#include "Matrix4.h" Matrix4::Matrix4(void) { ToIdentity(); } Matrix4::Matrix4(const float elements[16] ) { memcpy(this->values,elements,16*sizeof(float)); } Matrix4::~Matrix4(void) { ToIdentity(); } void Matrix4::ToIdentity() { ToZero(); values[0] = 1.0f; values[5] = 1.0f; values[10] = 1.0f; values[15] = 1.0f; } void Matrix4::ToZero() { for(int i = 0; i < 16; i++) { values[i] = 0.0f; } } Vector3 Matrix4::GetPositionVector() const{ return Vector3(values[12],values[13],values[14]); } void Matrix4::SetPositionVector(const Vector3 in) { values[12] = in.x; values[13] = in.y; values[14] = in.z; } Vector3 Matrix4::GetScalingVector() const{ return Vector3(values[0],values[5],values[10]); } void Matrix4::SetScalingVector(const Vector3 &in) { values[0] = in.x; values[5] = in.y; values[10] = in.z; } Matrix4 Matrix4::Perspective(float znear, float zfar, float aspect, float fov) { Matrix4 m; const float h = 1.0f / tan(fov*PI_OVER_360); float neg_depth = znear-zfar; m.values[0] = h / aspect; m.values[5] = h; m.values[10] = (zfar + znear)/neg_depth; m.values[11] = -1.0f; m.values[14] = 2.0f*(znear*zfar)/neg_depth; m.values[15] = 0.0f; return m; } //http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml Matrix4 Matrix4::Orthographic(float znear, float zfar,float right, float left, float top, float bottom) { Matrix4 m; m.values[0] = 2.0f / (right-left); m.values[5] = 2.0f / (top-bottom); m.values[10] = -2.0f / (zfar-znear); m.values[12] = -(right+left)/(right-left); m.values[13] = -(top+bottom)/(top-bottom); m.values[14] = -(zfar+znear)/(zfar-znear); m.values[15] = 1.0f; return m; } Matrix4 Matrix4::BuildViewMatrix(const Vector3 &from, const Vector3 &lookingAt, const Vector3 up /*= Vector3(1,0,0)*/ ) { Matrix4 r; r.SetPositionVector(Vector3(-from.x,-from.y,-from.z)); Matrix4 m; Vector3 f = (lookingAt - from); f.Normalise(); Vector3 s = Vector3::Cross(f,up); Vector3 u = Vector3::Cross(s,f); s.Normalise(); u.Normalise(); m.values[0] = s.x; m.values[4] = s.y; m.values[8] = s.z; m.values[1] = u.x; m.values[5] = u.y; m.values[9] = u.z; m.values[2] = -f.x; m.values[6] = -f.y; m.values[10] = -f.z; return m*r; } Matrix4 Matrix4::Rotation(float degrees, const Vector3 &inaxis) { Matrix4 m; Vector3 axis = inaxis; axis.Normalise(); float c = cos((float)DegToRad(degrees)); float s = sin((float)DegToRad(degrees)); m.values[0] = (axis.x * axis.x) * (1.0f - c) + c; m.values[1] = (axis.y * axis.x) * (1.0f - c) + (axis.z * s); m.values[2] = (axis.z * axis.x) * (1.0f - c) - (axis.y * s); m.values[4] = (axis.x * axis.y) * (1.0f - c) - (axis.z * s); m.values[5] = (axis.y * axis.y) * (1.0f - c) + c; m.values[6] = (axis.z * axis.y) * (1.0f - c) + (axis.x * s); m.values[8] = (axis.x * axis.z) * (1.0f - c) + (axis.y * s); m.values[9] = (axis.y * axis.z) * (1.0f - c) - (axis.x * s); m.values[10] = (axis.z * axis.z) * (1.0f - c) + c; return m; } Matrix4 Matrix4::Scale( const Vector3 &scale ) { Matrix4 m; m.values[0] = scale.x; m.values[5] = scale.y; m.values[10] = scale.z; return m; } Matrix4 Matrix4::Translation( const Vector3 &translation ) { Matrix4 m; m.values[12] = translation.x; m.values[13] = translation.y; m.values[14] = translation.z; return m; } Matrix4 Matrix4::GetTransposedRotation() { Matrix4 temp; temp.values[0] = values[0]; temp.values[5] = values[5]; temp.values[10] = values[10]; temp.values[1] = values[4]; temp.values[4] = values[1]; temp.values[2] = values[8]; temp.values[8] = values[2]; temp.values[6] = values[9]; temp.values[9] = values[6]; return temp; } //Yoinked from the Open Source Doom 3 release - all credit goes to id software! void Matrix4::Invert() { float det, invDet; // 2x2 sub-determinants required to calculate 4x4 determinant float