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385 lines
12 KiB
C++
385 lines
12 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2023 Baldur Karlsson
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "matrix.h"
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#include <float.h>
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "api/replay/data_types.h"
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#include "quat.h"
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#include "vec.h"
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Matrix4f::Matrix4f(const AxisMapping &axisMapping)
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{
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f[0] = axisMapping.xAxis.x;
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f[1] = axisMapping.xAxis.y;
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f[2] = axisMapping.xAxis.z;
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f[3] = axisMapping.xAxis.w;
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f[4] = axisMapping.yAxis.x;
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f[5] = axisMapping.yAxis.y;
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f[6] = axisMapping.yAxis.z;
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f[7] = axisMapping.yAxis.w;
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f[8] = axisMapping.zAxis.x;
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f[9] = axisMapping.zAxis.y;
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f[10] = axisMapping.zAxis.z;
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f[11] = axisMapping.zAxis.w;
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f[12] = 0.0f;
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f[13] = 0.0f;
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f[14] = 0.0f;
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f[15] = 1.0f;
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}
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Matrix4f Matrix4f::Mul(const Matrix4f &o) const
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{
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Matrix4f m;
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for(size_t x = 0; x < 4; x++)
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{
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for(size_t y = 0; y < 4; y++)
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{
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m[matIdx(x, y)] =
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(*this)[matIdx(x, 0)] * o[matIdx(0, y)] + (*this)[matIdx(x, 1)] * o[matIdx(1, y)] +
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(*this)[matIdx(x, 2)] * o[matIdx(2, y)] + (*this)[matIdx(x, 3)] * o[matIdx(3, y)];
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}
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}
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return m;
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}
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Matrix4f Matrix4f::Transpose() const
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{
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Matrix4f m;
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for(size_t x = 0; x < 4; x++)
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for(size_t y = 0; y < 4; y++)
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m[matIdx(x, y)] = (*this)[matIdx(y, x)];
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return m;
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}
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float Matrix4f::Determinant() const
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{
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float a0 = (*this)[0] * (*this)[5] - (*this)[1] * (*this)[4];
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float a1 = (*this)[0] * (*this)[6] - (*this)[2] * (*this)[4];
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float a2 = (*this)[0] * (*this)[7] - (*this)[3] * (*this)[4];
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float a3 = (*this)[1] * (*this)[6] - (*this)[2] * (*this)[5];
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float a4 = (*this)[1] * (*this)[7] - (*this)[3] * (*this)[5];
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float a5 = (*this)[2] * (*this)[7] - (*this)[3] * (*this)[6];
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float b0 = (*this)[8] * (*this)[13] - (*this)[9] * (*this)[12];
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float b1 = (*this)[8] * (*this)[14] - (*this)[10] * (*this)[12];
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float b2 = (*this)[8] * (*this)[15] - (*this)[11] * (*this)[12];
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float b3 = (*this)[9] * (*this)[14] - (*this)[10] * (*this)[13];
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float b4 = (*this)[9] * (*this)[15] - (*this)[11] * (*this)[13];
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float b5 = (*this)[10] * (*this)[15] - (*this)[11] * (*this)[14];
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return a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0;
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}
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Matrix4f Matrix4f::Inverse() const
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{
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float a0 = (*this)[0] * (*this)[5] - (*this)[1] * (*this)[4];
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float a1 = (*this)[0] * (*this)[6] - (*this)[2] * (*this)[4];
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float a2 = (*this)[0] * (*this)[7] - (*this)[3] * (*this)[4];
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float a3 = (*this)[1] * (*this)[6] - (*this)[2] * (*this)[5];
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float a4 = (*this)[1] * (*this)[7] - (*this)[3] * (*this)[5];
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float a5 = (*this)[2] * (*this)[7] - (*this)[3] * (*this)[6];
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float b0 = (*this)[8] * (*this)[13] - (*this)[9] * (*this)[12];
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float b1 = (*this)[8] * (*this)[14] - (*this)[10] * (*this)[12];
