TINYGL: Implemented first draft of new matrix and vector classes.

This commit is contained in:
Stefano Musumeci 2014-05-28 17:46:33 +01:00
parent 16ba2a7aee
commit f7343ec6ab
2 changed files with 367 additions and 41 deletions

View file

@ -267,4 +267,217 @@ V4 gl_V4_New(float x, float y, float z, float w) {
return a;
}
Vector3::Vector3() {
// Empty constructor, no overhead
}
Vector3::Vector3(const Vector3 &other) {
memcpy(_v,other._v,sizeof(_v));
}
Vector3::Vector3(float x, float y, float z) {
_v[0] = x;
_v[1] = y;
_v[2] = z;
}
void Vector3::normalize() {
float n;
n = sqrt(_v[0] * _v[0] + _v[1] * _v[1] + _v[2] * _v[2]);
if (n != 0) {
_v[0] /= n;
_v[1] /= n;
_v[2] /= n;
}
}
Vector4::Vector4() {
// Empty constructor, no overhead
}
Vector4::Vector4(float x, float y, float z, float w) {
_v[0] = x;
_v[1] = y;
_v[2] = z;
_v[3] = w;
}
Matrix4::Matrix4() {
// Empty constructor, no overhead
}
Matrix4::Matrix4(const Matrix4 &other) {
memcpy(_m,other._m,sizeof(_m));
}
TinyGL::Matrix4 Matrix4::identity() {
Matrix4 a;
a.fill(0);
a.set(0,0,1.0f);
a.set(1,1,1.0f);
a.set(2,2,1.0f);
a.set(3,3,1.0f);
return a;
}
TinyGL::Matrix4 Matrix4::transpose() const {
Matrix4 a;
a.set(0,0, this->get(0,0));
a.set(0,1, this->get(1,0));
a.set(0,2, this->get(2,0));
a.set(0,3, this->get(3,0));
a.set(1,0, this->get(0,1));
a.set(1,1, this->get(1,1));
a.set(1,2, this->get(2,1));
a.set(1,3, this->get(3,1));
a.set(2,0, this->get(0,2));
a.set(2,1, this->get(1,2));
a.set(2,2, this->get(2,2));
a.set(2,3, this->get(3,2));
a.set(3,0, this->get(0,3));
a.set(3,1, this->get(1,3));
a.set(3,2, this->get(2,3));
a.set(3,3, this->get(3,3));
return a;
}
TinyGL::Matrix4 Matrix4::inverseOrtho() const {
Matrix4 a;
int i, j;
float s;
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++)
a.set(i,j, this->get(j,i));
a.set(3,0, 0.0f);
a.set(3,1, 0.0f);
a.set(3,2, 0.0f);
a.set(3,3, 1.0f);
for (i = 0; i < 3; i++) {
s = 0;
for (j = 0; j < 3; j++)
s -= this->get(j,i) * this->get(j,3);
a.set(i,3,s);
}
}
return a;
}
TinyGL::Matrix4 Matrix4::inverse() const {
Matrix4 source(*this);
int k;
float max, tmp, t;
// identitée dans r
Matrix4 result = identity();
for (int j = 0; j < 4; j++) {
max = source.get(j,j);
k = j;
for (int i = j + 1; i < 4; i++) {
if (fabs(source.get(i,j)) > fabs(max)) {
k = i;
max = source.get(i,j);
}
}
// non intersible matrix
if (max == 0)
return result;
if (k != j) {
for (int i = 0; i < 4; i++) {
tmp = source.get(j,i);
source.set(j,i, source.get(k,i));
source.set(k,i, tmp);
tmp = result.get(j,i);
result.set(j,i, source.get(k,i));
result.set(k,i,tmp);
}
}
max = 1 / max;
for (int i = 0; i < 4; i++) {
source.set(j,i, max * source.get(j,i));
result.set(j,i, max * result.get(j,i));
}
for (int l = 0; l < 4; l++) {
if (l != j) {
t = source.get(l,j);
for (int i = 0; i < 4; i++) {
source.set(l,i, source.get(l,i) - t * source.get(j,i));
result.set(l,i, result.get(l,i) - t * result.get(j,i));
}
}
}
}
return result;
}
TinyGL::Matrix4 Matrix4::rotation(float t, int u) const {
Matrix4 a = identity();
float s, c;
int v, w;
if ((v = u + 1) > 2)
v = 0;
if ((w = v + 1) > 2)
w = 0;
s = sin(t);
c = cos(t);
a.set(v,v,c);
a.set(v,w,-s);
a.set(w,v,s);
a.set(w,w,c);
return a;
}
TinyGL::Vector3 Matrix4::transform(const Vector3 &vector) const {
return Vector3(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + get(0,3),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + get(1,3),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + get(2,3));
}
TinyGL::Vector3 Matrix4::transform3x3( const Vector3 &vector ) const
{
return Vector3(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2));
}
TinyGL::Vector4 Matrix4::transform(const Vector4 &vector) const {
return Vector4(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + vector.getW() * get(0,3),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + vector.getW() * get(1,3),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + vector.getW() * get(2,3),
vector.getX() * get(3,0) + vector.getY() * get(3,1) + vector.getZ() * get(3,2) + vector.getW() * get(3,3));
}
bool Matrix4::IsIdentity() const
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (i == j) {
if (_m[i][j] != 1.0)
return false;
} else if (_m[i][j] != 0.0)
return false;
}
}
return true;
}
} // end of namespace TinyGL