Files
renderdoc/renderdoc/maths/matrix.h
T
2023-02-01 12:23:32 +00:00

131 lines
4.2 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2023 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
class Vec3f;
class Quatf;
struct AxisMapping;
#include <string.h>
class Matrix4f
{
public:
Matrix4f() {}
Matrix4f(const AxisMapping &axisMapping);
//////////////////////////////////////////////////////
// Matrix generation functions
inline static Matrix4f Zero()
{
Matrix4f m;
memset(&m, 0, sizeof(Matrix4f));
return m;
}
inline static Matrix4f Identity()
{
Matrix4f m = Zero();
m[0] = m[5] = m[10] = m[15] = 1.0f;
return m;
}
static Matrix4f Translation(const Vec3f &t);
static Matrix4f RotationX(const float r);
static Matrix4f RotationY(const float r);
static Matrix4f RotationZ(const float r);
static Matrix4f RotationXYZ(const Vec3f &rot);
static Matrix4f RotationZYX(const Vec3f &rot);
static Matrix4f Orthographic(const float nearplane, const float farplane);
static Matrix4f Perspective(const float degfov, const float nearplane, const float farplane,
const float aspect);
static Matrix4f ReversePerspective(const float degfov, const float nearplane, const float aspect);
inline float operator[](const size_t i) const { return f[i]; }
inline float &operator[](const size_t i) { return f[i]; }
Matrix4f Transpose() const;
float Determinant() const;
Matrix4f Inverse() const;
Matrix4f Mul(const Matrix4f &o) const;
Vec3f Transform(const Vec3f &v, const float w = 1.0f) const;
const float *Data() const { return &f[0]; }
void SetFrom(float data[16]) { memcpy(f, data, sizeof(Matrix4f)); }
const Vec3f GetPosition() const;
const Vec3f GetForward() const;
const Vec3f GetRight() const;
const Vec3f GetUp() const;
private:
Matrix4f(const float *d) { memcpy(f, d, sizeof(Matrix4f)); }
friend class Quatf;
inline size_t matIdx(const size_t x, const size_t y) const { return x + y * 4; }
float f[16];
};
class Matrix3f
{
public:
Matrix3f() {}
inline float operator[](const size_t i) const { return f[i]; }
inline float &operator[](const size_t i) { return f[i]; }
Matrix3f Transpose() const;
float Determinant() const;
Matrix3f Inverse() const;
const float *Data() const { return &f[0]; }
void SetFrom(float data[9]) { memcpy(f, data, sizeof(Matrix3f)); }
private:
inline size_t matIdx(const size_t x, const size_t y) const { return x + y * 3; }
float f[9];
};
class Matrix2f
{
public:
Matrix2f() {}
Matrix2f(float a, float b, float c, float d)
{
f[0] = a;
f[1] = b;
f[2] = c;
f[3] = d;
}
inline float operator[](const size_t i) const { return f[i]; }
inline float &operator[](const size_t i) { return f[i]; }
Matrix2f Transpose() const;
float Determinant() const;
Matrix2f Inverse() const;
const float *Data() const { return &f[0]; }
void SetFrom(float data[4]) { memcpy(f, data, sizeof(Matrix2f)); }
private:
inline size_t matIdx(const size_t x, const size_t y) const { return x + y * 2; }
float f[4];
};