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-rw-r--r--source/Matrix4f.h222
1 files changed, 111 insertions, 111 deletions
diff --git a/source/Matrix4f.h b/source/Matrix4f.h
index 131208099..ab925da03 100644
--- a/source/Matrix4f.h
+++ b/source/Matrix4f.h
@@ -1,111 +1,111 @@
-#pragma once
-
-#define _USE_MATH_DEFINES
-#include <math.h>
-#include "Vector3f.h"
-
-class Matrix4f
-{
-public:
- enum
- {
- TX=3,
- TY=7,
- TZ=11,
- D0=0, D1=5, D2=10, D3=15,
- SX=D0, SY=D1, SZ=D2,
- W=D3
- };
- Matrix4f() { Identity(); }
- float& operator [] ( int a_N ) { return cell[a_N]; }
- void Identity()
- {
- cell[1] = cell[2] = cell[TX] = cell[4] = cell[6] = cell[TY] =
- cell[8] = cell[9] = cell[TZ] = cell[12] = cell[13] = cell[14] = 0;
- cell[D0] = cell[D1] = cell[D2] = cell[W] = 1;
- }
- void Init( Vector3f a_Pos, float a_RX, float a_RY, float a_RZ )
- {
- Matrix4f t;
- t.RotateX( a_RZ );
- RotateY( a_RY );
- Concatenate( t );
- t.RotateZ( a_RX );
- Concatenate( t );
- Translate( a_Pos );
- }
- void RotateX( float a_RX )
- {
- float sx = (float)sin( a_RX * M_PI / 180 );
- float cx = (float)cos( a_RX * M_PI / 180 );
- Identity();
- cell[5] = cx, cell[6] = sx, cell[9] = -sx, cell[10] = cx;
- }
- void RotateY( float a_RY )
- {
- float sy = (float)sin( a_RY * M_PI / 180 );
- float cy = (float)cos( a_RY * M_PI / 180 );
- Identity ();
- cell[0] = cy, cell[2] = -sy, cell[8] = sy, cell[10] = cy;
- }
- void RotateZ( float a_RZ )
- {
- float sz = (float)sin( a_RZ * M_PI / 180 );
- float cz = (float)cos( a_RZ * M_PI / 180 );
- Identity ();
- cell[0] = cz, cell[1] = sz, cell[4] = -sz, cell[5] = cz;
- }
- void Translate( Vector3f a_Pos ) { cell[TX] += a_Pos.x; cell[TY] += a_Pos.y; cell[TZ] += a_Pos.z; }
- void SetTranslation( Vector3f a_Pos ) { cell[TX] = a_Pos.x; cell[TY] = a_Pos.y; cell[TZ] = a_Pos.z; }
- void Concatenate( const Matrix4f& m2 )
- {
- Matrix4f res;
- int c;
- for ( c = 0; c < 4; c++ ) for ( int r = 0; r < 4; r++ )
- res.cell[r * 4 + c] = cell[r * 4] * m2.cell[c] +
- cell[r * 4 + 1] * m2.cell[c + 4] +
- cell[r * 4 + 2] * m2.cell[c + 8] +
- cell[r * 4 + 3] * m2.cell[c + 12];
- for ( c = 0; c < 16; c++ ) cell[c] = res.cell[c];
- }
- Vector3f Transform( const Vector3f& v ) const
- {
- float x = cell[0] * v.x + cell[1] * v.y + cell[2] * v.z + cell[3];
- float y = cell[4] * v.x + cell[5] * v.y + cell[6] * v.z + cell[7];
- float z = cell[8] * v.x + cell[9] * v.y + cell[10] * v.z + cell[11];
- return Vector3f( x, y, z );
- }
- void Invert()
- {
- Matrix4f t;
- int h, i;
- float tx = -cell[3], ty = -cell[7], tz = -cell[11];
- for ( h = 0; h < 3; h++ ) for ( int v = 0; v < 3; v++ ) t.cell[h + v * 4] = cell[v + h * 4];
- for ( i = 0; i < 11; i++ ) cell[i] = t.cell[i];
- cell[3] = tx * cell[0] + ty * cell[1] + tz * cell[2];
- cell[7] = tx * cell[4] + ty * cell[5] + tz * cell[6];
- cell[11] = tx * cell[8] + ty * cell[9] + tz * cell[10];
- }
- Vector3f GetXColumn() { return Vector3f( cell[0], cell[1], cell[2] ); }
- Vector3f GetYColumn() { return Vector3f( cell[4], cell[5], cell[6] ); }
- Vector3f GetZColumn() { return Vector3f( cell[8], cell[9], cell[10] ); }
- void SetXColumn( const Vector3f & a_X )
- {
- cell[0] = a_X.x;
- cell[1] = a_X.y;
- cell[2] = a_X.z;
- }
- void SetYColumn( const Vector3f & a_Y )
- {
- cell[4] = a_Y.x;
- cell[5] = a_Y.y;
- cell[6] = a_Y.z;
