irrlicht/include/matrix4.h

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_MATRIX_H_INCLUDED__
#define __IRR_MATRIX_H_INCLUDED__
#include "irrTypes.h"
#include "vector3d.h"
#include "vector2d.h"
#include "plane3d.h"
#include "aabbox3d.h"
#include "rect.h"
#include "irrString.h"
namespace irr
{
namespace core
{
//! 4x4 matrix. Mostly used as transformation matrix for 3d calculations.
/* Matrix4 is mainly used by the Irrlicht engine for doing transformations.
The matrix is a D3D style matrix, row major with translations in the 4th row.
*/
template <class T>
class CMatrix4
{
public:
//! Constructor Flags
enum eConstructor
{
EM4CONST_NOTHING = 0,
EM4CONST_COPY,
EM4CONST_IDENTITY,
EM4CONST_TRANSPOSED,
EM4CONST_INVERSE,
EM4CONST_INVERSE_TRANSPOSED
};
CMatrix4( eConstructor constructor = EM4CONST_IDENTITY );
CMatrix4( const CMatrix4<T>& other,eConstructor constructor = EM4CONST_COPY);
//! Simple operator for directly accessing every element of the matrix.
T& operator()(const s32 row, const s32 col) { definitelyIdentityMatrix=false; return M[ row * 4 + col ]; }
//! Simple operator for directly accessing every element of the matrix.
const T& operator()(const s32 row, const s32 col) const { return M[row * 4 + col]; }
//! Simple operator for linearly accessing every element of the matrix.
T& operator[](u32 index) { definitelyIdentityMatrix=false; return M[index]; }
//! Simple operator for linearly accessing every element of the matrix.
const T& operator[](u32 index) const { return M[index]; }
//! Sets this matrix equal to the other matrix.
inline CMatrix4<T>& operator=(const CMatrix4<T> &other);
//! Sets all elements of this matrix to the value.
inline CMatrix4<T>& operator=(const T& scalar);
//! Returns pointer to internal array
const T* pointer() const { return M; }
T* pointer() { definitelyIdentityMatrix=false; return M; }
//! Returns true if other matrix is equal to this matrix.
bool operator==(const CMatrix4<T> &other) const;
//! Returns true if other matrix is not equal to this matrix.
bool operator!=(const CMatrix4<T> &other) const;
//! Add another matrix.
CMatrix4<T> operator+(const CMatrix4<T>& other) const;
//! Add another matrix.
CMatrix4<T>& operator+=(const CMatrix4<T>& other);
//! Subtract another matrix.
CMatrix4<T> operator-(const CMatrix4<T>& other) const;
//! Subtract another matrix.
CMatrix4<T>& operator-=(const CMatrix4<T>& other);
//! set this matrix to the product of two matrices
inline CMatrix4<T>& setbyproduct(const CMatrix4<T>& other_a,const CMatrix4<T>& other_b );
//! set this matrix to the product of two matrices, no logical optimation
//! use it if you know you never have a identity matrix
CMatrix4<T>& setbyproduct_nocheck(const CMatrix4<T>& other_a,const CMatrix4<T>& other_b );
//! Multiply by another matrix.
CMatrix4<T> operator*(const CMatrix4<T>& other) const;
//! Multiply by another matrix.
CMatrix4<T>& operator*=(const CMatrix4<T>& other);
//! Multiply by scalar.
CMatrix4<T> operator*(const T& scalar) const;
//! Multiply by scalar.
CMatrix4<T>& operator*=(const T& scalar);
//! Set matrix to identity.
inline CMatrix4<T>& makeIdentity();
//! Returns true if the matrix is the identity matrix
inline bool isIdentity() const;
//! Returns true if the matrix is the identity matrix
bool isIdentity_integer_base () const;
//! Set the translation of the current matrix. Will erase any previous values.
CMatrix4<T>& setTranslation( const vector3d<T>& translation );
//! Gets the current translation
vector3d<T> getTranslation() const;
//! Set the inverse translation of the current matrix. Will erase any previous values.
CMatrix4<T>& setInverseTranslation( const vector3d<T>& translation );
//! Make a rotation matrix from Euler angles. The 4th row and column are unmodified.
inline CMatrix4<T>& setRotationRadians( const vector3d<T>& rotation );
//! Make a rotation matrix from Euler angles. The 4th row and column are unmodified.
CMatrix4<T>& setRotationDegrees( const vector3d<T>& rotation );
//! Returns the rotation, as set by setRotation(). This code was orginally written by by Chev.
core::vector3d<T> getRotationDegrees() const;
//! Make an inverted rotation matrix from Euler angles. The 4th row and column are unmodified.
inline CMatrix4<T>& setInverseRotationRadians( const vector3d<T>& rotation );
//! Make an inverted rotation matrix from Euler angles. The 4th row and column are unmodified.
CMatrix4<T>& setInverseRotationDegrees( const vector3d<T>& rotation );
//! Set Scale
CMatrix4<T>& setScale( const vector3d<T>& scale );
//! Set Scale
CMatrix4<T>& setScale( const T scale ) { return setScale(core::vector3d<T>(scale,scale,scale)); }
//! Get Scale
core::vector3d<T> getScale() const;
//! Translate a vector by the inverse of the translation part of this matrix.
void inverseTranslateVect( vector3df& vect ) const;
//! Rotate a vector by the inverse of the rotation part of this matrix.
void inverseRotateVect( vector3df& vect ) const;
//! Rotate a vector by the rotation part of this matrix.
void rotateVect( vector3df& vect ) const;
//! An alternate transform vector method, writing into a second vector
void rotateVect(vector3df& out,const core::vector3df& in) const;
//! An alternate transform vector method, writing into an array of 3 floats
void rotateVect(T *out,const core::vector3df &in) const;
//! Transforms the vector by this matrix
void transformVect( vector3df& vect) const;
//! Transforms input vector by this matrix and stores result in output vector
void transformVect( vector3df& out, const vector3df& in ) const;
//! An alternate transform vector method, writing into an array of 4 floats
void transformVect(T *out,const core::vector3df &in) const;
//! Translate a vector by the translation part of this matrix.
void translateVect( vector3df& vect ) const;
//! Transforms a plane by this matrix
void transformPlane( core::plane3d<f32> &plane) const;
//! Transforms a plane by this matrix ( some problems to solve..)
void transformPlane_new( core::plane3d<f32> &plane) const;
//! Transforms a plane by this matrix
void transformPlane( const core::plane3d<f32> &in, core::plane3d<f32> &out) const;
//! Transforms a axis aligned bounding box
/** The result box of this operation may not be very accurate. For
accurate results, use transformBoxEx() */
void transformBox(core::aabbox3d<f32>& box) const;
//! Transforms a axis aligned bounding box more accurately than transformBox()
/** The result box of this operation should by quite accurate, but this operation
is slower than transformBox(). */
void transformBoxEx(core::aabbox3d<f32>& box) const;
//! Multiplies this matrix by a 1x4 matrix
void multiplyWith1x4Matrix(T* matrix) const;
//! Calculates inverse of matrix. Slow.
//! \return Returns false if there is no inverse matrix.
bool makeInverse();
//! Inverts a primitive matrix which only contains a translation and a rotation
//! \param out: where result matrix is written to.
bool getInversePrimitive ( CMatrix4<T>& out ) const;
//! returns the inversed matrix of this one
//! \param out: where result matrix is written to.
