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451 lines (398 loc) · 15.1 KB
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#include "maths_funcs.h"
#include <stdio.h>
#include <math.h>
// const used to convert degrees into radians
#define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
/*-----------------------------------CONSTRUCTORS-------------------------------------*/
vec2::vec2 () {}
vec2::vec2 (const float& x, const float& y) {
v[0] = x;
v[1] = y;
}
vec3::vec3 () {}
vec3::vec3 (const float& x, const float& y, const float& z) {
v[0] = x;
v[1] = y;
v[2] = z;
}
vec3::vec3 (const vec2& vv, const float& z) {
v[0] = vv.v[0];
v[1] = vv.v[1];
v[2] = z;
}
vec3::vec3 (const vec4& vv) {
v[0] = vv.v[0];
v[1] = vv.v[1];
v[2] = vv.v[2];
}
vec4::vec4 () {}
vec4::vec4 (const float& x, const float& y, const float& z, const float& w) {
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
}
vec4::vec4 (const vec2& vv, const float& z, const float& w) {
v[0] = vv.v[0];
v[1] = vv.v[1];
v[2] = z;
v[3] = w;
}
vec4::vec4 (const vec3& vv, const float& w) {
v[0] = vv.v[0];
v[1] = vv.v[1];
v[2] = vv.v[2];
v[3] = w;
}
mat3::mat3 () {}
// note: entered in rows, but stored in columns
mat3::mat3 (const float& a, const float& b, const float& c,
const float& d, const float& e, const float& f,
const float& g, const float& h, const float& i) {
m[0] = a;
m[1] = d;
m[2] = g;
m[3] = b;
m[4] = e;
m[5] = h;
m[6] = c;
m[7] = f;
m[8] = i;
}
mat4::mat4 () {}
// note: entered in rows, but stored in columns
mat4::mat4 (const float& a, const float& b, const float& c, const float& d,
const float& e, const float& f, const float& g, const float& h,
const float& i, const float& j, const float& k, const float& l,
const float& mm, const float& n, const float& o, const float& p) {
m[0] = a;
m[1] = e;
m[2] = i;
m[3] = mm;
m[4] = b;
m[5] = f;
m[6] = j;
m[7] = n;
m[8] = c;
m[9] = g;
m[10] = k;
m[11] = o;
m[12] = d;
m[13] = h;
m[14] = l;
m[15] = p;
}
/*----------------------------------PRINT FUNCTIONS-----------------------------------*/
void print (const vec2& v) {
printf ("[%.2f, %.2f]\n", v.v[0], v.v[1]);
}
void print (const vec3& v) {
printf ("[%.2f, %.2f, %.2f]\n", v.v[0], v.v[1], v.v[2]);
}
void print (const vec4& v) {
printf ("[%.2f, %.2f, %.2f, %.2f]\n", v.v[0], v.v[1], v.v[2], v.v[3]);
}
void print (const mat3& m) {
printf("\n");
printf ("[%.2f][%.2f][%.2f]\n", m.m[0], m.m[3], m.m[6]);
printf ("[%.2f][%.2f][%.2f]\n", m.m[1], m.m[4], m.m[7]);
printf ("[%.2f][%.2f][%.2f]\n", m.m[2], m.m[5], m.m[8]);
}
void print (const mat4& m) {
printf("\n");
printf ("[%.2f][%.2f][%.2f][%.2f]\n", m.m[0], m.m[4], m.m[8], m.m[12]);
printf ("[%.2f][%.2f][%.2f][%.2f]\n", m.m[1], m.m[5], m.m[9], m.m[13]);
