#include "CMatrix4f.h" #include "Common/Math/CTransform4f.h" #include "Common/Math/CVector3f.h" #include "Common/Math/CVector4f.h" // ************ MATH ************ CMatrix4f CMatrix4f::Transpose() const { return CMatrix4f(m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3]); } CMatrix4f CMatrix4f::Inverse() const { // Copied from Ogre. // todo after developing a better understanding of the math - rewrite float m00 = m[0][0], m01 = m[0][1], m02 = m[0][2], m03 = m[0][3]; float m10 = m[1][0], m11 = m[1][1], m12 = m[1][2], m13 = m[1][3]; float m20 = m[2][0], m21 = m[2][1], m22 = m[2][2], m23 = m[2][3]; float m30 = m[3][0], m31 = m[3][1], m32 = m[3][2], m33 = m[3][3]; float v0 = m20 * m31 - m21 * m30; float v1 = m20 * m32 - m22 * m30; float v2 = m20 * m33 - m23 * m30; float v3 = m21 * m32 - m22 * m31; float v4 = m21 * m33 - m23 * m31; float v5 = m22 * m33 - m23 * m32; float t00 = + (v5 * m11 - v4 * m12 + v3 * m13); float t10 = - (v5 * m10 - v2 * m12 + v1 * m13); float t20 = + (v4 * m10 - v2 * m11 + v0 * m13); float t30 = - (v3 * m10 - v1 * m11 + v0 * m12); float invDet = 1 / (t00 * m00 + t10 * m01 + t20 * m02 + t30 * m03); float d00 = t00 * invDet; float d10 = t10 * invDet; float d20 = t20 * invDet; float d30 = t30 * invDet; float d01 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet; float d11 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet; float d21 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet; float d31 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet; v0 = m10 * m31 - m11 * m30; v1 = m10 * m32 - m12 * m30; v2 = m10 * m33 - m13 * m30; v3 = m11 * m32 - m12 * m31; v4 = m11 * m33 - m13 * m31; v5 = m12 * m33 - m13 * m32; float d02 = + (v5 * m01 - v4 * m02 + v3 * m03) * invDet; float d12 = - (v5 * m00 - v2 * m02 + v1 * m03) * invDet; float d22 = + (v4 * m00 - v2 * m01 + v0 * m03) * invDet; float d32 = - (v3 * m00 - v1 * m01 + v0 * m02) * invDet; v0 = m21 * m10 - m20 * m11; v1 = m22 * m10 - m20 * m12; v2 = m23 * m10 - m20 * m13; v3 = m22 * m11 - m21 * m12; v4 = m23 * m11 - m21 * m13; v5 = m23 * m12 - m22 * m13; float d03 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet; float d13 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet; float d23 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet; float d33 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet; return CMatrix4f( d00, d01, d02, d03, d10, d11, d12, d13, d20, d21, d22, d23, d30, d31, d32, d33); } float CMatrix4f::Determinant() const { float AA = m[1][1] * ((m[2][2] * m[3][3]) - (m[2][3] * m[3][2])); float AB = m[1][2] * ((m[2][1] * m[3][3]) - (m[2][3] * m[3][1])); float AC = m[1][3] * ((m[2][1] * m[3][2]) - (m[2][2] * m[3][1])); float