//! \return Returns false if there is no inverse matrix.
bool getInverse(CMatrix4<T>& out) const;
//! Builds a right-handed perspective projection matrix based on a field of view
CMatrix4<T>& buildProjectionMatrixPerspectiveFovRH(f32 fieldOfViewRadians, f32 aspectRatio, f32 zNear, f32 zFar);
//! Builds a left-handed perspective projection matrix based on a field of view
CMatrix4<T>& buildProjectionMatrixPerspectiveFovLH(f32 fieldOfViewRadians, f32 aspectRatio, f32 zNear, f32 zFar);
//! Builds a right-handed perspective projection matrix.
CMatrix4<T>& buildProjectionMatrixPerspectiveRH(f32 widthOfViewVolume, f32 heightOfViewVolume, f32 zNear, f32 zFar);
//! Builds a left-handed perspective projection matrix.
CMatrix4<T>& buildProjectionMatrixPerspectiveLH(f32 widthOfViewVolume, f32 heightOfViewVolume, f32 zNear, f32 zFar);
//! Builds a left-handed orthogonal projection matrix.
CMatrix4<T>& buildProjectionMatrixOrthoLH(f32 widthOfViewVolume, f32 heightOfViewVolume, f32 zNear, f32 zFar);
//! Builds a right-handed orthogonal projection matrix.
CMatrix4<T>& buildProjectionMatrixOrthoRH(f32 widthOfViewVolume, f32 heightOfViewVolume, f32 zNear, f32 zFar);
//! Builds a left-handed look-at matrix.
CMatrix4<T>& buildCameraLookAtMatrixLH(
const vector3df& position,
const vector3df& target,
const vector3df& upVector);
//! Builds a right-handed look-at matrix.
CMatrix4<T>& buildCameraLookAtMatrixRH(
const vector3df& position,
const vector3df& target,
const vector3df& upVector);
//! Builds a matrix that flattens geometry into a plane.
//! \param light: light source
//! \param plane: plane into which the geometry if flattened into
//! \param point: value between 0 and 1, describing the light source.
//! If this is 1, it is a point light, if it is 0, it is a directional light.
CMatrix4<T>& buildShadowMatrix(const core::vector3df& light, core::plane3df plane, f32 point=1.0f);
//! Builds a matrix which transforms a normalized Device Coordinate to Device Coordinates.
/** Used to scale <-1,-1><1,1> to viewport, for example from von <-1,-1> <1,1> to the viewport <0,0><0,640> */
CMatrix4<T>& buildNDCToDCMatrix( const core::rect<s32>& area, f32 zScale);
//! creates a new matrix as interpolated matrix from two other ones.
//! \param b: other matrix to interpolate with
//! \param time: Must be a value between 0 and 1.
CMatrix4<T> interpolate(const core::CMatrix4<T>& b, f32 time) const;
//! returns transposed matrix
CMatrix4<T> getTransposed() const;
//! returns transposed matrix to a plain 4x4 float matrix
inline void getTransposed( CMatrix4<T>& dest ) const;
/*!
construct 2D Texture transformations
rotate about center, scale, and transform.
*/
CMatrix4<T>& buildTextureTransform( f32 rotateRad,
const core::vector2df &rotatecenter,
const core::vector2df &translate,
const core::vector2df &scale);
//! set texture transformation rotation
//! rotate about z axis, recenter at (0.5,0.5)
//! doesn't clear other elements than those affected
//! \param radAngle Angle in radians
//! \return Altered matrix
CMatrix4<T>& setTextureRotationCenter( f32 radAngle );
//! set texture transformation translation
//! doesn't clear other elements than those affected
//! \param x Offset on x axis
//! \param y Offset on y axis
//! \return Altered matrix
CMatrix4<T>& setTextureTranslate( f32 x, f32 y );
//! set texture transformation translation, using a transposed representation
//! doesn't clear other elements than those affected
//! \param x Offset on x axis
//! \param y Offset on y axis
//! \return Altered matrix
CMatrix4<T>& setTextureTranslateTransposed( f32 x, f32 y );
//! set texture transformation scale
//! doesn't clear other elements than those affected
//! \param sx Scale factor on x axis
//! \param sy Scale factor on y axis
//! \return Altered matrix
CMatrix4<T>& setTextureScale( f32 sx, f32 sy );
//! set texture transformation scale, and recenter at (0.5,0.5)
//! doesn't clear other elements than those affected
//! \param sx Scale factor on x axis
//! \param sy Scale factor on y axis
//! \return Altered matrix
CMatrix4<T>& setTextureScaleCenter( f32 sx, f32 sy );
//! sets all matrix data members at once
CMatrix4<T>& setM(const T* data);
//! sets if the matrix is definitely identity matrix
void setDefinitelyIdentityMatrix( bool isDefinitelyIdentityMatrix);
//! gets if the matrix is definitely identity matrix
bool getDefinitelyIdentityMatrix() const;
private:
//! Matrix data, stored in row-major order
T M[16];
mutable bool definitelyIdentityMatrix;
};
template <class T>
inline CMatrix4<T>::CMatrix4( eConstructor constructor ) : definitelyIdentityMatrix(false)
{
switch ( constructor )
{
case EM4CONST_NOTHING:
case EM4CONST_COPY:
break;
case EM4CONST_IDENTITY:
case EM4CONST_INVERSE:
default:
makeIdentity();
break;
}
}
template <class T>
inline CMatrix4<T>::CMatrix4( const CMatrix4<T>& other, eConstructor constructor) : definitelyIdentityMatrix(false)
{
switch ( constructor )
{
case EM4CONST_IDENTITY:
makeIdentity();
break;
case EM4CONST_NOTHING:
break;
case EM4CONST_COPY:
*this = other;
break;
case EM4CONST_TRANSPOSED:
other.getTransposed(*this);
break;
case EM4CONST_INVERSE:
if (!other.getInverse(*this))
memset(M, 0, 16*sizeof(T));
break;
case EM4CONST_INVERSE_TRANSPOSED:
if (!other.getInverse(*this))
memset(M, 0, 16*sizeof(T));
else
*this=getTransposed();
break;
}
}
//! Add another matrix.
template <class T>
inline CMatrix4<T> CMatrix4<T>::operator+(const CMatrix4<T>& other) const
{
CMatrix4<T> temp ( EM4CONST_NOTHING );
temp[0] = M[0]+other[0];
temp[1] = M[1]+other[1];
temp[2] = M[2]+other[2];
temp[3] = M[3]+other[3];
temp[4] = M[4]+other[4];
temp[5] = M[5]+other[5];
temp[6] = M[6]+other[6];
temp[7] = M[7]+other[7];
temp[8] = M[8]+other[8];
temp[9] = M[9]+other[9];
temp[10] = M[10]+other[10];
temp[11] = M[11]+other[11];
temp[12] = M[12]+other[12];
temp[13] = M[13]+other[13];
temp[14] = M[14]+other[14];
temp[15] = M[15]+other[15];
return temp;
}
//! Add another matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::operator+=(const CMatrix4<T>& other)
{
M[0]+=other[0];
M[1]+=other[1];
M[2]+=other[2];
M[3]+=other[3];
M[4]+=other[4];
M[5]+=other[5];
M[6]+=other[6];
M[7]+=other[7];
M[8]+=other[8];
M[9]+=other[9];
M[10]+=other[10];
M[11]+=other[11];
M[12]+=other[12];
M[13]+=other[13];
M[14]+=other[14];
M[15]+=other[15];
return *this;
}
//! Subtract another matrix.
