#include #include #include "client/math/Matrix3D.h" Matrix3D::Matrix3D() { setToIdentity(); } void Matrix3D::setToIdentity() { data[0] = 1.0f; data[1] = 0.0f; data[2] = 0.0f; data[3] = 0.0f; data[4] = 0.0f; data[5] = 1.0f; data[6] = 0.0f; data[7] = 0.0f; data[8] = 0.0f; data[9] = 0.0f; data[10] = 1.0f; data[11] = 0.0f; data[12] = 0.0f; data[13] = 0.0f; data[14] = 0.0f; data[15] = 1.0f; } void Matrix3D::set(const Matrix3D& m) { memcpy(data, m.data, sizeof(float) * 16); } void Matrix3D::set(int row, int col, float value) { data[row + (col << 2)] = value; } float Matrix3D::get(int row, int col) const { return data[row + (col << 2)]; } const float* Matrix3D::getValues() const { return data; } void Matrix3D::mul(const Matrix3D& m) { float mNew[16]; mNew[0] = data[0] * m.data[0] + data[4] * m.data[1] + data[8] * m.data[2] + data[12] * m.data[3]; mNew[1] = data[1] * m.data[0] + data[5] * m.data[1] + data[9] * m.data[2] + data[13] * m.data[3]; mNew[2] = data[2] * m.data[0] + data[6] * m.data[1] + data[10] * m.data[2] + data[14] * m.data[3]; mNew[3] = data[3] * m.data[0] + data[7] * m.data[1] + data[11] * m.data[2] + data[15] * m.data[3]; mNew[4] = data[0] * m.data[4] + data[4] * m.data[5] + data[8] * m.data[6] + data[12] * m.data[7]; mNew[5] = data[1] * m.data[4] + data[5] * m.data[5] + data[9] * m.data[6] + data[13] * m.data[7]; mNew[6] = data[2] * m.data[4] + data[6] * m.data[5] + data[10] * m.data[6] + data[14] * m.data[7]; mNew[7] = data[3] * m.data[4] + data[7] * m.data[5] + data[11] * m.data[6] + data[15] * m.data[7]; mNew[8] = data[0] * m.data[8] + data[4] * m.data[9] + data[8] * m.data[10] + data[12] * m.data[11]; mNew[9] = data[1] * m.data[8] + data[5] * m.data[9] + data[9] * m.data[10] + data[13] * m.data[11]; mNew[10] = data[2] * m.data[8] + data[6] * m.data[9] + data[10] * m.data[10] + data[14] * m.data[11]; mNew[11] = data[3] * m.data[8] + data[7] * m.data[9] + data[11] * m.data[10] + data[15] * m.data[11]; mNew[12] = data[0] * m.data[12] + data[4] * m.data[13] + data[8] * m.data[14] + data[12] * m.data[15]; mNew[13] = data[1] * m.data[12] + data[5] * m.data[13] + data[9] * m.data[14] + data[13] * m.data[15]; mNew[14] = data[2] * m.data[12] + data[6] * m.data[13] + data[10] * m.data[14] + data[14] * m.data[15]; mNew[15] = data[3] * m.data[12] + data[7] * m.data[13] + data[11] * m.data[14] + data[15] * m.data[15]; memcpy(data, mNew, sizeof(float) * 16); } void Matrix3D::scale(float sx, float sy, float sz) { data[0] *= sx; data[1] *= sx; data[2] *= sx; data[3] *= sx; data[4] *= sy; data[5] *= sy; data[6] *= sy; data[7] *= sy; data[8] *= sz; data[9] *= sz; data[10] *= sz; data[11] *= sz; } void Matrix3D::translate(float tx, float ty, float tz) { data[12] += data[0] * tx + data[4] * ty + data[8] * tz; data[13] += data[1] * tx + data[5] * ty + data[9] * tz; data[14] += data[2] * tx + data[6] * ty + data[10] * tz; data[15] += data[3] * tx + data[7] * ty + data[11] * tz; } void Matrix3D::translateX(float tx) { data[12] += data[0] * tx; data[13] += data[1] * tx; data[14] += data[2] * tx; data[15] += data[3] * tx; } void Matrix3D::translateY(float ty) { data[12] += data[4] * ty; data[13] += data[5] * ty; data[14] += data[6] * ty; data[15] += data[7] * ty; } void Matrix3D::translateZ(float tz) { data[12] += data[8] * tz; data[13] += data[9] * tz; data[14] += data[10] * tz; data[15] += data[11] * tz; } void Matrix3D::translateTo(float tx, float ty, float tz) { data[0] = 1.0f; data[1] = 0.0f; data[2] = 0.0f; data[3] = 0.0f; data[4] = 0.0f; data[5] = 1.0f; data[6] = 0.0f; data[7] = 0.0f; data[8] = 0.0f; data[9] = 0.0f; data[10] = 1.0f; data[11] = 0.0f; data[12] = tx; data[13] = ty; data[14] = tz; data[15] = 1.0f; } void Matrix3D::rotateX(float degrees) { degrees *= M_PI / 180.0f; float sin = sinf(degrees); float cos = cosf(degrees); float a = data[4]; float b = data[8]; data[4] = a * cos + b * sin; data[8] = a * -sin + b * cos; a = data[5]; b = data[9]; data[5] = a * cos + b * sin; data[9] = a * -sin + b * cos; a = data[6]; b = data[10]; data[6] = a * cos + b * sin; data[10] = a * -sin + b * cos; a = data[7]; b = data[11]; data[7] = a * cos + b * sin; data[11] = a * -sin + b * cos; } void Matrix3D::rotateY(float degrees) { degrees *= M_PI / 180.0f; float sin = sinf(degrees); float cos = cosf(degrees); float a = data[0]; float b = data[8]; data[0] = a * cos + b * -sin; data[8] = a * sin + b * cos; a = data[1]; b = data[9]; data[1] = a * cos + b * -sin; data[9] = a * sin + b * cos; a = data[2]; b = data[10]; data[2] = a * cos + b * -sin; data[10] = a * sin + b * cos; a = data[3]; b = data[11]; data[3] = a * cos + b * -sin; data[11] = a * sin + b * cos; } void Matrix3D::rotateZ(float degrees) { degrees *= M_PI / 180.0f; float sin = sinf(degrees); float cos = cosf(degrees); float a = data[0]; float b = data[4]; data[0] = a * cos + b * sin; data[4] = a * -sin + b * cos; a = data[1]; b = data[5]; data[1] = a * cos + b * sin; data[5] = a * -sin + b * cos; a = data[2]; b = data[6]; data[2] = a * cos + b * sin; data[6] = a * -sin + b * cos; a = data[3]; b = data[7]; data[3] = a * cos + b * sin; data[7] = a * -sin + b * cos; } std::ostream& operator<<(std::ostream& os, const Matrix3D& m) { os << "Matrix3D\n(\n"; os << m.get(0, 0) << ", " << m.get(0, 1) << ", " << m.get(0, 2) << ", " << m.get(0, 3) << "\n"; os << m.get(1, 0) << ", " << m.get(1, 1) << ", " << m.get(1, 2) << ", " << m.get(1, 3) << "\n"; os << m.get(2, 0) << ", " << m.get(2, 1) << ", " << m.get(2, 2) << ", " << m.get(2, 3) << "\n"; os << m.get(3, 0) << ", " << m.get(3, 1) << ", " << m.get(3, 2) << ", " << m.get(3, 3) << "\n"; os << ")"; return os; }