printf ("[%.2f][%.2f][%.2f][%.2f]\n", m.m[2], m.m[6], m.m[10], m.m[14]);
printf ("[%.2f][%.2f][%.2f][%.2f]\n", m.m[3], m.m[7], m.m[11], m.m[15]);
}
/*---------------------------------VECTOR FUNCTIONS-----------------------------------*/
float length (const vec3& v) {
return sqrt (v.v[0] * v.v[0] + v.v[1] * v.v[1] + v.v[2] * v.v[2]);
}
float length2 (const vec3& v) {
return v.v[0] * v.v[0] + v.v[1] * v.v[1] + v.v[2] * v.v[2];
}
vec3 normalise (const vec3& v) {
vec3 vb;
float l = length (v);
vb.v[0] = v.v[0] / l;
vb.v[1] = v.v[1] / l;
vb.v[2] = v.v[2] / l;
return vb;
}
vec3 vec3::operator+ (const vec3& rhs) {
vec3 vc;
vc.v[0] = v[0] + rhs.v[0];
vc.v[1] = v[1] + rhs.v[1];
vc.v[2] = v[2] + rhs.v[2];
return vc;
}
vec3 vec3::operator- (const vec3& rhs) {
vec3 vc;
vc.v[0] = v[0] - rhs.v[0];
vc.v[1] = v[1] - rhs.v[1];
vc.v[2] = v[2] - rhs.v[2];
return vc;
}
float dot (const vec3& a, const vec3& b) {
return a.v[0] * b.v[0] + a.v[1] * b.v[1] + a.v[2] * b.v[2];
}
vec3 cross (const vec3& a, const vec3& b) {
float x = a.v[1] * b.v[2] - a.v[2] * b.v[1];
float y = a.v[2] * b.v[0] - a.v[0] * b.v[2];
float z = a.v[0] * b.v[1] - a.v[1] * b.v[0];
return vec3 (x, y, z);
}
/*---------------------------------MATRIX FUNCTIONS-----------------------------------*/
mat3 zero_mat3 () {
return mat3 (
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f
);
}
mat3 identity_mat3 () {
return mat3 (
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
);
}
mat4 zero_mat4 () {
return mat4 (
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f
);
}
mat4 identity_mat4 () {
return mat4 (
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
}
/* mat4 array layout
0 4 8 12
1 5 9 13
2 6 10 14
3 7 11 15
*/
vec4 mat4::operator* (const vec4& rhs) {
float x = m[0] * rhs.v[0] + m[4] * rhs.v[1] + m[8] * rhs.v[2] + m[12] * rhs.v[3]; // 0x + 4y + 8z + 12w
float y = m[1] * rhs.v[0] + m[5] * rhs.v[1] + m[9] * rhs.v[2] + m[13] * rhs.v[3]; // 1x + 5y + 9z + 13w
float z = m[2] * rhs.v[0] + m[6] * rhs.v[1] + m[10] * rhs.v[2] + m[14] * rhs.v[3]; // 2x + 6y + 10z + 14w
float w = m[3] * rhs.v[0] + m[7] * rhs.v[1] + m[11] * rhs.v[2] + m[15] * rhs.v[3]; // 3x + 7y + 11z + 15w
return vec4 (x, y, z, w);
}
/*
mat4 mat4::operator* (const mat4& rhs) {
mat4 r = zero_mat4 ();
int r_index = 0;
for (int col = 0; col < 4; col++) {
for (int row = 0; row < 4; row++) {
float sum = 0.0f;
for (int i = 0; i < 4; i++) {
sum += m[i + col * 4] * rhs.m[row + i * 4];
}
r.m[r_index] = sum;
r_index++;
}
}
return r;
}*/
mat4 mat4::operator* (const mat4& rhs) {
mat4 r = zero_mat4 ();
int r_index = 0;
for (int col = 0; col < 4; col++) {
for (int row = 0; row < 4; row++) {
float sum = 0.0f;
for (int i = 0; i < 4; i++) {