template <class T>
inline CMatrix4<T> CMatrix4<T>::operator-(const CMatrix4<T>& other) const
{
CMatrix4<T> temp ( EM4CONST_NOTHING );
temp[0] = M[0]-other[0];
temp[1] = M[1]-other[1];
temp[2] = M[2]-other[2];
temp[3] = M[3]-other[3];
temp[4] = M[4]-other[4];
temp[5] = M[5]-other[5];
temp[6] = M[6]-other[6];
temp[7] = M[7]-other[7];
temp[8] = M[8]-other[8];
temp[9] = M[9]-other[9];
temp[10] = M[10]-other[10];
temp[11] = M[11]-other[11];
temp[12] = M[12]-other[12];
temp[13] = M[13]-other[13];
temp[14] = M[14]-other[14];
temp[15] = M[15]-other[15];
return temp;
}
//! Subtract another matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::operator-=(const CMatrix4<T>& other)
{
M[0]-=other[0];
M[1]-=other[1];
M[2]-=other[2];
M[3]-=other[3];
M[4]-=other[4];
M[5]-=other[5];
M[6]-=other[6];
M[7]-=other[7];
M[8]-=other[8];
M[9]-=other[9];
M[10]-=other[10];
M[11]-=other[11];
M[12]-=other[12];
M[13]-=other[13];
M[14]-=other[14];
M[15]-=other[15];
return *this;
}
//! Multiply by scalar.
template <class T>
inline CMatrix4<T> CMatrix4<T>::operator*(const T& scalar) const
{
CMatrix4<T> temp ( EM4CONST_NOTHING );
temp[0] = M[0]*scalar;
temp[1] = M[1]*scalar;
temp[2] = M[2]*scalar;
temp[3] = M[3]*scalar;
temp[4] = M[4]*scalar;
temp[5] = M[5]*scalar;
temp[6] = M[6]*scalar;
temp[7] = M[7]*scalar;
temp[8] = M[8]*scalar;
temp[9] = M[9]*scalar;
temp[10] = M[10]*scalar;
temp[11] = M[11]*scalar;
temp[12] = M[12]*scalar;
temp[13] = M[13]*scalar;
temp[14] = M[14]*scalar;
temp[15] = M[15]*scalar;
return temp;
}
//! Multiply by scalar.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::operator*=(const T& scalar)
{
M[0]*=scalar;
M[1]*=scalar;
M[2]*=scalar;
M[3]*=scalar;
M[4]*=scalar;
M[5]*=scalar;
M[6]*=scalar;
M[7]*=scalar;
M[8]*=scalar;
M[9]*=scalar;
M[10]*=scalar;
M[11]*=scalar;
M[12]*=scalar;
M[13]*=scalar;
M[14]*=scalar;
M[15]*=scalar;
return *this;
}
//! Multiply by another matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::operator*=(const CMatrix4<T>& other)
{
// do checks on your own in order to avoid copy creation
if ( !other.isIdentity() )
{
if ( this->isIdentity() )
{
return (*this = other);
}
else
{
CMatrix4<T> temp ( *this );
return setbyproduct_nocheck( temp, other );
}
}
return *this;
}
//! multiply by another matrix
// set this matrix to the product of two other matrices
// goal is to reduce stack use and copy
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setbyproduct_nocheck(const CMatrix4<T>& other_a,const CMatrix4<T>& other_b )
{
const T *m1 = other_a.M;
const T *m2 = other_b.M;
M[0] = m1[0]*m2[0] + m1[4]*m2[1] + m1[8]*m2[2] + m1[12]*m2[3];
M[1] = m1[1]*m2[0] + m1[5]*m2[1] + m1[9]*m2[2] + m1[13]*m2[3];
M[2] = m1[2]*m2[0] + m1[6]*m2[1] + m1[10]*m2[2] + m1[14]*m2[3];
M[3] = m1[3]*m2[0] + m1[7]*m2[1] + m1[11]*m2[2] + m1[15]*m2[3];
M[4] = m1[0]*m2[4] + m1[4]*m2[5] + m1[8]*m2[6] + m1[12]*m2[7];
M[5] = m1[1]*m2[4] + m1[5]*m2[5] + m1[9]*m2[6] + m1[13]*m2[7];
M[6] = m1[2]*m2[4] + m1[6]*m2[5] + m1[10]*m2[6] + m1[14]*m2[7];
M[7] = m1[3]*m2[4] + m1[7]*m2[5] + m1[11]*m2[6] + m1[15]*m2[7];
M[8] = m1[0]*m2[8] + m1[4]*m2[9] + m1[8]*m2[10] + m1[12]*m2[11];
M[9] = m1[1]*m2[8] + m1[5]*m2[9] + m1[9]*m2[10] + m1[13]*m2[11];
M[10] = m1[2]*m2[8] + m1[6]*m2[9] + m1[10]*m2[10] + m1[14]*m2[11];
M[11] = m1[3]*m2[8] + m1[7]*m2[9] + m1[11]*m2[10] + m1[15]*m2[11];
M[12] = m1[0]*m2[12] + m1[4]*m2[13] + m1[8]*m2[14] + m1[12]*m2[15];
M[13] = m1[1]*m2[12] + m1[5]*m2[13] + m1[9]*m2[14] + m1[13]*m2[15];
M[14] = m1[2]*m2[12] + m1[6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15];
M[15] = m1[3]*m2[12] + m1[7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15];
definitelyIdentityMatrix=false;
return *this;
}
//! multiply by another matrix
// set this matrix to the product of two other matrices
// goal is to reduce stack use and copy
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setbyproduct(const CMatrix4<T>& other_a, const CMatrix4<T>& other_b )
{
if ( other_a.isIdentity () )
return (*this = other_b);
else
if ( other_b.isIdentity () )
return (*this = other_a);
else
return setbyproduct_nocheck(other_a,other_b);
}
//! multiply by another matrix
template <class T>
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
{
// Testing purpose..