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float b2 = (*this)[8] * (*this)[15] - (*this)[11] * (*this)[12];
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float b3 = (*this)[9] * (*this)[14] - (*this)[10] * (*this)[13];
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float b4 = (*this)[9] * (*this)[15] - (*this)[11] * (*this)[13];
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float b5 = (*this)[10] * (*this)[15] - (*this)[11] * (*this)[14];
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float det = a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0;
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if(fabsf(det) > FLT_EPSILON)
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{
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Matrix4f inverse;
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inverse[0] = +(*this)[5] * b5 - (*this)[6] * b4 + (*this)[7] * b3;
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inverse[4] = -(*this)[4] * b5 + (*this)[6] * b2 - (*this)[7] * b1;
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inverse[8] = +(*this)[4] * b4 - (*this)[5] * b2 + (*this)[7] * b0;
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inverse[12] = -(*this)[4] * b3 + (*this)[5] * b1 - (*this)[6] * b0;
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inverse[1] = -(*this)[1] * b5 + (*this)[2] * b4 - (*this)[3] * b3;
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inverse[5] = +(*this)[0] * b5 - (*this)[2] * b2 + (*this)[3] * b1;
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inverse[9] = -(*this)[0] * b4 + (*this)[1] * b2 - (*this)[3] * b0;
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inverse[13] = +(*this)[0] * b3 - (*this)[1] * b1 + (*this)[2] * b0;
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inverse[2] = +(*this)[13] * a5 - (*this)[14] * a4 + (*this)[15] * a3;
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inverse[6] = -(*this)[12] * a5 + (*this)[14] * a2 - (*this)[15] * a1;
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inverse[10] = +(*this)[12] * a4 - (*this)[13] * a2 + (*this)[15] * a0;
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inverse[14] = -(*this)[12] * a3 + (*this)[13] * a1 - (*this)[14] * a0;
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inverse[3] = -(*this)[9] * a5 + (*this)[10] * a4 - (*this)[11] * a3;
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inverse[7] = +(*this)[8] * a5 - (*this)[10] * a2 + (*this)[11] * a1;
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inverse[11] = -(*this)[8] * a4 + (*this)[9] * a2 - (*this)[11] * a0;
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inverse[15] = +(*this)[8] * a3 - (*this)[9] * a1 + (*this)[10] * a0;
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float invDet = 1.0f / det;
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inverse[0] *= invDet;
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inverse[1] *= invDet;
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inverse[2] *= invDet;
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inverse[3] *= invDet;
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inverse[4] *= invDet;
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inverse[5] *= invDet;
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inverse[6] *= invDet;
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inverse[7] *= invDet;
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inverse[8] *= invDet;
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inverse[9] *= invDet;
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inverse[10] *= invDet;
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inverse[11] *= invDet;
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inverse[12] *= invDet;
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inverse[13] *= invDet;
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inverse[14] *= invDet;
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inverse[15] *= invDet;
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return inverse;
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}
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// no inverse
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return Matrix4f::Zero();
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}
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Vec3f Matrix4f::Transform(const Vec3f &v, const float w) const
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{
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Vec3f vout = Vec3f((*this)[matIdx(0, 0)] * v.x + (*this)[matIdx(0, 1)] * v.y +
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(*this)[matIdx(0, 2)] * v.z + (*this)[matIdx(0, 3)] * w,
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(*this)[matIdx(1, 0)] * v.x + (*this)[matIdx(1, 1)] * v.y +
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(*this)[matIdx(1, 2)] * v.z + (*this)[matIdx(1, 3)] * w,
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(*this)[matIdx(2, 0)] * v.x + (*this)[matIdx(2, 1)] * v.y +
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(*this)[matIdx(2, 2)] * v.z + (*this)[matIdx(2, 3)] * w);
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float wout = (*this)[matIdx(3, 0)] * v.x + (*this)[matIdx(3, 1)] * v.y +
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(*this)[matIdx(3, 2)] * v.z + (*this)[matIdx(3, 3)] * w;
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return vout * (1.0f / wout);
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}
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const Vec3f Matrix4f::GetPosition() const
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{
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return Vec3f(f[12], f[13], f[14]);
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}
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const Vec3f Matrix4f::GetForward() const
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{
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return Vec3f(f[8], f[9], f[10]);
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}
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const Vec3f Matrix4f::GetRight() const
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{
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return Vec3f(f[0], f[1], f[2]);