sum += rhs.m[i + col * 4] * m[row + i * 4];
}
r.m[r_index] = sum;
r_index++;
}
}
return r;
}
mat4& mat4::operator= (const mat4& rhs) {
for (int i = 0; i < 16; i++) {
m[i] = rhs.m[i];
}
return *this;
}
// returns a scalar value with the determinant for a 4x4 matrix
// see http://www.euclideanspace.com/maths/algebra/matrix/functions/determinant/fourD/index.htm
float determinant (const mat4& mm) {
return mm.m[12] * mm.m[9] * mm.m[6] * mm.m[3] -
mm.m[8] * mm.m[13] * mm.m[6] * mm.m[3] -
mm.m[12] * mm.m[5] * mm.m[10] * mm.m[3] +
mm.m[4] * mm.m[13] * mm.m[10] * mm.m[3] +
mm.m[8] * mm.m[5] * mm.m[14] * mm.m[3] -
mm.m[4] * mm.m[9] * mm.m[14] * mm.m[3] -
mm.m[12] * mm.m[9] * mm.m[2] * mm.m[7] +
mm.m[8] * mm.m[13] * mm.m[2] * mm.m[7] +
mm.m[12] * mm.m[1] * mm.m[10] * mm.m[7] -
mm.m[0] * mm.m[13] * mm.m[10] * mm.m[7] -
mm.m[8] * mm.m[1] * mm.m[14] * mm.m[7] +
mm.m[0] * mm.m[9] * mm.m[14] * mm.m[7] +
mm.m[12] * mm.m[5] * mm.m[2] * mm.m[11] -
mm.m[4] * mm.m[13] * mm.m[2] * mm.m[11] -
mm.m[12] * mm.m[1] * mm.m[6] * mm.m[11] +
mm.m[0] * mm.m[13] * mm.m[6] * mm.m[11] +
mm.m[4] * mm.m[1] * mm.m[14] * mm.m[11] -
mm.m[0] * mm.m[5] * mm.m[14] * mm.m[11] -
mm.m[8] * mm.m[5] * mm.m[2] * mm.m[15] +
mm.m[4] * mm.m[9] * mm.m[2] * mm.m[15] +
mm.m[8] * mm.m[1] * mm.m[6] * mm.m[15] -
mm.m[0] * mm.m[9] * mm.m[6] * mm.m[15] -
mm.m[4] * mm.m[1] * mm.m[10] * mm.m[15] +
mm.m[0] * mm.m[5] * mm.m[10] * mm.m[15];
}
// returns a 16-element array that is the inverse of a 16-element array (4x4 matrix)
// see http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
mat4 inverse (const mat4& mm) {
float det = determinant (mm);
// there is no inverse if determinant is zero (not likely unless scale is broken)
if (0.0f == det) {
printf ("WARNING. matrix has no determinant. can not invert");
return mm;
}
float inv_det = 1.0f / det;
return mat4 (
inv_det * (mm.m[9] * mm.m[14] * mm.m[7] - mm.m[13] * mm.m[10] * mm.m[7] + mm.m[13] * mm.m[6] * mm.m[11] - mm.m[5] * mm.m[14] * mm.m[11] - mm.m[9] * mm.m[6] * mm.m[15] + mm.m[5] * mm.m[10] * mm.m[15]),
inv_det * (mm.m[12] * mm.m[10] * mm.m[7] - mm.m[8] * mm.m[14] * mm.m[7] - mm.m[12] * mm.m[6] * mm.m[11] + mm.m[4] * mm.m[14] * mm.m[11] + mm.m[8] * mm.m[6] * mm.m[15] - mm.m[4] * mm.m[10] * mm.m[15]),
inv_det * (mm.m[8] * mm.m[13] * mm.m[7] - mm.m[12] * mm.m[9] * mm.m[7] + mm.m[12] * mm.m[5] * mm.m[11] - mm.m[4] * mm.m[13] * mm.m[11] - mm.m[8] * mm.m[5] * mm.m[15] + mm.m[4] * mm.m[9] * mm.m[15]),
inv_det * (mm.m[12] * mm.m[9] * mm.m[6] - mm.m[8] * mm.m[13] * mm.m[6] - mm.m[12] * mm.m[5] * mm.m[10] + mm.m[4] * mm.m[13] * mm.m[10] + mm.m[8] * mm.m[5] * mm.m[14] - mm.m[4] * mm.m[9] * mm.m[14]),