det2_01_01 = values[0] * values[5] - values[1] * values[4]; float det2_01_02 = values[0] * values[6] - values[2] * values[4]; float det2_01_03 = values[0] * values[7] - values[3] * values[4]; float det2_01_12 = values[1] * values[6] - values[2] * values[5]; float det2_01_13 = values[1] * values[7] - values[3] * values[5]; float det2_01_23 = values[2] * values[7] - values[3] * values[6]; // 3x3 sub-determinants required to calculate 4x4 determinant float det3_201_012 = values[8] * det2_01_12 - values[9] * det2_01_02 + values[10] * det2_01_01; float det3_201_013 = values[8] * det2_01_13 - values[9] * det2_01_03 + values[11] * det2_01_01; float det3_201_023 = values[8] * det2_01_23 - values[10] * det2_01_03 + values[11] * det2_01_02; float det3_201_123 = values[9] * det2_01_23 - values[10] * det2_01_13 + values[11] * det2_01_12; det = (-det3_201_123 * values[12] + det3_201_023 * values[13] - det3_201_013 * values[14] + det3_201_012 * values[15]); invDet = 1.0f / det; // remaining 2x2 sub-determinants float det2_03_01 = values[0] * values[13] - values[1] * values[12]; float det2_03_02 = values[0] * values[14] - values[2] * values[12]; float det2_03_03 = values[0] * values[15] - values[3] * values[12]; float det2_03_12 = values[1] * values[14] - values[2] * values[13]; float det2_03_13 = values[1] * values[15] - values[3] * values[13]; float det2_03_23 = values[2] * values[15] - values[3] * values[14]; float det2_13_01 = values[4] * values[13] - values[5] * values[12]; float det2_13_02 = values[4] * values[14] - values[6] * values[12]; float det2_13_03 = values[4] * values[15] - values[7] * values[12]; float det2_13_12 = values[5] * values[14] - values[6] * values[13]; float det2_13_13 = values[5] * values[15] - values[7] * values[13]; float det2_13_23 = values[6] * values[15] - values[7] * values[14]; // remaining 3x3 sub-determinants float det3_203_012 = values[8] * det2_03_12 - values[9] * det2_03_02 + values[10] * det2_03_01; float det3_203_013 = values[8] * det2_03_13 - values[9] * det2_03_03 + values[11] * det2_03_01; float det3_203_023 = values[8] * det2_03_23 - values[10] * det2_03_03 + values[11] * det2_03_02; float det3_203_123 = values[9] * det2_03_23 - values[10] * det2_03_13 + values[11] * det2_03_12; float det3_213_012 = values[8] * det2_13_12 - values[9] * det2_13_02 + values[10] * det2_13_01; float det3_213_013 = values[8] * det2_13_13 - values[9] * det2_13_03 + values[11] * det2_13_01; float det3_213_023 = values[8] * det2_13_23 - values[10] * det2_13_03 + values[11] * det2_13_02; float det3_213_123 = values[9] * det2_13_23 - values[10] * det2_13_13 + values[11] * det2_13_12; float det3_301_012 = values[12] * det2_01_12 - values[13] * det2_01_02 + values[14] * det2_01_01; float det3_301_013 = values[12] * det2_01_13 - values[13] * det2_01_03 + values[15] * det2_01_01; float det3_301_023 = values[12] * det2_01_23 - values[14] * det2_01_03 + values[15] * det2_01_02; float det3_301_123 = values[13] * det2_01_23 - values[14] * det2_01_13 + values[15] * det2_01_12; values[0] = -det3_213_123 * invDet; values[4] = +det3_213_023 * invDet; values[8] = -det3_213_013 * invDet; values[12] = +det3_213_012 * invDet; values[1] = +det3_203_123 * invDet; values[5] = -det3_203_023 * invDet; values[9] = +det3_203_013 * invDet; values[13] = -det3_203_012 * invDet; values[2] = +det3_301_123 * invDet; values[6] = -det3_301_023 * invDet; values[10] = +det3_301_013 * invDet; values[14] = -det3_301_012 * invDet; values[3] = -det3_201_123 * invDet; values[7] = +det3_201_023 * invDet; values[11] = -det3_201_013 * invDet; values[15] = +det3_201_012 * invDet; } Matrix4 Matrix4::Inverse() const { Matrix4 temp(*this); temp.Invert(); return temp; }