* name) { + printf("%s=Vector2(%f, %f)\n", name, x, y); +} + + +// *************************************** +// Vector3 +float Vector3::length() { + return sqrtf(x * x + y * y + z * z); +} + +Vector3 Vector3::operator+(const Vector3& other) { + return { x + other.x, y + other.y, z + other.z }; +} + + +// *************************************** +// Vector4 +float Vector4::length() { + return sqrtf(x * x + y * y + z * z + w * w); +} + +Vector4 Vector4::normalize() { + float len = length(); + float inverseLength = len == 0 ? 1.0 : 1.0 / len; + + return { x * inverseLength, y * inverseLength, z * inverseLength, w * inverseLength }; +} + +Vector4 Vector4::fromColor(float r, float g, float b, float a) { + float scale = 1.f / 255.f; + return { r * scale, g * scale, b * scale, a * scale }; +} + +Vector4 Vector4::toNormalizedColor() { + return fromColor(x, y, z, w); +} + + +// *************************************** +// Mat4x4 +Mat4x4 Mat4x4::copy() { + Mat4x4 result; + memcpy(result.m, m, sizeof(float) * 16); + return result; +} + +Mat4x4 Mat4x4::scale(Vector3 v) { + Mat4x4 result = copy(); + result.m[0] = result.m[0] * v.x; + result.m[5] = result.m[5] *v.y; + result.m[10] = result.m[10] * v.z; + return result; +} + +Mat4x4 Mat4x4::translate(Vector3 v) { + Mat4x4 result = copy(); + result.m[12] += v.x; + result.m[13] += v.y; + result.m[14] += v.z; + return result; +} + +Mat4x4 Mat4x4::translateByVec2(Vector2 v) { + Mat4x4 result = copy(); + result.m[12] += v.x; + result.m[13] += v.y; + return result; +} + +Mat4x4 Mat4x4::rotate2D(float angle) { + Mat4x4 result = copy(); + result.m[0] = cos(angle); + result.m[1] = -sin(angle); + result.m[4] = sin(angle); + result.m[5] = cos(angle); + return result; +} + +Mat4x4 Mat4x4::getXRotationMatrix(float angleRadians) { + return { + { 1, 0, 0, 0, + 0, cos(angleRadians), -sin(angleRadians), 0, + 0, sin(angleRadians), cos(angleRadians), 0, + 0, 0, 0, 1 } + }; +} + +Mat4x4 Mat4x4::getYRotationMatrix(float angleRadians) { + return { + { cos(angleRadians), 0, sin(angleRadians), 0, + 0, 1, 0, 0, + -sin(angleRadians), 0, cos(angleRadians), 0, + 0, 0, 0, 1 } + }; +} + +Mat4x4 Mat4x4::getZRotationMatrix(float angleRadians) { + return { + { cos(angleRadians), -sin(angleRadians), 0, 0, + sin(angleRadians), cos(angleRadians), 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 } + }; +} + +Mat4x4 Mat4x4::rotate(float xRadians, float yRadians, float zRadians) { + Mat4x4 result = copy(); + + Mat4x4 rotationMatrix; + if (xRadians != 0) { + rotationMatrix = getXRotationMatrix(xRadians); + result = result * rotationMatrix; + } + + if (yRadians != 0) { + rotationMatrix = getYRotationMatrix(yRadians); + result = result * rotationMatrix; + } + + if (zRadians != 0) { + rotationMatrix = getZRotationMatrix(zRadians); + result = result * rotationMatrix; + } + + return result; +} + +Vector2 Mat4x4::multByVec2(Vector2 v) { + Vector4 vec4 = { v.x, v.y, 0.0, 1.0 }; + return { + vec4.x * m[0] + vec4.y * m[4] + vec4.z * m[8] + vec4.w * m[12], + vec4.x * m[1] + vec4.y * m[5] + vec4.z * m[9] + vec4.w * m[13] + }; +} + +Vector2 Mat4x4::operator*(Vector2 v) { + return multByVec2(v); +} + +Mat4x4 Mat4x4::multMat4x4(const Mat4x4& other) { + Mat4x4 result; + for (int i = 0; i < 4; ++i) { + for (int j = 0; j < 4; ++j) { + int row = i * 4; + result.m[row + j] = m[row + 0] * other.m[0 + j] + m[row + 1] * other.m[4 + j] + m[row + 2] * other.m[8 + j] + m[row + 3] * other.m[12 + j]; + } + } + + return result; +} + +Mat4x4 Mat4x4::operator*(const Mat4x4& other) { + return multMat4x4(other); +} + +Mat4x4 Mat4x4::getOrthographicMatrix(float left, float right, float bottom, float top) { + Mat4x4 result; + result.m[0] = 2.0 / (right - left); + result.m[5] = 2.0 / (top - bottom); + result.m[10] = 1.0; + result.m[12] = -(right + left) / (right - left); + result.m[13] = -(top + bottom) / (top - bottom); + return result; +} + +Mat4x4 Mat4x4::inverse() { + Mat4x4 inv; + + inv.