A = m[0][0] * (AA - AB + AC); float BA = m[1][0] * ((m[2][2] * m[3][3]) - (m[2][3] * m[3][2])); float BB = m[1][2] * ((m[2][0] * m[3][3]) - (m[2][3] * m[3][0])); float BC = m[1][3] * ((m[2][0] * m[3][2]) - (m[2][2] * m[3][0])); float B = m[0][1] * (BA - BB + BC); float CA = m[1][0] * ((m[2][1] * m[3][3]) - (m[2][3] * m[3][1])); float CB = m[1][1] * ((m[2][0] * m[3][3]) - (m[2][3] * m[3][0])); float CC = m[1][3] * ((m[2][0] * m[3][1]) - (m[2][1] * m[3][0])); float C = m[0][2] * (CA - CB + CC); float DA = m[1][0] * ((m[2][1] * m[3][2]) - (m[2][2] * m[3][1])); float DB = m[1][1] * ((m[2][0] * m[3][2]) - (m[2][2] * m[3][0])); float DC = m[1][2] * ((m[2][0] * m[3][1]) - (m[2][1] * m[3][0])); float D = m[0][3] * (DA - DB + DC); return (A - B + C - D); } // ************ OPERATORS ************ CVector3f CMatrix4f::operator*(const CVector3f& rkVec) const { // For vec3 multiplication, the vector w component is considered to be 1.0 CVector3f out; float w = (m[3][0] * rkVec.X) + (m[3][1] * rkVec.Y) + (m[3][2] * rkVec.Z) + m[3][3]; out.X = ((m[0][0] * rkVec.X) + (m[0][1] * rkVec.Y) + (m[0][2] * rkVec.Z) + m[0][3]) / w; out.Y = ((m[1][0] * rkVec.X) + (m[1][1] * rkVec.Y) + (m[1][2] * rkVec.Z) + m[1][3]) / w; out.Z = ((m[2][0] * rkVec.X) + (m[2][1] * rkVec.Y) + (m[2][2] * rkVec.Z) + m[1][3]) / w; return out; } CVector4f CMatrix4f::operator*(const CVector4f& rkVec) const { CVector4f out; out.X = (m[0][0] * rkVec.X) + (m[0][1] * rkVec.Y) + (m[0][2] * rkVec.Z) + (m[0][3] * rkVec.W); out.Y = (m[1][0] * rkVec.X) + (m[1][1] * rkVec.Y) + (m[1][2] * rkVec.Z) + (m[1][3] * rkVec.W); out.Z = (m[2][0] * rkVec.X) + (m[2][1] * rkVec.Y) + (m[2][2] * rkVec.Z) + (m[2][3] * rkVec.W); out.W = (m[3][0] * rkVec.X) + (m[3][1] * rkVec.Y) + (m[3][2] * rkVec.Z) + (m[3][3] * rkVec.W); return out; } CMatrix4f CMatrix4f::operator*(const CTransform4f& rkMtx) const { // CTransform4f is a 3x4 matrix with an implicit fourth row of {0, 0, 0, 1} CMatrix4f out; out[0][0] = (m[0][0] * rkMtx[0][0]) + (m[0][1] * rkMtx[1][0]) + (m[0][2] * rkMtx[2][0]); out[0][1] = (m[0][0] * rkMtx[0][1]) + (m[0][1] * rkMtx[1][1]) + (m[0][2] * rkMtx[2][1]); out[0][2] = (m[0][0] * rkMtx[0][2]) + (m[0][1] * rkMtx[1][2]) + (m[0][2] * rkMtx[2][2]); out[0][3] = (m[0][0] * rkMtx[0][3]) + (m[0][1] * rkMtx[1][3]) + (m[0][2] * rkMtx[2][3]) + m[0][3]; out[1][0] = (m[1][0] * rkMtx[0][0]) + (m[1][1] * rkMtx[1][0]) + (m[1][2] * rkMtx[2][0]); out[1][1] = (m[1][0] * rkMtx[0][1]) + (m[1][1] * rkMtx[1][1]) + (m[1][2] * rkMtx[2][1]); out[1][2] = (m[1][0] * rkMtx[0][2]) + (m[1][1] * rkMtx[1][2]) + (m[1][2] * rkMtx[2][2]); out[1][3] = (m[1][0] * rkMtx[0][3]) + (m[1][1] * rkMtx[1][3]) + (m[1][2] * rkMtx[2][3]) + m[1][