inv_det * (mm.m[13] * mm.m[10] * mm.m[3] - mm.m[9] * mm.m[14] * mm.m[3] - mm.m[13] * mm.m[2] * mm.m[11] + mm.m[1] * mm.m[14] * mm.m[11] + mm.m[9] * mm.m[2] * mm.m[15] - mm.m[1] * mm.m[10] * mm.m[15]),
inv_det * (mm.m[8] * mm.m[14] * mm.m[3] - mm.m[12] * mm.m[10] * mm.m[3] + mm.m[12] * mm.m[2] * mm.m[11] - mm.m[0] * mm.m[14] * mm.m[11] - mm.m[8] * mm.m[2] * mm.m[15] + mm.m[0] * mm.m[10] * mm.m[15]),
inv_det * (mm.m[12] * mm.m[9] * mm.m[3] - mm.m[8] * mm.m[13] * mm.m[3] - mm.m[12] * mm.m[1] * mm.m[11] + mm.m[0] * mm.m[13] * mm.m[11] + mm.m[8] * mm.m[1] * mm.m[15] - mm.m[0] * mm.m[9] * mm.m[15]),
inv_det * (mm.m[8] * mm.m[13] * mm.m[2] - mm.m[12] * mm.m[9] * mm.m[2] + mm.m[12] * mm.m[1] * mm.m[10] - mm.m[0] * mm.m[13] * mm.m[10] - mm.m[8] * mm.m[1] * mm.m[14] + mm.m[0] * mm.m[9] * mm.m[14]),
inv_det * (mm.m[5] * mm.m[14] * mm.m[3] - mm.m[13] * mm.m[6] * mm.m[3] + mm.m[13] * mm.m[2] * mm.m[7] - mm.m[1] * mm.m[14] * mm.m[7] - mm.m[5] * mm.m[2] * mm.m[15] + mm.m[1] * mm.m[6] * mm.m[15]),
inv_det * (mm.m[12] * mm.m[6] * mm.m[3] - mm.m[4] * mm.m[14] * mm.m[3] - mm.m[12] * mm.m[2] * mm.m[7] + mm.m[0] * mm.m[14] * mm.m[7] + mm.m[4] * mm.m[2] * mm.m[15] - mm.m[0] * mm.m[6] * mm.m[15]),
inv_det * (mm.m[4] * mm.m[13] * mm.m[3] - mm.m[12] * mm.m[5] * mm.m[3] + mm.m[12] * mm.m[1] * mm.m[7] - mm.m[0] * mm.m[13] * mm.m[7] - mm.m[4] * mm.m[1] * mm.m[15] + mm.m[0] * mm.m[5] * mm.m[15]),
inv_det * (mm.m[12] * mm.m[5] * mm.m[2] - mm.m[4] * mm.m[13] * mm.m[2] - mm.m[12] * mm.m[1] * mm.m[6] + mm.m[0] * mm.m[13] * mm.m[6] + mm.m[4] * mm.m[1] * mm.m[14] - mm.m[0] * mm.m[5] * mm.m[14]),
inv_det * (mm.m[9] * mm.m[6] * mm.m[3] - mm.m[5] * mm.m[10] * mm.m[3] - mm.m[9] * mm.m[2] * mm.m[7] + mm.m[1] * mm.m[10] * mm.m[7] + mm.m[5] * mm.m[2] * mm.m[11] - mm.m[1] * mm.m[6] * mm.m[11]),
inv_det * (mm.m[4] * mm.m[10] * mm.m[3] - mm.m[8] * mm.m[6] * mm.m[3] + mm.m[8] * mm.m[2] * mm.m[7] - mm.m[0] * mm.m[10] * mm.m[7] - mm.m[4] * mm.m[2] * mm.m[11] + mm.m[0] * mm.m[6] * mm.m[11]),
inv_det * (mm.m[8] * mm.m[5] * mm.m[3] - mm.m[4] * mm.m[9] * mm.m[3] - mm.m[8] * mm.m[1] * mm.m[7] + mm.m[0] * mm.m[9] * mm.m[7] + mm.m[4] * mm.m[1] * mm.m[11] - mm.m[0] * mm.m[5] * mm.m[11]),
inv_det * (mm.m[4] * mm.m[9] * mm.m[2] - mm.m[8] * mm.m[5] * mm.m[2] + mm.m[8] * mm.m[1] * mm.m[6] - mm.m[0] * mm.m[9] * mm.m[6] - mm.m[4] * mm.m[1] * mm.m[10] + mm.m[0] * mm.m[5] * mm.m[10])
);
}
// returns a 16-element array flipped on the main diagonal
mat4 transpose (const mat4& mm) {
return mat4 (
mm.m[0], mm.m[1], mm.m[2], mm.m[3],
mm.m[4], mm.m[5], mm.m[6], mm.m[7],
mm.m[8], mm.m[9], mm.m[10], mm.m[11],
mm.m[12], mm.m[13], mm.m[14], mm.m[15]
);
}
/*--------------------------------AFFINE MATRIX FUNCTIONS-----------------------------*/
// translate a 4d matrix with xyz array