- }
- void SetZColumn( const Vector3f & a_Z )
- {
- cell[8] = a_Z.x;
- cell[9] = a_Z.y;
- cell[10] = a_Z.z;
- }
- float cell[16];
-};
+#pragma once
+
+#define _USE_MATH_DEFINES
+#include <math.h>
+#include "Vector3f.h"
+
+class Matrix4f
+{
+public:
+ enum
+ {
+ TX=3,
+ TY=7,
+ TZ=11,
+ D0=0, D1=5, D2=10, D3=15,
+ SX=D0, SY=D1, SZ=D2,
+ W=D3
+ };
+ Matrix4f() { Identity(); }
+ float& operator [] ( int a_N ) { return cell[a_N]; }
+ void Identity()
+ {
+ cell[1] = cell[2] = cell[TX] = cell[4] = cell[6] = cell[TY] =
+ cell[8] = cell[9] = cell[TZ] = cell[12] = cell[13] = cell[14] = 0;
+ cell[D0] = cell[D1] = cell[D2] = cell[W] = 1;
+ }
+ void Init( Vector3f a_Pos, float a_RX, float a_RY, float a_RZ )
+ {
+ Matrix4f t;
+ t.RotateX( a_RZ );
+ RotateY( a_RY );
+ Concatenate( t );
+ t.RotateZ( a_RX );
+ Concatenate( t );
+ Translate( a_Pos );
+ }
+ void RotateX( float a_RX )
+ {
+ float sx = (float)sin( a_RX * M_PI / 180 );
+ float cx = (float)cos( a_RX * M_PI / 180 );
+ Identity();
+ cell[5] = cx, cell[6] = sx, cell[9] = -sx, cell[10] = cx;
+ }
+ void RotateY( float a_RY )
+ {
+ float sy = (float)sin( a_RY * M_PI / 180 );
+ float cy = (float)cos( a_RY * M_PI / 180 );
+ Identity ();
+ cell[0] = cy, cell[2] = -sy, cell[8] = sy, cell[10] = cy;
+ }
+ void RotateZ( float a_RZ )
+ {
+ float sz = (float)sin( a_RZ * M_PI / 180 );
+ float cz = (float)cos( a_RZ * M_PI / 180 );
+ Identity ();
+ cell[0] = cz, cell[1] = sz, cell[4] = -sz, cell[5] = cz;
+ }
+ void Translate( Vector3f a_Pos ) { cell[TX] += a_Pos.x; cell[TY] += a_Pos.y; cell[TZ] += a_Pos.z; }
+ void SetTranslation( Vector3f a_Pos ) { cell[TX] = a_Pos.x; cell[TY] = a_Pos.y; cell[TZ] = a_Pos.z; }
+ void Concatenate( const Matrix4f& m2 )
+ {
+ Matrix4f res;
+ int c;
+ for ( c = 0; c < 4; c++ ) for ( int r = 0; r < 4; r++ )
+ res.cell[r * 4 + c] = cell[r * 4] * m2.cell[c] +
+ cell[r * 4 + 1] * m2.cell[c + 4] +
+ cell[r * 4 + 2] * m2.cell[c + 8] +
+ cell[r * 4 + 3] * m2.cell[c + 12];
+ for ( c = 0; c < 16; c++ ) cell[c] = res.cell[c];
+ }
+ Vector3f Transform( const Vector3f& v ) const
+ {
+ float x = cell[0] * v.x + cell[1] * v.y + cell[2] * v.z + cell[3];
+ float y = cell[4] * v.x + cell[5] * v.y + cell[6] * v.z + cell[7];
+ float z = cell[8] * v.x + cell[9] * v.y + cell[10] * v.z + cell[11];
+ return Vector3f( x, y, z );
+ }
+ void Invert()
+ {
+ Matrix4f t;
+ int h, i;
+ float tx = -cell[3], ty = -cell[7], tz = -cell[11];
+ for ( h = 0; h < 3; h++ ) for ( int v = 0; v < 3; v++ ) t.cell[h + v * 4] = cell[v + h * 4];
+ for ( i = 0; i < 11; i++ ) cell[i] = t.cell[i];
+ cell[3] = tx * cell[0] + ty * cell[1] + tz * cell[2];
+ cell[7] = tx * cell[4] + ty * cell[5] + tz * cell[6];
+ cell[11] = tx * cell[8] + ty * cell[9] + tz * cell[10];
+ }
+ Vector3f GetXColumn() { return Vector3f( cell[0], cell[1], cell[2] ); }
+ Vector3f GetYColumn() { return Vector3f( cell[4], cell[5], cell[6] ); }
+ Vector3f GetZColumn() { return Vector3f( cell[8], cell[9], cell[10] ); }
+ void SetXColumn( const Vector3f & a_X )
+ {
+ cell[0] = a_X.x;
+ cell[1] = a_X.y;
+ cell[2] = a_X.z;
+ }
+ void SetYColumn( const Vector3f & a_Y )
+ {
+ cell[4] = a_Y.x;
+ cell[5] = a_Y.y;
+ cell[6] = a_Y.z;
+ }
+ void SetZColumn( const Vector3f & a_Z )
+ {
+ cell[8] = a_Z.x;
+ cell[9] = a_Z.y;
+ cell[10] = a_Z.z;
+ }
+ float cell[16];
+};