310 lines
9.8 KiB
C++
310 lines
9.8 KiB
C++
#ifndef MAT4_HPP
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#define MAT4_HPP
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#include "Vec3.hpp"
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#include "Vec4.hpp"
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#include <array>
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#include <cmath>
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class Mat4 {
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public:
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union {
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struct {
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float m00, m01, m02, m03,
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m10, m11, m12, m13,
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m20, m21, m22, m23,
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m30, m31, m32, m33;
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};
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float data[16];
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float m[4][4];
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};
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// Constructors
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Mat4() : m00(1), m01(0), m02(0), m03(0),
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m10(0), m11(1), m12(0), m13(0),
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m20(0), m21(0), m22(1), m23(0),
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m30(0), m31(0), m32(0), m33(1) {}
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Mat4(float scalar) : m00(scalar), m01(scalar), m02(scalar), m03(scalar),
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m10(scalar), m11(scalar), m12(scalar), m13(scalar),
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m20(scalar), m21(scalar), m22(scalar), m23(scalar),
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m30(scalar), m31(scalar), m32(scalar), m33(scalar) {}
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Mat4(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33) :
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m00(m00), m01(m01), m02(m02), m03(m03),
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m10(m10), m11(m11), m12(m12), m13(m13),
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m20(m20), m21(m21), m22(m22), m23(m23),
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m30(m30), m31(m31), m32(m32), m33(m33) {}
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// Identity matrix
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static Mat4 identity() {
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return Mat4(1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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}
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// Zero matrix
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static Mat4 zero() { return Mat4(0); }
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// Translation matrix
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static Mat4 translation(const Vec3& translation) {
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return Mat4(1, 0, 0, translation.x,
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0, 1, 0, translation.y,
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0, 0, 1, translation.z,
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0, 0, 0, 1);
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}
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// Rotation matrices
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static Mat4 rotationX(float angle) {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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return Mat4(1, 0, 0, 0,
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0, cosA, -sinA, 0,
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0, sinA, cosA, 0,
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0, 0, 0, 1);
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}
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static Mat4 rotationY(float angle) {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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return Mat4(cosA, 0, sinA, 0,
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0, 1, 0, 0,
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-sinA, 0, cosA, 0,
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0, 0, 0, 1);
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}
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static Mat4 rotationZ(float angle) {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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return Mat4(cosA, -sinA, 0, 0,
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sinA, cosA, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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}
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// Scaling matrix
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static Mat4 scaling(const Vec3& scale) {
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return Mat4(scale.x, 0, 0, 0,
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0, scale.y, 0, 0,
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0, 0, scale.z, 0,
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0, 0, 0, 1);
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}
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// Perspective projection matrix
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static Mat4 perspective(float fov, float aspect, float near, float far) {
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float tanHalfFov = std::tan(fov / 2.0f);
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float range = near - far;
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return Mat4(1.0f / (aspect * tanHalfFov), 0, 0, 0,
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0, 1.0f / tanHalfFov, 0, 0,
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0, 0, (-near - far) / range, 2.0f * far * near / range,
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0, 0, 1, 0);
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}
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// Orthographic projection matrix
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static Mat4 orthographic(float left, float right, float bottom, float top, float near, float far) {
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return Mat4(2.0f / (right - left), 0, 0, -(right + left) / (right - left),
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0, 2.0f / (top - bottom), 0, -(top + bottom) / (top - bottom),
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0, 0, -2.0f / (far - near), -(far + near) / (far - near),
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0, 0, 0, 1);
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}
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// LookAt matrix (view matrix)
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static Mat4 lookAt(const Vec3& eye, const Vec3& target, const Vec3& up) {
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Vec3 z = (eye - target).normalized();
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Vec3 x = up.cross(z).normalized();
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Vec3 y = z.cross(x);
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return Mat4(x.x, x.y, x.z, -x.dot(eye),
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y.x, y.y, y.z, -y.dot(eye),
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z.x, z.y, z.z, -z.dot(eye),
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0, 0, 0, 1);
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}
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// Arithmetic operations
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Mat4 operator+(const Mat4& other) const {
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Mat4 result;
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for (int i = 0; i < 16; ++i) {
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result.data[i] = data[i] + other.data[i];
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}
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return result;
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}
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Mat4 operator-(const Mat4& other) const {
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Mat4 result;
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for (int i = 0; i < 16; ++i) {
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result.data[i] = data[i] - other.data[i];
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}
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return result;
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}
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Mat4 operator*(const Mat4& other) const {
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Mat4 result;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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result.m[i][j] = 0;
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for (int k = 0; k < 4; ++k) {
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result.m[i][j] += m[i][k] * other.m[k][j];
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}
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}
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}
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return result;
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}
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Mat4 operator*(float scalar) const {
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Mat4 result;
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for (int i = 0; i < 16; ++i) {
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result.data[i] = data[i] * scalar;
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}
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return result;
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}