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}
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const Vec3f Matrix4f::GetUp() const
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{
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return Vec3f(f[4], f[5], f[6]);
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}
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Matrix4f Matrix4f::Translation(const Vec3f &t)
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{
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Matrix4f trans = Matrix4f::Identity();
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trans[12] = t.x;
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trans[13] = t.y;
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trans[14] = t.z;
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return trans;
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}
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Matrix4f Matrix4f::RotationX(const float r)
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{
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float m[16] = {
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, cosf(r), -sinf(r), 0.0f,
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0.0f, sinf(r), cosf(r), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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};
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return Matrix4f(m);
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}
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Matrix4f Matrix4f::RotationY(const float r)
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{
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float m[16] = {
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cosf(r), 0.0f, sinf(r), 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-sinf(r), 0.0f, cosf(r), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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};
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return Matrix4f(m);
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}
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Matrix4f Matrix4f::RotationZ(const float r)
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{
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float m[16] = {
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cosf(r), -sinf(r), 0.0f, 0.0f, sinf(r), cosf(r), 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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};
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return Matrix4f(m);
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}
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Matrix4f Matrix4f::RotationZYX(const Vec3f &rot)
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{
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Quatf Qx = Quatf::AxisAngle(Vec3f(1.0f, 0.0f, 0.0f), rot.x);
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Quatf Qy = Quatf::AxisAngle(Vec3f(0.0f, 1.0f, 0.0f), rot.y);
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Quatf Qz = Quatf::AxisAngle(Vec3f(0.0f, 0.0f, 1.0f), rot.z);
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Quatf R = Qx * Qy * Qz;
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return R.GetMatrix();
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}
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Matrix4f Matrix4f::RotationXYZ(const Vec3f &rot)
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{
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Quatf Qx = Quatf::AxisAngle(Vec3f(1.0f, 0.0f, 0.0f), rot.x);
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Quatf Qy = Quatf::AxisAngle(Vec3f(0.0f, 1.0f, 0.0f), rot.y);
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Quatf Qz = Quatf::AxisAngle(Vec3f(0.0f, 0.0f, 1.0f), rot.z);
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Quatf R = Qz * Qy * Qx;
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return R.GetMatrix();
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}
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Matrix4f Matrix4f::Orthographic(const float Near, const float Far)
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{
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float L = -10.0f;
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float R = 10.0f;
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float T = 10.0f;
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float B = -10.0f;
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float N = -fabsf(Far - Near) * 0.5f;
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float F = fabsf(Far - Near) * 0.5f;
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if(Far < Near)
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{
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float tmp = F;
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F = N;
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N = tmp;
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}
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float ortho[16] = {
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2.0f / (R - L), 0.0f, 0.0f, (L + R) / (L - R),
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0.0f, 2.0f / (T - B), 0.0f, (T + B) / (B - T),
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0.0f, 0.0f, 1.0f / (F - N), (F + N) / (N - F),
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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return Matrix4f(ortho);
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}
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Matrix4f Matrix4f::Perspective(const float degfov, const float N, const float F, const float A)
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{
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const float radfov = degfov * (3.1415926535f / 180.0f);
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float S = 1 / tanf(radfov * 0.5f);
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float persp[16] = {
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S / A, 0.0f, 0.0f, 0.0f, 0.0f,
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S, 0.0f, 0.0f, 0.0f, 0.0f,