if ( this->isIdentity() )
return m2;
if ( m2.isIdentity() )
return *this;
CMatrix4<T> m3 ( EM4CONST_NOTHING );
const T *m1 = M;
m3[0] = m1[0]*m2[0] + m1[4]*m2[1] + m1[8]*m2[2] + m1[12]*m2[3];
m3[1] = m1[1]*m2[0] + m1[5]*m2[1] + m1[9]*m2[2] + m1[13]*m2[3];
m3[2] = m1[2]*m2[0] + m1[6]*m2[1] + m1[10]*m2[2] + m1[14]*m2[3];
m3[3] = m1[3]*m2[0] + m1[7]*m2[1] + m1[11]*m2[2] + m1[15]*m2[3];
m3[4] = m1[0]*m2[4] + m1[4]*m2[5] + m1[8]*m2[6] + m1[12]*m2[7];
m3[5] = m1[1]*m2[4] + m1[5]*m2[5] + m1[9]*m2[6] + m1[13]*m2[7];
m3[6] = m1[2]*m2[4] + m1[6]*m2[5] + m1[10]*m2[6] + m1[14]*m2[7];
m3[7] = m1[3]*m2[4] + m1[7]*m2[5] + m1[11]*m2[6] + m1[15]*m2[7];
m3[8] = m1[0]*m2[8] + m1[4]*m2[9] + m1[8]*m2[10] + m1[12]*m2[11];
m3[9] = m1[1]*m2[8] + m1[5]*m2[9] + m1[9]*m2[10] + m1[13]*m2[11];
m3[10] = m1[2]*m2[8] + m1[6]*m2[9] + m1[10]*m2[10] + m1[14]*m2[11];
m3[11] = m1[3]*m2[8] + m1[7]*m2[9] + m1[11]*m2[10] + m1[15]*m2[11];
m3[12] = m1[0]*m2[12] + m1[4]*m2[13] + m1[8]*m2[14] + m1[12]*m2[15];
m3[13] = m1[1]*m2[12] + m1[5]*m2[13] + m1[9]*m2[14] + m1[13]*m2[15];
m3[14] = m1[2]*m2[12] + m1[6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15];
m3[15] = m1[3]*m2[12] + m1[7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15];
return m3;
}
template <class T>
inline vector3d<T> CMatrix4<T>::getTranslation() const
{
return vector3d<T>(M[12], M[13], M[14]);
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setTranslation( const vector3d<T>& translation )
{
M[12] = translation.X;
M[13] = translation.Y;
M[14] = translation.Z;
definitelyIdentityMatrix=false;
return *this;
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setInverseTranslation( const vector3d<T>& translation )
{
M[12] = -translation.X;
M[13] = -translation.Y;
M[14] = -translation.Z;
definitelyIdentityMatrix=false;
return *this;
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setScale( const vector3d<T>& scale )
{
M[0] = scale.X;
M[5] = scale.Y;
M[10] = scale.Z;
definitelyIdentityMatrix=false;
return *this;
}
template <class T>
inline vector3d<T> CMatrix4<T>::getScale() const
{
return vector3d<T>(M[0],M[5],M[10]);
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setRotationDegrees( const vector3d<T>& rotation )
{
return setRotationRadians( rotation * core::DEGTORAD );
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setInverseRotationDegrees( const vector3d<T>& rotation )
{
return setInverseRotationRadians( rotation * core::DEGTORAD );
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setRotationRadians( const vector3d<T>& rotation )
{
const f64 cr = cos( rotation.X );
const f64 sr = sin( rotation.X );
const f64 cp = cos( rotation.Y );
const f64 sp = sin( rotation.Y );
const f64 cy = cos( rotation.Z );
const f64 sy = sin( rotation.Z );
M[0] = (T)( cp*cy );
M[1] = (T)( cp*sy );
M[2] = (T)( -sp );
const f64 srsp = sr*sp;
const f64 crsp = cr*sp;
M[4] = (T)( srsp*cy-cr*sy );
M[5] = (T)( srsp*sy+cr*cy );
M[6] = (T)( sr*cp );
M[8] = (T)( crsp*cy+sr*sy );
M[9] = (T)( crsp*sy-sr*cy );
M[10] = (T)( cr*cp );
definitelyIdentityMatrix=false;
return *this;
}
//! Returns the rotation, as set by setRotation(). This code was sent
//! in by Chev.
template <class T>
inline core::vector3d<T> CMatrix4<T>::getRotationDegrees() const
{
const CMatrix4<T> &mat = *this;
f64 Y = -asin(mat(0,2));
const f64 C = cos(Y);
Y *= RADTODEG64;
f64 rotx, roty, X, Z;
if (fabs(C)>ROUNDING_ERROR_64)
{
const T invC = (T)(1.0/C);
rotx = mat(2,2) * invC;
roty = mat(1,2) * invC;
X = atan2( roty, rotx ) * RADTODEG64;
rotx = mat(0,0) * invC;
roty = mat(0,1) * invC;
Z = atan2( roty, rotx ) * RADTODEG64;
}
else
{
X = 0.0;
rotx = mat(1,1);
roty = -mat(1,0);
Z = atan2( roty, rotx ) * RADTODEG64;
}
// fix values that get below zero
// before it would set (!) values to 360
// that where above 360:
if (X < 0.0) X += 360.0;
if (Y < 0.0) Y += 360.0;
if (Z < 0.0) Z += 360.0;
return vector3d<T>((T)X,(T)Y,(T)Z);
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setInverseRotationRadians( const vector3d<T>& rotation )
{
f64 cr = cos( rotation.X );
f64 sr = sin( rotation.X );
f64 cp = cos( rotation.Y );
f64 sp = sin( rotation.Y );
f64 cy = cos( rotation.Z );
f64 sy = sin( rotation.Z );
M[0] = (T)( cp*cy );
M[4] = (T)( cp*sy );
M[8] = (T)( -sp );
f64 srsp = sr*sp;
f64 crsp = cr*sp;
M[1] = (T)( srsp*cy-cr*sy );
M[5] = (T)( srsp*sy+cr*cy );
M[9] = (T)( sr*cp );
M[2] = (T)( crsp*cy+sr*sy );
M[6] = (T)( crsp*sy-sr*cy );
M[10] = (T)( cr*cp );
definitelyIdentityMatrix=false;
return *this;
}
/*!
*/
template <class T>
inline CMatrix4<T>& CMatrix4<T>::makeIdentity()
{
memset(M, 0, 16*sizeof(T));
M[0] = M[5] = M[10] = M[15] = (T)1;
definitelyIdentityMatrix=true;
return *this;
}
/*
check identity with epsilon
solve floating range problems..
*/
template <class T>
inline bool CMatrix4<T>::isIdentity() const
{
if (definitelyIdentityMatrix)
return true;
if ( !equals ( M[ 0], (T)1 ) ||
!equals ( M[ 5], (T)1 ) ||
!equals ( M[10], (T)1 ) ||
!equals ( M[15], (T)1 )
)
return false;
for (s32 i=0; i<4; ++i)
for (s32 j=0; j<4; ++j)
if ((j != i) && (!iszero((*this)(i,j))))
return false;
definitelyIdentityMatrix=true;
return true;
}
/*
doesn't solve floating range problems..
but takes care on +/- 0 on translation because we are changing it..
reducing floating point branches
but it needs the floats in memory..
*/
template <class T>
inline bool CMatrix4<T>::isIdentity_integer_base() const
{
if (definitelyIdentityMatrix)
return true;
if(IR(M[0])!=F32_VALUE_1) return false;
if(IR(M[1])!=0) return false;
if(IR(M[2])!=0) return false;
if(IR(M[3])!=0) return false;
if(IR(M[4])!=0) return false;
if(IR(M[5])!=F32_VALUE_1) return false;
if(IR(M[6])!=0) return false;