3]; out[2][0] = (m[2][0] * rkMtx[0][0]) + (m[2][1] * rkMtx[1][0]) + (m[2][2] * rkMtx[2][0]); out[2][1] = (m[2][0] * rkMtx[0][1]) + (m[2][1] * rkMtx[1][1]) + (m[2][2] * rkMtx[2][1]); out[2][2] = (m[2][0] * rkMtx[0][2]) + (m[2][1] * rkMtx[1][2]) + (m[2][2] * rkMtx[2][2]); out[2][3] = (m[2][0] * rkMtx[0][3]) + (m[2][1] * rkMtx[1][3]) + (m[2][2] * rkMtx[2][3]) + m[2][3]; out[3][0] = (m[3][0] * rkMtx[0][0]) + (m[3][1] * rkMtx[1][0]) + (m[3][2] * rkMtx[2][0]); out[3][1] = (m[3][0] * rkMtx[0][1]) + (m[3][1] * rkMtx[1][1]) + (m[3][2] * rkMtx[2][1]); out[3][2] = (m[3][0] * rkMtx[0][2]) + (m[3][1] * rkMtx[1][2]) + (m[3][2] * rkMtx[2][2]); out[3][3] = (m[3][0] * rkMtx[0][3]) + (m[3][1] * rkMtx[1][3]) + (m[3][2] * rkMtx[2][3]) + m[3][3]; return out; } CMatrix4f CMatrix4f::operator*(const CMatrix4f& rkMtx) const { CMatrix4f out; out[0][0] = (m[0][0] * rkMtx[0][0]) + (m[0][1] * rkMtx[1][0]) + (m[0][2] * rkMtx[2][0]) + (m[0][3] * rkMtx[3][0]); out[0][1] = (m[0][0] * rkMtx[0][1]) + (m[0][1] * rkMtx[1][1]) + (m[0][2] * rkMtx[2][1]) + (m[0][3] * rkMtx[3][1]); out[0][2] = (m[0][0] * rkMtx[0][2]) + (m[0][1] * rkMtx[1][2]) + (m[0][2] * rkMtx[2][2]) + (m[0][3] * rkMtx[3][2]); out[0][3] = (m[0][0] * rkMtx[0][3]) + (m[0][1] * rkMtx[1][3]) + (m[0][2] * rkMtx[2][3]) + (m[0][3] * rkMtx[3][3]); out[1][0] = (m[1][0] * rkMtx[0][0]) + (m[1][1] * rkMtx[1][0]) + (m[1][2] * rkMtx[2][0]) + (m[1][3] * rkMtx[3][0]); out[1][1] = (m[1][0] * rkMtx[0][1]) + (m[1][1] * rkMtx[1][1]) + (m[1][2] * rkMtx[2][1]) + (m[1][3] * rkMtx[3][1]); out[1][2] = (m[1][0] * rkMtx[0][2]) + (m[1][1] * rkMtx[1][2]) + (m[1][2] * rkMtx[2][2]) + (m[1][3] * rkMtx[3][2]); out[1][3] = (m[1][0] * rkMtx[0][3]) + (m[1][1] * rkMtx[1][3]) + (m[1][2] * rkMtx[2][3]) + (m[1][3] * rkMtx[3][3]); out[2][0] = (m[2][0] * rkMtx[0][0]) + (m[2][1] * rkMtx[1][0]) + (m[2][2] * rkMtx[2][0]) + (m[2][3] * rkMtx[3][0]); out[2][1] = (m[2][0] * rkMtx[0][1]) + (m[2][1] * rkMtx[1][1]) + (m[2][2] * rkMtx[2][1]) + (m[2][3] * rkMtx[3][1]); out[2][2] = (m[2][0] * rkMtx[0][2]) + (m[2][1] * rkMtx[1][2]) + (m[2][2] * rkMtx[2][2]) + (m[2][3] * rkMtx[3][2]); out[2][3] = (m[2][0] * rkMtx[0][3]) + (m[2][1] * rkMtx[1][3]) + (m[2][2] * rkMtx[2][3]) + (m[2][3] * rkMtx[3][3]); out[3][0] = (m[3][0] * rkMtx[0][0]) + (m[3][1] * rkMtx[1][0]) + (m[3][2] * rkMtx[2][0]) + (m[3][3] * rkMtx[3][0]); out[3][1] = (m[3][0] * rkMtx[0][1]) + (m[3][1] * rkMtx[1][1]) + (m[3][2] * rkMtx[2][1]) + (m[3][3] * rkMtx[3][1]); out[3][2] = (m[3][0] * rkMtx[0][2]) + (m[3][1] * rkMtx[1][2]) + (m[3][2] * rkMtx[2][2]) + (m[3][3] * rkMtx[3][2]); out[3][3] = (m[3][0] * rkMtx[0][3]) + (m[3][1] * rkMtx[1][3]) + (m[3][2] * rkMtx[2][3]) + (m[3][3] * rkMtx[3][3]); return out; }