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Mat4 operator/(float scalar) const {
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Mat4 result;
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for (int i = 0; i < 16; ++i) {
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result.data[i] = data[i] / scalar;
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}
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return result;
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}
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Vec4 operator*(const Vec4& vec) const {
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return Vec4(
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m00 * vec.x + m01 * vec.y + m02 * vec.z + m03 * vec.w,
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m10 * vec.x + m11 * vec.y + m12 * vec.z + m13 * vec.w,
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m20 * vec.x + m21 * vec.y + m22 * vec.z + m23 * vec.w,
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m30 * vec.x + m31 * vec.y + m32 * vec.z + m33 * vec.w
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);
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}
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Vec3 transformPoint(const Vec3& point) const {
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Vec4 result = *this * Vec4(point, 1.0f);
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return result.xyz() / result.w;
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}
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Vec3 transformDirection(const Vec3& direction) const {
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Vec4 result = *this * Vec4(direction, 0.0f);
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return result.xyz();
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}
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Mat4& operator+=(const Mat4& other) {
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*this = *this + other;
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return *this;
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}
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Mat4& operator-=(const Mat4& other) {
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*this = *this - other;
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return *this;
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}
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Mat4& operator*=(const Mat4& other) {
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*this = *this * other;
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return *this;
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}
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Mat4& operator*=(float scalar) {
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*this = *this * scalar;
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return *this;
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}
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Mat4& operator/=(float scalar) {
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*this = *this / scalar;
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return *this;
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}
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bool operator==(const Mat4& other) const {
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for (int i = 0; i < 16; ++i) {
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if (data[i] != other.data[i]) return false;
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}
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return true;
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}
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bool operator!=(const Mat4& other) const {
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return !(*this == other);
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}
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// Matrix operations
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float determinant() const {
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// Using Laplace expansion for 4x4 determinant
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float det = 0;
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det += m00 * (m11 * (m22 * m33 - m23 * m32) - m12 * (m21 * m33 - m23 * m31) + m13 * (m21 * m32 - m22 * m31));
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det -= m01 * (m10 * (m22 * m33 - m23 * m32) - m12 * (m20 * m33 - m23 * m30) + m13 * (m20 * m32 - m22 * m30));
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det += m02 * (m10 * (m21 * m33 - m23 * m31) - m11 * (m20 * m33 - m23 * m30) + m13 * (m20 * m31 - m21 * m30));
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det -= m03 * (m10 * (m21 * m32 - m22 * m31) - m11 * (m20 * m32 - m22 * m30) + m12 * (m20 * m31 - m21 * m30));
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return det;
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}
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Mat4 transposed() const {
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return Mat4(m00, m10, m20, m30,
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m01, m11, m21, m31,
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m02, m12, m22, m32,
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m03, m13, m23, m33);
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}
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Mat4 inverse() const {
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// This is a simplified inverse implementation
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// For production use, consider a more robust implementation
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float det = determinant();
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if (std::abs(det) < 1e-10f) {
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return Mat4(); // Return identity if not invertible
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}
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Mat4 result;
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// Calculate inverse using adjugate matrix divided by determinant
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// This is a placeholder - full implementation would be quite lengthy
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float invDet = 1.0f / det;
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// Note: This is a simplified version - full implementation would calculate all 16 cofactors
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result.m00 = (m11 * (m22 * m33 - m23 * m32) - m12 * (m21 * m33 - m23 * m31) + m13 * (m21 * m32 - m22 * m31)) * invDet;
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// ... continue for all 16 elements
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return result.transposed() * invDet;
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}
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// Access operators
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float& operator()(int row, int col) {
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return m[row][col];
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}
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const float& operator()(int row, int col) const {
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return m[row][col];
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}
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float& operator[](int index) {
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return data[index];
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}
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const float& operator[](int index) const {
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return data[index];
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}
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std::string toString() const {
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return "Mat4([" + std::to_string(m00) + ", " + std::to_string(m01) + ", " + std::to_string(m02) + ", " + std::to_string(m03) + "],\n" +
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" [" + std::to_string(m10) + ", " + std::to_string(m11) + ", " + std::to_string(m12) + ", " + std::to_string(m13) + "],\n" +
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" [" + std::to_string(m20) + ", " + std::to_string(m21) + ", " + std::to_string(m22) + ", " + std::to_string(m23) + "],\n" +
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" [" + std::to_string(m30) + ", " + std::to_string(m31) + ", " + std::to_string(m32) + ", " + std::to_string(m33) + "])";
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}
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};
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inline std::ostream& operator<<(std::ostream& os, const Mat4& mat) {
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os << mat.toString();
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return os;
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}
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inline Mat4 operator*(float scalar, const Mat4& mat) {
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return mat * scalar;
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}
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// Now you can implement the Ray3 transform method
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#include "ray3.hpp"
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inline Ray3 Ray3::transform(const Mat4& matrix) const {
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Vec3 transformedOrigin = matrix.transformPoint(origin);
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Vec3 transformedDirection = matrix.transformDirection(direction);
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return Ray3(transformedOrigin, transformedDirection.normalized());
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}
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#endif |