mat4 translate (const mat4& m, const vec3& v) {
mat4 m_t = identity_mat4 ();
m_t.m[12] = v.v[0];
m_t.m[13] = v.v[1];
m_t.m[14] = v.v[2];
return m_t * m;
}
// rotate around x axis by an angle in degrees
mat4 rotate_x_deg (const mat4& m, const float& deg) {
// convert to radians
float rad = deg * ONE_DEG_IN_RAD;
mat4 m_r = identity_mat4 ();
m_r.m[5] = cos (rad);
m_r.m[9] = -sin (rad);
m_r.m[6] = sin (rad);
m_r.m[10] = cos (rad);
return m_r * m;
}
// rotate around y axis by an angle in degrees
mat4 rotate_y_deg (const mat4& m, const float& deg) {
// convert to radians
float rad = deg * ONE_DEG_IN_RAD;
mat4 m_r = identity_mat4 ();
m_r.m[0] = cos (rad);
m_r.m[8] = sin (rad);
m_r.m[2] = -sin (rad);
m_r.m[10] = cos (rad);
return m_r * m;
}
// rotate around z axis by an angle in degrees
mat4 rotate_z_deg (const mat4& m, const float& deg) {
// convert to radians
float rad = deg * ONE_DEG_IN_RAD;
mat4 m_r = identity_mat4 ();
m_r.m[0] = cos (rad);
m_r.m[4] = -sin (rad);
m_r.m[1] = sin (rad);
m_r.m[5] = cos (rad);
return m_r * m;
}
// scale a matrix by [x, y, z]
mat4 scale (const mat4& m, const vec3& v) {
mat4 a = identity_mat4 ();
a.m[0] = v.v[0];
a.m[5] = v.v[1];
a.m[10] = v.v[2];
return a * m;
}
/*------------------------------3D SCENE MATRIX FUNCTIONS-----------------------------*/
// returns a view matrix using the opengl lookAt style. COLUMN ORDER.
mat4 look_at (const vec3& cam_pos, vec3 targ_pos, const vec3& up) {
// inverse translation
mat4 p = identity_mat4 ();
p = translate (p, vec3 (-cam_pos.v[0], -cam_pos.v[1], -cam_pos.v[2]));
// distance vector
vec3 d = targ_pos - cam_pos;
// forward vector
vec3 f = normalise (d);
// right vector
vec3 r = normalise (cross (f, up));
// real up vector
vec3 u = normalise (cross (r, f));
mat4 ori = identity_mat4 ();
ori.m[0] = r.v[0];
ori.m[4] = r.v[1];
ori.m[8] = r.v[2];
ori.m[1] = u.v[0];
ori.m[5] = u.v[1];
ori.m[9] = u.v[2];
ori.m[2] = -f.v[0];
ori.m[6] = -f.v[1];
ori.m[10] = -f.v[2];
return ori * p;//p * ori;
}
/*
0 1 2 3
4 5 6 7
8 9 10 11
12 13 14 15
a b c d
e f g h
i j k l
m n o p
0 4 8 12
1 5 9 13
2 6 10 14
3 7 11 15
*/
// returns a perspective function mimicing the opengl projection style. COLUMN ORDER
mat4 perspective (const float& fovy, const float& aspect, const float& near, const float& far) {
float fov_rad = fovy * ONE_DEG_IN_RAD;
float range = tan (fov_rad / 2.0f) * near;
float sx = (2.0f * near) / (range * aspect + range * aspect);
float sy = near / range;
float sz = -(far + near) / (far - near);
float pz = -(2.0f * far * near) / (far - near);
mat4 m = zero_mat4 (); // make sure bottom-right corner is zero
m.m[0] = sx;
m.m[5] = sy;
m.m[10] = sz;
m.m[14] = pz;
m.m[11] = -1.0f;
return m;
}