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F / (F - N), 1.0f, 0.0f, 0.0f, -(F * N) / (F - N),
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0.0f,
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};
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return Matrix4f(persp);
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}
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Matrix4f Matrix4f::ReversePerspective(const float degfov, const float N, const float A)
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{
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const float radfov = degfov * (3.1415926535f / 180.0f);
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float S = 1 / tanf(radfov * 0.5f);
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float persp[16] = {
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S / A, 0.0f, 0.0f, 0.0f, 0.0f, S, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, N, 0.0f,
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};
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return Matrix4f(persp);
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}
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Matrix3f Matrix3f::Transpose() const
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{
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Matrix3f m;
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for(size_t x = 0; x < 3; x++)
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for(size_t y = 0; y < 3; y++)
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m[matIdx(x, y)] = (*this)[matIdx(y, x)];
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return m;
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}
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float Matrix3f::Determinant() const
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{
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return f[0] * (f[4] * f[8] - f[5] * f[7]) - f[1] * (f[3] * f[8] - f[5] * f[6]) +
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f[2] * (f[3] * f[7] - f[4] * f[6]);
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}
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Matrix3f Matrix3f::Inverse() const
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{
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float det = Determinant();
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Matrix3f m = {};
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if(fabsf(det) > FLT_EPSILON)
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{
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m[0] = Matrix2f(f[matIdx(1, 1)], f[matIdx(2, 1)], f[matIdx(1, 2)], f[matIdx(2, 2)]).Determinant();
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m[1] = Matrix2f(f[matIdx(1, 0)], f[matIdx(2, 0)], f[matIdx(1, 2)], f[matIdx(2, 2)]).Determinant();
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m[2] = Matrix2f(f[matIdx(1, 0)], f[matIdx(2, 0)], f[matIdx(1, 1)], f[matIdx(2, 1)]).Determinant();
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m[3] = Matrix2f(f[matIdx(0, 1)], f[matIdx(2, 1)], f[matIdx(0, 2)], f[matIdx(2, 2)]).Determinant();
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m[4] = Matrix2f(f[matIdx(0, 0)], f[matIdx(2, 0)], f[matIdx(0, 2)], f[matIdx(2, 2)]).Determinant();
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m[5] = Matrix2f(f[matIdx(0, 0)], f[matIdx(2, 0)], f[matIdx(0, 1)], f[matIdx(2, 1)]).Determinant();
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m[6] = Matrix2f(f[matIdx(0, 1)], f[matIdx(1, 1)], f[matIdx(0, 2)], f[matIdx(1, 2)]).Determinant();
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m[7] = Matrix2f(f[matIdx(0, 0)], f[matIdx(1, 0)], f[matIdx(0, 2)], f[matIdx(1, 2)]).Determinant();
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m[8] = Matrix2f(f[matIdx(0, 0)], f[matIdx(1, 0)], f[matIdx(0, 1)], f[matIdx(1, 1)]).Determinant();
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float invdet = 1.0f / Determinant();
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for(size_t i = 0; i < 9; i++)
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{
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m[i] *= invdet;
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if(i & 1)
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m[i] *= -1.0f;
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}
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}
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return m;
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}
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Matrix2f Matrix2f::Transpose() const
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{
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Matrix2f m = *this;
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m[1] = f[2];
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m[2] = f[1];
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return m;
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}
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float Matrix2f::Determinant() const
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{
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return f[0] * f[3] - f[1] * f[2];
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}
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Matrix2f Matrix2f::Inverse() const
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{
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float det = Determinant();
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Matrix2f m = {};
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if(fabsf(det) > FLT_EPSILON)
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{
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float invdet = 1.0f / Determinant();
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m[0] = invdet * f[3];
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m[1] = invdet * -f[1];
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m[2] = invdet * -f[2];
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m[3] = invdet * f[0];
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}
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return m;
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}
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