if(IR(M[7])!=0) return false;
if(IR(M[8])!=0) return false;
if(IR(M[9])!=0) return false;
if(IR(M[10])!=F32_VALUE_1) return false;
if(IR(M[11])!=0) return false;
if(IR(M[12])!=0) return false;
if(IR(M[13])!=0) return false;
if(IR(M[13])!=0) return false;
if(IR(M[15])!=F32_VALUE_1) return false;
definitelyIdentityMatrix=true;
return true;
}
template <class T>
inline void CMatrix4<T>::rotateVect( vector3df& vect ) const
{
vector3df tmp = vect;
vect.X = tmp.X*M[0] + tmp.Y*M[4] + tmp.Z*M[8];
vect.Y = tmp.X*M[1] + tmp.Y*M[5] + tmp.Z*M[9];
vect.Z = tmp.X*M[2] + tmp.Y*M[6] + tmp.Z*M[10];
}
//! An alternate transform vector method, writing into a second vector
template <class T>
inline void CMatrix4<T>::rotateVect(core::vector3df& out, const core::vector3df& in) const
{
out.X = in.X*M[0] + in.Y*M[4] + in.Z*M[8];
out.Y = in.X*M[1] + in.Y*M[5] + in.Z*M[9];
out.Z = in.X*M[2] + in.Y*M[6] + in.Z*M[10];
}
//! An alternate transform vector method, writing into an array of 3 floats
template <class T>
inline void CMatrix4<T>::rotateVect(T *out, const core::vector3df& in) const
{
out[0] = in.X*M[0] + in.Y*M[4] + in.Z*M[8];
out[1] = in.X*M[1] + in.Y*M[5] + in.Z*M[9];
out[2] = in.X*M[2] + in.Y*M[6] + in.Z*M[10];
}
template <class T>
inline void CMatrix4<T>::inverseRotateVect( vector3df& vect ) const
{
vector3df tmp = vect;
vect.X = tmp.X*M[0] + tmp.Y*M[1] + tmp.Z*M[2];
vect.Y = tmp.X*M[4] + tmp.Y*M[5] + tmp.Z*M[6];
vect.Z = tmp.X*M[8] + tmp.Y*M[9] + tmp.Z*M[10];
}
template <class T>
inline void CMatrix4<T>::transformVect( vector3df& vect) const
{
f32 vector[3];
vector[0] = vect.X*M[0] + vect.Y*M[4] + vect.Z*M[8] + M[12];
vector[1] = vect.X*M[1] + vect.Y*M[5] + vect.Z*M[9] + M[13];
vector[2] = vect.X*M[2] + vect.Y*M[6] + vect.Z*M[10] + M[14];
vect.X = vector[0];
vect.Y = vector[1];
vect.Z = vector[2];
}
template <class T>
inline void CMatrix4<T>::transformVect( vector3df& out, const vector3df& in) const
{
out.X = in.X*M[0] + in.Y*M[4] + in.Z*M[8] + M[12];
out.Y = in.X*M[1] + in.Y*M[5] + in.Z*M[9] + M[13];
out.Z = in.X*M[2] + in.Y*M[6] + in.Z*M[10] + M[14];
}
template <class T>
inline void CMatrix4<T>::transformVect(T *out,const vector3df &in) const
{
out[0] = in.X*M[0] + in.Y*M[4] + in.Z*M[8] + M[12];
out[1] = in.X*M[1] + in.Y*M[5] + in.Z*M[9] + M[13];
out[2] = in.X*M[2] + in.Y*M[6] + in.Z*M[10] + M[14];
out[3] = in.X*M[3] + in.Y*M[7] + in.Z*M[11] + M[15];
}
//! Transforms a plane by this matrix
template <class T>
inline void CMatrix4<T>::transformPlane( core::plane3d<f32> &plane) const
{
vector3df member;
transformVect(member, plane.getMemberPoint());
vector3df origin(0,0,0);
transformVect(plane.Normal);
transformVect(origin);
plane.Normal -= origin;
plane.D = - member.dotProduct(plane.Normal);
}
//! Transforms a plane by this matrix
template <class T>
inline void CMatrix4<T>::transformPlane_new( core::plane3d<f32> &plane) const
{
// rotate normal -> rotateVect ( plane.n );
vector3df n;
n.X = plane.Normal.X*M[0] + plane.Normal.Y*M[4] + plane.Normal.Z*M[8];
n.Y = plane.Normal.X*M[1] + plane.Normal.Y*M[5] + plane.Normal.Z*M[9];
n.Z = plane.Normal.X*M[2] + plane.Normal.Y*M[6] + plane.Normal.Z*M[10];
// compute new d. -> getTranslation(). dotproduct ( plane.n )
plane.D -= M[12] * n.X + M[13] * n.Y + M[14] * n.Z;
plane.Normal.X = n.X;
plane.Normal.Y = n.Y;
plane.Normal.Z = n.Z;
}
//! Transforms a plane by this matrix
template <class T>
inline void CMatrix4<T>::transformPlane( const core::plane3d<f32> &in, core::plane3d<f32> &out) const
{
out = in;
transformPlane( out );
}
//! Transforms a axis aligned bounding box
template <class T>
inline void CMatrix4<T>::transformBox(core::aabbox3d<f32>& box) const
{
if (isIdentity() )
return;
transformVect(box.MinEdge);
transformVect(box.MaxEdge);
box.repair();
}
//! Transforms a axis aligned bounding box more accurately than transformBox()
template <class T>
inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
{
f32 Amin[3];
f32 Amax[3];
f32 Bmin[3];
f32 Bmax[3];
Amin[0] = box.MinEdge.X;
Amin[1] = box.MinEdge.Y;
Amin[2] = box.MinEdge.Z;
Amax[0] = box.MaxEdge.X;
Amax[1] = box.MaxEdge.Y;
Amax[2] = box.MaxEdge.Z;
Bmin[0] = Bmax[0] = M[12];
Bmin[1] = Bmax[1] = M[13];
Bmin[2] = Bmax[2] = M[14];
u32 i, j;
const CMatrix4<T> &m = *this;
for (i = 0; i < 3; ++i)
{
for (j = 0; j < 3; ++j)
{
f32 a = m(j,i) * Amin[j];
f32 b = m(j,i) * Amax[j];
if (a < b)
{
Bmin[i] += a;
Bmax[i] += b;
}
else
{
Bmin[i] += b;
Bmax[i] += a;
}
}
}
box.MinEdge.X = Bmin[0];
box.MinEdge.Y = Bmin[1];
box.MinEdge.Z = Bmin[2];
box.MaxEdge.X = Bmax[0];
box.MaxEdge.Y = Bmax[1];
box.MaxEdge.Z = Bmax[2];
}
//! Multiplies this matrix by a 1x4 matrix
template <class T>
inline void CMatrix4<T>::multiplyWith1x4Matrix(T* matrix) const
{
/*
0 1 2 3
4 5 6 7
8 9 10 11
12 13 14 15
*/
T mat[4];
mat[0] = matrix[0];
mat[1] = matrix[1];
mat[2] = matrix[2];
mat[3] = matrix[3];
matrix[0] = M[0]*mat[0] + M[4]*mat[1] + M[8]*mat[2] + M[12]*mat[3];
matrix[1] = M[1]*mat[0] + M[5]*mat[1] + M[9]*mat[2] + M[13]*mat[3];
matrix[2] = M[2]*mat[0] + M[6]*mat[1] + M[10]*mat[2] + M[14]*mat[3];
matrix[3] = M[3]*mat[0] + M[7]*mat[1] + M[11]*mat[2] + M[15]*mat[3];
}
template <class T>
inline void CMatrix4<T>::inverseTranslateVect( vector3df& vect ) const
{
vect.X = vect.X-M[12];
vect.Y = vect.Y-M[13];
vect.Z = vect.Z-M[14];
}
template <class T>
inline void CMatrix4<T>::translateVect( vector3df& vect ) const
{
vect.X = vect.X+M[12];
vect.Y = vect.Y+M[13];
vect.Z = vect.Z+M[14];
}
template <class T>
inline bool CMatrix4<T>::getInverse(CMatrix4<T>& out) const
{
/// Calculates the inverse of this Matrix
/// The inverse is calculated using Cramers rule.
/// If no inverse exists then 'false' is returned.