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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]; + + float det = m[0] * inv.m[0] + m[1] * inv.m[4] + m[2] * inv.m[8] + m[3] * inv.m[12]; + + if (det == 0) + return Mat4x4(); + + det = 1.f / det; + + for (int i = 0; i < 16; i++) + inv.m[i] = inv.m[i] * det; + + return inv; +} + +Mat4x4 Mat4x4::getPerspectiveProjection(float near, float far, float fieldOfViewRadians, float aspectRatio) { + float halfFieldOfView = fieldOfViewRadians * 0.5f; + float top = tan(halfFieldOfView) * near; + float bottom = -top; + float right = top * aspectRatio; + float left = -right; + + return { + { (2 * near) / (right - left), 0, 0, 0, + 0, (2 * near) / (top - bottom), 0, 0, + (right + left) / (right - left), (top + bottom) / (top - bottom), -(far + near) / (far - near), -1, + 0, 0, (-2 * far * near) / (far - near), 0 } + }; +} + +void Mat4x4::print() { + printf("[ "); + for (int idx = 0; idx < 16; idx++) { + printf("%f, ", m[idx]); + } + printf(" ]\n"); +} + +// *************************************** +// Quaternion + +float Quaternion::operator [](int index) { + switch (index) { + case 0: + return x; + case 1: + return y; + case 2: + return z; + case 3: + return w; + default: + return 0; + } +} + +Quaternion Quaternion::operator*(const Quaternion& other) const { + return { + w * other.w - x * other.x - y * other.y - z * other.z, // w + w * other.x + x * other.w + y * other.z - z * other.y, // i + w * other.y - x * other.z + y * other.w + z * other.x, // j + w * other.z + x * other.y - y * other.x + z * other.w // k + }; +} + +Quaternion Quaternion::operator*(const float& scale) const { + return { + w * scale, + x * scale, + y * scale, + z * scale + }; +} + +Quaternion Quaternion::operator+(const Quaternion& other) const { + return { + w + other.w, + x + other.x, + y + other.y, + z + other.z + }; +} + +Quaternion Quaternion::operator-(const Quaternion& other) const { + return { + w - other.w, + x - other.x, + y - other.y, + z - other.z + }; +} + +const float DOT_THRESHOLD = 0.9999f; + +// Using a slerp here, mostly taken from here: http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/. +// As JBlow says, it's expensive as heck. I will address this if it becomes a problem. +Quaternion Quaternion::interpolate(const Quaternion& other, const float factor) { + Quaternion newOther = other; + float dotProduct = dot(other); + + if (dotProduct < 0) { + newOther = other * -1; + dotProduct *= -1; + } + + if (dotProduct > DOT_THRESHOLD) { + return (*this + ((newOther - *this) * factor)).normalize(); + } + + float thetaZero = acos(dotProduct); // angle between input vectors + float theta = thetaZero * factor; + + Quaternion v2 = (newOther - (*this * dotProduct)).normalize(); + + return (*this * cos(theta)) + (v2 * sin(theta)); +} + +float Quaternion::length() const { + return sqrtf(x * x + y * y + z * z + w * w); +} + +Quaternion Quaternion::normalize() const { + float l = length(); + return { + w / l, + x / l, + y / l, + z / l, + }; +} + +Mat4x4 Quaternion::toMatrix() const { + return { + { + 1 - 2 * (y * y + z * z), + 2 * (x * y + z * w), + 2 * (x * z - y * w), + 0, + 2 * (x * y - w * z), + 1 - 2 * (x * x + z * z), + 2 * (y * z + w * x), + 0, + 2 * (x * z + w * y), + 2 * (y * z - w * x), + 1 - 2 * (x * x + y * y), + 0, + 0, + 0, + 0, + 1 + } + }; +} + +float Quaternion::dot(const Quaternion& second) const { + return w * second.w + x * second.x + y * second.y + z * second.z; +} diff --git a/shared_cpp/mathlib.h b/shared_cpp/mathlib.h index fc2ef0c..cff9ece 100644 --- a/shared_cpp/mathlib.h +++ b/shared_cpp/mathlib.h @@ -13,75 +13,19 @@ struct Vector2 { float x = 0; float y = 0; - Vector2 operator+(Vector2 other) { - return { x + other.x, y + other.y }; - } - - Vector2& operator+=(Vector2 other) { - x += other.x; - y += other.y; - return *this; - } - - Vector2 operator-(Vector2 other) { - return { x - other.x, y - other.y }; - } - - Vector2 operator*(float s) { - return { x * s, y * s }; - } - - Vector2 operator/(float s) { - return { x / s, y / s }; - } - - float dot(Vector2 other) { - return x * other.x + y * other.y; - } - - float length() { - return sqrtf(x * x + y * y); - } - - Vector2 normalize() { - float len = length(); - float inverseLength = len == 0 ? 