if ( this->isIdentity() )
{
out=*this;
return true;
}
const CMatrix4<T> &m = *this;
f32 d = (m(0, 0) * m(1, 1) - m(0, 1) * m(1, 0)) * (m(2, 2) * m(3, 3) - m(2, 3) * m(3, 2)) -
(m(0, 0) * m(1, 2) - m(0, 2) * m(1, 0)) * (m(2, 1) * m(3, 3) - m(2, 3) * m(3, 1)) +
(m(0, 0) * m(1, 3) - m(0, 3) * m(1, 0)) * (m(2, 1) * m(3, 2) - m(2, 2) * m(3, 1)) +
(m(0, 1) * m(1, 2) - m(0, 2) * m(1, 1)) * (m(2, 0) * m(3, 3) - m(2, 3) * m(3, 0)) -
(m(0, 1) * m(1, 3) - m(0, 3) * m(1, 1)) * (m(2, 0) * m(3, 2) - m(2, 2) * m(3, 0)) +
(m(0, 2) * m(1, 3) - m(0, 3) * m(1, 2)) * (m(2, 0) * m(3, 1) - m(2, 1) * m(3, 0));
if( core::iszero ( d ) )
return false;
d = core::reciprocal ( d );
out(0, 0) = d * (m(1, 1) * (m(2, 2) * m(3, 3) - m(2, 3) * m(3, 2)) +
m(1, 2) * (m(2, 3) * m(3, 1) - m(2, 1) * m(3, 3)) +
m(1, 3) * (m(2, 1) * m(3, 2) - m(2, 2) * m(3, 1)));
out(0, 1) = d * (m(2, 1) * (m(0, 2) * m(3, 3) - m(0, 3) * m(3, 2)) +
m(2, 2) * (m(0, 3) * m(3, 1) - m(0, 1) * m(3, 3)) +
m(2, 3) * (m(0, 1) * m(3, 2) - m(0, 2) * m(3, 1)));
out(0, 2) = d * (m(3, 1) * (m(0, 2) * m(1, 3) - m(0, 3) * m(1, 2)) +
m(3, 2) * (m(0, 3) * m(1, 1) - m(0, 1) * m(1, 3)) +
m(3, 3) * (m(0, 1) * m(1, 2) - m(0, 2) * m(1, 1)));
out(0, 3) = d * (m(0, 1) * (m(1, 3) * m(2, 2) - m(1, 2) * m(2, 3)) +
m(0, 2) * (m(1, 1) * m(2, 3) - m(1, 3) * m(2, 1)) +
m(0, 3) * (m(1, 2) * m(2, 1) - m(1, 1) * m(2, 2)));
out(1, 0) = d * (m(1, 2) * (m(2, 0) * m(3, 3) - m(2, 3) * m(3, 0)) +
m(1, 3) * (m(2, 2) * m(3, 0) - m(2, 0) * m(3, 2)) +
m(1, 0) * (m(2, 3) * m(3, 2) - m(2, 2) * m(3, 3)));
out(1, 1) = d * (m(2, 2) * (m(0, 0) * m(3, 3) - m(0, 3) * m(3, 0)) +
m(2, 3) * (m(0, 2) * m(3, 0) - m(0, 0) * m(3, 2)) +
m(2, 0) * (m(0, 3) * m(3, 2) - m(0, 2) * m(3, 3)));
out(1, 2) = d * (m(3, 2) * (m(0, 0) * m(1, 3) - m(0, 3) * m(1, 0)) +
m(3, 3) * (m(0, 2) * m(1, 0) - m(0, 0) * m(1, 2)) +
m(3, 0) * (m(0, 3) * m(1, 2) - m(0, 2) * m(1, 3)));
out(1, 3) = d * (m(0, 2) * (m(1, 3) * m(2, 0) - m(1, 0) * m(2, 3)) +
m(0, 3) * (m(1, 0) * m(2, 2) - m(1, 2) * m(2, 0)) +
m(0, 0) * (m(1, 2) * m(2, 3) - m(1, 3) * m(2, 2)));
out(2, 0) = d * (m(1, 3) * (m(2, 0) * m(3, 1) - m(2, 1) * m(3, 0)) +
m(1, 0) * (m(2, 1) * m(3, 3) - m(2, 3) * m(3, 1)) +
m(1, 1) * (m(2, 3) * m(3, 0) - m(2, 0) * m(3, 3)));
out(2, 1) = d * (m(2, 3) * (m(0, 0) * m(3, 1) - m(0, 1) * m(3, 0)) +
m(2, 0) * (m(0, 1) * m(3, 3) - m(0, 3) * m(3, 1)) +
m(2, 1) * (m(0, 3) * m(3, 0) - m(0, 0) * m(3, 3)));
out(2, 2) = d * (m(3, 3) * (m(0, 0) * m(1, 1) - m(0, 1) * m(1, 0)) +
m(3, 0) * (m(0, 1) * m(1, 3) - m(0, 3) * m(1, 1)) +
m(3, 1) * (m(0, 3) * m(1, 0) - m(0, 0) * m(1, 3)));
out(2, 3) = d * (m(0, 3) * (m(1, 1) * m(2, 0) - m(1, 0) * m(2, 1)) +
m(0, 0) * (m(1, 3) * m(2, 1) - m(1, 1) * m(2, 3)) +
m(0, 1) * (m(1, 0) * m(2, 3) - m(1, 3) * m(2, 0)));
out(3, 0) = d * (m(1, 0) * (m(2, 2) * m(3, 1) - m(2, 1) * m(3, 2)) +
m(1, 1) * (m(2, 0) * m(3, 2) - m(2, 2) * m(3, 0)) +
m(1, 2) * (m(2, 1) * m(3, 0) - m(2, 0) * m(3, 1)));
out(3, 1) = d * (m(2, 0) * (m(0, 2) * m(3, 1) - m(0, 1) * m(3, 2)) +
m(2, 1) * (m(0, 0) * m(3, 2) - m(0, 2) * m(3, 0)) +
m(2, 2) * (m(0, 1) * m(3, 0) - m(0, 0) * m(3, 1)));
out(3, 2) = d * (m(3, 0) * (m(0, 2) * m(1, 1) - m(0, 1) * m(1, 2)) +
m(3, 1) * (m(0, 0) * m(1, 2) - m(0, 2) * m(1, 0)) +
m(3, 2) * (m(0, 1) * m(1, 0) - m(0, 0) * m(1, 1)));
out(3, 3) = d * (m(0, 0) * (m(1, 1) * m(2, 2) - m(1, 2) * m(2, 1)) +
m(0, 1) * (m(1, 2) * m(2, 0) - m(1, 0) * m(2, 2)) +
m(0, 2) * (m(1, 0) * m(2, 1) - m(1, 1) * m(2, 0)));
out.definitelyIdentityMatrix = definitelyIdentityMatrix;
return true;
}
//! Inverts a primitive matrix which only contains a translation and a rotation
//! \param out: where result matrix is written to.
template <class T>
inline bool CMatrix4<T>::getInversePrimitive ( CMatrix4<T>& out ) const
{
out.M[0 ] = M[0];
out.M[1 ] = M[4];
out.M[2 ] = M[8];
out.M[3 ] = 0;
out.M[4 ] = M[1];
out.M[5 ] = M[5];
out.M[6 ] = M[9];
out.M[7 ] = 0;
out.M[8 ] = M[2];
out.M[9 ] = M[6];
out.M[10] = M[10];
out.M[11] = 0;
out.M[12] = (T)-(M[12]*M[0] + M[13]*M[1] + M[14]*M[2]);
out.M[13] = (T)-(M[12]*M[4] + M[13]*M[5] + M[14]*M[6]);
out.M[14] = (T)-(M[12]*M[8] + M[13]*M[9] + M[14]*M[10]);
out.M[15] = 1;
out.definitelyIdentityMatrix = definitelyIdentityMatrix;
return true;
}
/*!
*/
template <class T>
inline bool CMatrix4<T>::makeInverse()
{
if (definitelyIdentityMatrix)
return true;
CMatrix4<T> temp ( EM4CONST_NOTHING );
if (getInverse(temp))
{
*this = temp;
return true;
}
return false;
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::operator=(const CMatrix4<T> &other)
{
if (this==&other)
return *this;
memcpy(M, other.M, 16*sizeof(T));
definitelyIdentityMatrix=other.definitelyIdentityMatrix;
return *this;
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::operator=(const T& scalar)
{
for (s32 i = 0; i < 16; ++i)
M[i]=scalar;
definitelyIdentityMatrix=false;
return *this;
}
template <class T>
inline bool CMatrix4<T>::operator==(const CMatrix4<T> &other) const
{
if (definitelyIdentityMatrix && other.definitelyIdentityMatrix)
return true;
for (s32 i = 0; i < 16; ++i)
if (M[i] != other.M[i])
return false;
return true;
}
template <class T>
inline bool CMatrix4<T>::operator!=(const CMatrix4<T> &other) const
{
return !(*this == other);
}
//! Builds a right-handed perspective projection matrix based on a field of view
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildProjectionMatrixPerspectiveFovRH(
f32 fieldOfViewRadians, f32 aspectRatio, f32 zNear, f32 zFar)
{
const f64 h = 1.0/tan(fieldOfViewRadians/2.0);
const T w = h / aspectRatio;
M[0] = w;
M[1] = 0;
M[2] = 0;
M[3] = 0;
M[4] = 0;
M[5] = (T)h;
M[6] = 0;
M[7] = 0;
M[8] = 0;
M[9] = 0;
M[10] = (T)(zFar/(zNear-zFar)); // DirectX version
// M[10] = (T)(zFar+zNear/(zNear-zFar)); // OpenGL version
M[11] = -1;
M[12] = 0;
M[13] = 0;
M[14] = (T)(zNear*zFar/(zNear-zFar)); // DirectX version
// M[14] = (T)(2.0f*zNear*zFar/(zNear-zFar)); // OpenGL version
M[15] = 0;
definitelyIdentityMatrix=false;
return *this;
}
//! Builds a left-handed perspective projection matrix based on a field of view
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildProjectionMatrixPerspectiveFovLH(
f32 fieldOfViewRadians, f32 aspectRatio, f32 zNear, f32 zFar)
{
const f64 h = 1.0/tan(fieldOfViewRadians/2.0);
const T w = (T)(h / aspectRatio);
M[0] = w;
M[1] = 0;
M[2] = 0;
M[3] = 0;
M[4] = 0;
M[5] = (T)h;
M[6] = 0;
M[7] = 0;
M[8] = 0;
M[9] = 0;
M[10] = (T)(zFar/(zFar-zNear));
M[11] = 1;
M[12] = 0;
M[13] = 0;
M[14] = (T)(-zNear*zFar/(zFar-zNear));
M[15] = 0;
definitelyIdentityMatrix=false;
return *this;
}
//! Builds a left-handed orthogonal projection matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildProjectionMatrixOrthoLH(
f32 widthOfViewVolume, f32 heightOfViewVolume, f32 zNear, f32 zFar)
{
M[0] = (T)(2/widthOfViewVolume);
M[1] = 0;
M[2] = 0;
M[3] = 0;
M[4] = 0;
M[5] = (T)(2/heightOfViewVolume);
M[6] = 0;
M[7] = 0;
M[8] = 0;
M[9] = 0;
M[10] = (T)(1/(zFar-zNear));
M[11] = 0;
M[12] = 0;
M[13] = 0;
M[14] = (T)(zNear/(zNear-zFar));
M[15] = 1;
definitelyIdentityMatrix=false;
return *this;
}
//! Builds a right-handed orthogonal projection matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildProjectionMatrixOrthoRH(
f32 widthOfViewVolume, f32 heightOfViewVolume, f32 zNear, f32 zFar)
{
M[0] = (T)(2/widthOfViewVolume);
M[1] = 0;
M[2] = 0;
M[3] = 0;
M[4] = 0;
M[5] = (T)(2/heightOfViewVolume);
M[6] = 0;
M[7] = 0;
M[8] = 0;
M[9] = 0;
M[10] = (T)(1/(zNear-zFar));
M[11] = 0;
M[12] = 0;
M[13] = 0;
M[14] = (T)(zNear/(zNear-zFar));
M[15] = -1;
definitelyIdentityMatrix=false;
return *this;
}
//! Builds a right-handed perspective projection matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildProjectionMatrixPerspectiveRH(
f32 widthOfViewVolume, f32 heightOfViewVolume, f32 zNear, f32 zFar)
{
M[0] = (T)(2*zNear/widthOfViewVolume);
M[1] = 0;
M[2] = 0;
M[3] = 0;
M[4] = 0;
M[5] = (T)(2*zNear/heightOfViewVolume);
M[6] = 0;
M[7] = 0;
M[8] = 0;
M[9] = 0;
M[10] = (T)(zFar/(zNear-zFar));
M[11] = -1;
M[12] = 0;
M[13] = 0;
M[14] = (T)(zNear*zFar/(zNear-zFar));
M[15] = 0;
definitelyIdentityMatrix=false;
return *this;
}
//! Builds a left-handed perspective projection matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildProjectionMatrixPerspectiveLH(
f32 widthOfViewVolume, f32 heightOfViewVolume, f32 zNear, f32 zFar)
{
M[0] = (T)(2*zNear/widthOfViewVolume);
M[1] = 0;
M[2] = 0;
M[3] = 0;
M[4] = 0;
M[5] = (T)(2*zNear/heightOfViewVolume);
M[6] = 0;
M[7] = 0;
M[8] = 0;
M[9] = 0;
M[10] = (T)(zFar/(zFar-zNear));
M[11] = 1;
M[12] = 0;
M[13] = 0;
M[14] = (T)(zNear*zFar/(zNear-zFar));
M[15] = 0;
definitelyIdentityMatrix=false;
return *this;
}
//! Builds a matrix that flattens geometry into a plane.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildShadowMatrix(const core::vector3df& light, core::plane3df plane, f32 point)
{
plane.Normal.normalize();
const f32 d = plane.Normal.dotProduct(light);
M[ 0] = (T)(-plane.Normal.X * light.X + d);
M[ 1] = (T)(-plane.Normal.X * light.Y);
M[ 2] = (T)(-plane.Normal.X * light.Z);
M[ 3] = (T)(-plane.Normal.X * point);
M[ 4] = (T)(-plane.Normal.Y * light.X);
M[ 5] = (T)(-plane.Normal.Y * light.Y + d);
M[ 6] = (T)(-plane.Normal.Y * light.Z);
M[ 7] = (T)(-plane.Normal.Y * point);
M[ 8] = (T)(-plane.Normal.Z * light.X);
M[ 9] = (T)(-plane.Normal.Z * light.Y);
M[10] = (T)(-plane.Normal.Z * light.Z + d);
M[11] = (T)(-plane.Normal.Z * point);
M[12] = (T)(-plane.D * light.X);
M[13] = (T)(-plane.D * light.Y);
M[14] = (T)(-plane.D * light.Z);
M[15] = (T)(-plane.D * point + d);
definitelyIdentityMatrix=false;
return *this;
}
//! Builds a left-handed look-at matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildCameraLookAtMatrixLH(
const vector3df& position,
const vector3df& target,
const vector3df& upVector)
{
vector3df zaxis = target - position;
zaxis.normalize();
vector3df xaxis = upVector.crossProduct(zaxis);
xaxis.normalize();
vector3df yaxis = zaxis.crossProduct(xaxis);
M[0] = (T)xaxis.X;
M[1] = (T)yaxis.X;
M[2] = (T)zaxis.X;
M[3] = 0;
M[4] = (T)xaxis.Y;
M[5] = (T)yaxis.Y;
M[6] = (T)zaxis.Y;
M[7] = 0;
M[8] = (T)xaxis.Z;
M[9] = (T)yaxis.Z;
M[10] = (T)zaxis.Z;
M[11] = 0;
M[12] = (T)-xaxis.dotProduct(position);
M[13] = (T)-yaxis.dotProduct(position);
M[14] = (T)-zaxis.dotProduct(position);
M[15] = 1;
definitelyIdentityMatrix=false;
return *this;
}
//! Builds a right-handed look-at matrix.