1.0 : 1.0 / len; - - return { x * inverseLength, y * inverseLength }; - } - - Vector2 negate() { - return { -x, -y }; - } - - Vector2 getPerp() { - return { y, -x }; - } - - Vector2 rotate(float angle) { - return { - x * cosf(angle) - y * sinf(angle), - x * sinf(angle) + y * cosf(angle) - }; - } - - void printDebug(const char* name) { - printf("%s=Vector2(%f, %f)\n", name, x, y); - } - - float determinant(Vector2 other) { - // - // [ a b ] - // [ c d ] - // - // [ x other.x ] - // [ y other.y ] - // - // det = a * d - b * c - // det = x * other.y - other.x * y - // - return x * other.y - other.x * y; - } + Vector2 operator+(Vector2 other); + Vector2& operator+=(Vector2 other); + Vector2 operator-(Vector2 other); + Vector2 operator*(float s); + Vector2 operator/(float s); + float dot(Vector2 other); + float length(); + Vector2 normalize(); + Vector2 negate(); + Vector2 getPerp(); + Vector2 rotate(float angle); + void printDebug(const char* name); + float determinant(Vector2 other); }; struct Vector3 { @@ -89,13 +33,8 @@ struct Vector3 { float y = 0.f; float z = 0.f; - float length() { - return sqrtf(x * x + y * y + z * z); - } - - Vector3 operator+(const Vector3& other) { - return { x + other.x, y + other.y, z + other.z }; - } + float length(); + Vector3 operator+(const Vector3& other); }; struct Vector4 { @@ -104,25 +43,10 @@ struct Vector4 { float z = 0.f; float w = 0.f; - float length() { - return sqrtf(x * x + y * y + z * z + w * w); - } - - Vector4 normalize() { - float len = length(); - float inverseLength = len == 0 ? 1.0 : 1.0 / len; - - return { x * inverseLength, y * inverseLength, z * inverseLength, w * inverseLength }; - } - - Vector4 fromColor(float r, float g, float b, float a) { - float scale = 1.f / 255.f; - return { r * scale, g * scale, b * scale, a * scale }; - } - - Vector4 toNormalizedColor() { - return fromColor(x, y, z, w); - } + float length(); + Vector4 normalize(); + Vector4 fromColor(float r, float g, float b, float a); + Vector4 toNormalizedColor(); }; struct Mat4x4 { @@ -133,186 +57,39 @@ struct Mat4x4 { 0, 0, 0, 1 }; - Mat4x4 copy() { - Mat4x4 result; - memcpy(result.m, m, sizeof(float) * 16); - return result; - } - - Mat4x4 scale(Vector3 v) { - Mat4x4 result = copy(); - result.m[0] = result.m[0] * v.x; - result.m[5] = result.m[5] *v.y; - result.m[10] = result.m[10] * v.z; - return result; - } - - Mat4x4 translate(Vector3 v) { - Mat4x4 result = copy(); - result.m[12] += v.x; - result.m[13] += v.y; - result.m[14] += v.z; - return result; - } - - Mat4x4 translateByVec2(Vector2 v) { - Mat4x4 result = copy(); - result.m[12] += v.x; - result.m[13] += v.y; - return result; - } - - Mat4x4 rotate2D(float angle) { - Mat4x4 result = copy(); - result.m[0] = cos(angle); - result.m[1] = -sin(angle); - result.m[4] = sin(angle); - result.m[5] = cos(angle); - return result; - } - - Mat4x4 getXRotationMatrix(float angleRadians) { - return { - { 1, 0, 0, 0, - 0, cos(angleRadians), -sin(angleRadians), 0, - 0, sin(angleRadians), cos(angleRadians), 0, - 0, 0, 0, 1 } - }; - } - - Mat4x4 getYRotationMatrix(float angleRadians) { - return { - { cos(angleRadians), 0, sin(angleRadians), 0, - 0, 1, 0, 0, - -sin(angleRadians), 0, cos(angleRadians), 0, - 0, 0, 0, 1 } - }; - } - - Mat4x4 getZRotationMatrix(float angleRadians) { - return { - { cos(angleRadians), -sin(angleRadians), 0, 0, - sin(angleRadians), cos(angleRadians), 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 } - }; - } - - Mat4x4 rotate(float xRadians, float yRadians, float zRadians) { - Mat4x4 result = copy(); - - Mat4x4 rotationMatrix; - if (xRadians != 0) { - rotationMatrix = getXRotationMatrix(xRadians); - result = result * rotationMatrix; - } - - if (yRadians != 0) { - rotationMatrix = getYRotationMatrix(yRadians); - result = result * rotationMatrix; - } - - if (zRadians != 0) { - rotationMatrix = getZRotationMatrix(zRadians); - result = result * rotationMatrix; - } - - return result; - } - - Vector2 multByVec2(Vector2 v) { - Vector4 vec4 = { v.x, v.y, 0.0, 1.0 }; - return { - vec4.x * m[0] + vec4.y * m[4] + vec4.z * m[8] + vec4.w * m[12], - vec4.x * m[1] + vec4.y * m[5] + vec4.z * m[9] + vec4.w * m[13] - }; - } - - Vector2 operator*(Vector2 v) { - return multByVec2(v); - } - - Mat4x4 multMat4x4(const Mat4x4& other) { - Mat4x4 result; - for (int i = 0; i < 4; ++i) { - for (int j = 0; j < 4; ++j) { - int row = i * 4; - result.m[row + j] = m[row + 0] * other.m[0 + j] + m[row + 1] * other.m[4 + j] + m[row + 2] * other.m[8 + j] + m[row + 3] * other.m[12 + j]; - } - } - - return result; - } - - Mat4x4 operator*(const Mat4x4& other) { - return multMat4x4(other); - } - - Mat4x4 getOrthographicMatrix(float left, float right, float bottom, float top) { - Mat4x4 result; - result.m[0] = 2.0 / (right - left); - result.m[5] = 2.0 / (top - bottom); - result.m[10] = 1.0; - result.m[12] = -(right + left) / (right - left); - result.m[13] = -(top + bottom) / (top - bottom); - return result; - } - - Mat4x4 inverse() { - Mat4x4 inv; - - inv.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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.m[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]; - - float det = m[0] * inv.m[0] + m[1] * inv.m[4] + m[2] * inv.m[8] + m[3] * inv.m[12]; - - if (det == 0) - return Mat4x4(); - - det = 1.f / det; - - for (int i = 0; i < 16; i++) - inv.m[i] = inv.m[i] * det; - - return inv; - } - - Mat4x4 getPerspectiveProjection(float near, float far, float fieldOfViewRadians, float aspectRatio) { - float halfFieldOfView = fieldOfViewRadians * 0.5f; - float top = tan(halfFieldOfView) * near; - float bottom = -top; - float right = top * aspectRatio; - float left = -right; - - return { - { (2 * near) / (right - left), 0, 0, 0, - 0, (2 * near) / (top - bottom), 0, 0, - (right + left) / (right - left), (top + bottom) / (top - bottom), -(far + near) / (far - near), -1, - 0, 0, (-2 * far * near) / (far - near), 0 } - }; - } - - void print() { - printf("[ "); - for (int idx = 0; idx < 16; idx++) { - printf("%f, ", m[idx]); - } - printf(" ]\n"); - } + Mat4x4 copy(); + Mat4x4 scale(Vector3 v); + Mat4x4 translate(Vector3 v); + Mat4x4 translateByVec2(Vector2 v); + Mat4x4 rotate2D(float angle); + Mat4x4 getXRotationMatrix(float angleRadians); + Mat4x4 getYRotationMatrix(float angleRadians); + Mat4x4 getZRotationMatrix(float angleRadians); + Mat4x4 rotate(float xRadians, float yRadians, float zRadians); + Vector2 multByVec2(Vector2 v); + Vector2 operator*(Vector2 v); + Mat4x4 multMat4x4(const Mat4x4& other); + Mat4x4 operator*(const Mat4x4& other); + Mat4x4 getOrthographicMatrix(float left, float right, float bottom, float top); + Mat4x4 inverse(); + Mat4x4 getPerspectiveProjection(float near, float far, float fieldOfViewRadians, float aspectRatio); + void print(); }; - +struct Quaternion { + float x = 0; + float y = 0; + float z = 0; + float w = 0; + + float operator [](int index); + Quaternion operator*(const Quaternion& other) const; + Quaternion operator*(const float& scale) const; + Quaternion operator+(const Quaternion& other) const; + Quaternion operator-(const Quaternion& other) const; + Quaternion interpolate(const Quaternion& other, const float factor); + Mat4x4 toMatrix() const; + Quaternion normalize() const; + float length() const; + float dot(const Quaternion& other) const; +}; |