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildCameraLookAtMatrixRH(
const vector3df& position,
const vector3df& target,
const vector3df& upVector)
{
vector3df zaxis = position - target;
zaxis.normalize();
vector3df xaxis = upVector.crossProduct(zaxis);
xaxis.normalize();
vector3df yaxis = zaxis.crossProduct(xaxis);
M[0] = (T)xaxis.X;
M[1] = (T)yaxis.X;
M[2] = (T)zaxis.X;
M[3] = 0;
M[4] = (T)xaxis.Y;
M[5] = (T)yaxis.Y;
M[6] = (T)zaxis.Y;
M[7] = 0;
M[8] = (T)xaxis.Z;
M[9] = (T)yaxis.Z;
M[10] = (T)zaxis.Z;
M[11] = 0;
M[12] = (T)-xaxis.dotProduct(position);
M[13] = (T)-yaxis.dotProduct(position);
M[14] = (T)-zaxis.dotProduct(position);
M[15] = 1;
definitelyIdentityMatrix=false;
return *this;
}
//! creates a new matrix as interpolated matrix from this and the passed one.
//! \param b: Second matrix to interpolate with
//! \param time: Must be a value between 0 and 1.
template <class T>
inline CMatrix4<T> CMatrix4<T>::interpolate(const core::CMatrix4<T>& b, f32 time) const
{
CMatrix4<T> mat ( EM4CONST_NOTHING );
for (u32 i=0; i < 16; i += 4)
{
mat.M[i+0] = (T)(M[i+0] + ( b.M[i+0] - M[i+0] ) * time);
mat.M[i+1] = (T)(M[i+1] + ( b.M[i+1] - M[i+1] ) * time);
mat.M[i+2] = (T)(M[i+2] + ( b.M[i+2] - M[i+2] ) * time);
mat.M[i+3] = (T)(M[i+3] + ( b.M[i+3] - M[i+3] ) * time);
}
return mat;
}
//! returns transposed matrix
template <class T>
inline CMatrix4<T> CMatrix4<T>::getTransposed() const
{
CMatrix4<T> t ( EM4CONST_NOTHING );
getTransposed ( t );
return t;
}
//! returns transposed matrix
template <class T>
inline void CMatrix4<T>::getTransposed( CMatrix4<T>& o ) const
{
o[ 0] = M[ 0];
o[ 1] = M[ 4];
o[ 2] = M[ 8];
o[ 3] = M[12];
o[ 4] = M[ 1];
o[ 5] = M[ 5];
o[ 6] = M[ 9];
o[ 7] = M[13];
o[ 8] = M[ 2];
o[ 9] = M[ 6];
o[10] = M[10];
o[11] = M[14];
o[12] = M[ 3];
o[13] = M[ 7];
o[14] = M[11];
o[15] = M[15];
o.definitelyIdentityMatrix=definitelyIdentityMatrix;
}
// used to scale <-1,-1><1,1> to viewport
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildNDCToDCMatrix( const core::rect<s32>& viewport, f32 zScale)
{
const f32 scaleX = (viewport.getWidth() - 0.75f ) / 2.0f;
const f32 scaleY = -(viewport.getHeight() - 0.75f ) / 2.0f;
const f32 dx = -0.5f + ( (viewport.UpperLeftCorner.X + viewport.LowerRightCorner.X ) / 2.0f );
const f32 dy = -0.5f + ( (viewport.UpperLeftCorner.Y + viewport.LowerRightCorner.Y ) / 2.0f );
makeIdentity();
M[12] = (T)dx;
M[13] = (T)dy;
return setScale(core::vector3d<T>((T)scaleX, (T)scaleY, (T)zScale));
}
/*!
Generate texture coordinates as linear functions so that:
u = Ux*x + Uy*y + Uz*z + Uw
v = Vx*x + Vy*y + Vz*z + Vw
The matrix M for this case is:
Ux Vx 0 0
Uy Vy 0 0
Uz Vz 0 0
Uw Vw 0 0
*/
template <class T>
inline CMatrix4<T>& CMatrix4<T>::buildTextureTransform( f32 rotateRad,
const core::vector2df &rotatecenter,
const core::vector2df &translate,
const core::vector2df &scale)
{
const f32 c = cosf(rotateRad);
const f32 s = sinf(rotateRad);
M[0] = (T)(c * scale.X);
M[1] = (T)(s * scale.Y);
M[2] = 0;
M[3] = 0;
M[4] = (T)(-s * scale.X);
M[5] = (T)(c * scale.Y);
M[6] = 0;
M[7] = 0;
M[8] = (T)(c * scale.X * rotatecenter.X + -s * rotatecenter.Y + translate.X);
M[9] = (T)(s * scale.Y * rotatecenter.X + c * rotatecenter.Y + translate.Y);
M[10] = 1;
M[11] = 0;
M[12] = 0;
M[13] = 0;
M[14] = 0;
M[15] = 1;
definitelyIdentityMatrix=false;
return *this;
}
//! rotate about z axis, center ( 0.5, 0.5 )
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setTextureRotationCenter( f32 rotateRad )
{
const f32 c = cosf(rotateRad);
const f32 s = sinf(rotateRad);
M[0] = (T)c;
M[1] = (T)s;
M[4] = (T)-s;
M[5] = (T)c;
M[8] = (T)(0.5f * ( s - c) + 0.5f);
M[9] = (T)(-0.5f * ( s + c) + 0.5f);
definitelyIdentityMatrix = definitelyIdentityMatrix && (rotateRad==0.0f);
return *this;
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setTextureTranslate ( f32 x, f32 y )
{
M[8] = (T)x;
M[9] = (T)y;
definitelyIdentityMatrix = definitelyIdentityMatrix && (x==0.0f) && (y==0.0f);
return *this;
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setTextureTranslateTransposed ( f32 x, f32 y )
{
M[2] = (T)x;
M[6] = (T)y;
definitelyIdentityMatrix = definitelyIdentityMatrix && (x==0.0f) && (y==0.0f) ;
return *this;
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setTextureScale ( f32 sx, f32 sy )
{
M[0] = (T)sx;
M[5] = (T)sy;
definitelyIdentityMatrix = definitelyIdentityMatrix && (sx==1.0f) && (sy==1.0f);
return *this;
}
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setTextureScaleCenter( f32 sx, f32 sy )
{
M[0] = (T)sx;
M[5] = (T)sy;
M[8] = (T)(0.5f - 0.5f * sx);
M[9] = (T)(0.5f - 0.5f * sy);
definitelyIdentityMatrix = definitelyIdentityMatrix && (sx==1.0f) && (sy==1.0f);
return *this;
}
//! sets all matrix data members at once
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setM(const T* data)
{
memcpy(M,data, 16*sizeof(T));
definitelyIdentityMatrix = false;
return *this;
}
//! sets if the matrix is definitely identity matrix
template <class T>
inline void CMatrix4<T>::setDefinitelyIdentityMatrix( bool isDefinitelyIdentityMatrix)
{
definitelyIdentityMatrix = isDefinitelyIdentityMatrix;
}
//! gets if the matrix is definitely identity matrix
template <class T>
inline bool CMatrix4<T>::getDefinitelyIdentityMatrix() const
{
return definitelyIdentityMatrix;
}
//! Multiply by scalar.
template <class T>
inline CMatrix4<T> operator*(const T scalar, const CMatrix4<T>& mat)
{
return mat*scalar;
}
typedef CMatrix4<f32> matrix4;
const matrix4 IdentityMatrix(matrix4::EM4CONST_IDENTITY);
} // end namespace core
} // end namespace irr
#endif