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Matrix.cpp
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Matrix.cpp
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#include "stdafx.h"
#include "Matrix.hpp"
bool Compare(const Matrix4x4& a, const Matrix4x4& b, const float error) {
//float error = 0.0f;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
const float delta = fabs( a[i][j] - b[i][j] );
if (delta > error) {
return false;
//error = delta;
}
}
}
return true;
}
Matrix4x4 Matrix4x4::Rotate(const Vector3& vec, const float angle) {
Matrix4x4 out;
Vector3 axis;
float cosine, sine;
float COS;
float l, m, n;
axis = Normalize(vec);
//axis = vec;
cosine = cosf(DegToRad(angle));
sine = sinf(DegToRad(angle));
l = axis.x();
m = axis.y();
n = axis.z();
COS = 1 - cosine;
out.value[0][0] = l * l + (1 - l * l) * cosine;
out.value[0][1] = l * m * COS + n * sine;
out.value[0][2] = l * n * COS - m * sine;
out.value[0][3] = 0.0f;
out.value[1][0] = l * m * COS - n * sine;
out.value[1][1] = m * m + (1 - m * m) * cosine;
out.value[1][2] = m * n * COS + l * sine;
out.value[1][3] = 0.0f;
out.value[2][0] = l * n * COS + m * sine;
out.value[2][1] = m * n * COS - l * sine;
out.value[2][2] = n * n + (1 - n * n) * cosine;
out.value[2][3] = 0.0f;
return(out);
}
Matrix4x4 Quaternion::getMatrix() const {
Matrix4x4 m;
float s, xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
float norm = array[0] * array[0] + array[1] * array[1] + array[2] * array[2] + array[3] * array[3];
s = (norm == 0.0f) ? 0.0f : 2.0f / norm;
xs = array[0] * s;
ys = array[1] * s;
zs = array[2] * s;
wx = array[3] * xs;
wy = array[3] * ys;
wz = array[3] * zs;
xx = array[0] * xs;
xy = array[0] * ys;
xz = array[0] * zs;
yy = array[1] * ys;
yz = array[1] * zs;
zz = array[2] * zs;
m[0][0] = 1.0f - (yy + zz);
m[1][0] = (xy + wz);
m[2][0] = (xz - wy);
m[0][1] = (xy - wz);
m[1][1] = 1.0f - (xx + zz);
m[2][1] = (yz + wx);
m[0][2] = (xz + wy);
m[1][2] = (yz - wx);
m[2][2] = 1.0f - (xx + yy);
m[3][0] = m[3][1] = m[3][2] = m[0][3] = m[1][3] = m[2][3] = 0.0f;
m[3][3] = 1.0f;
return m;
}
void Quaternion::setValue(const Vector3 &axis, float theta) {
float sqnorm = DotProduct( axis, axis);
if (sqnorm == 0.0f)
{
// axis too small.
array[0] = array[1] = array[2] = 0.0f;
array[3] = 1.0f;
}
else
{
theta *= 0.5f;
float sin_theta = sinf(DegToRad(theta));
if (sqnorm != 1.0f)
sin_theta /= sqrt(sqnorm);
array[0] = sin_theta * axis.x();
array[1] = sin_theta * axis.y();
array[2] = sin_theta * axis.z();
array[3] = cosf(DegToRad((theta)));
}
}
void Quaternion::setValue(const Matrix4x4& m) {
float tr, s;
int i, j, k;
const int nxt[3] = { 1, 2, 0 };
tr = m[0][0] + m[1][1] + m[2][2];
if (tr > 0.0f)
{
s = sqrt(tr + m[3][3]);
array[3] = float(s * 0.5);
s = float(0.5) / s;
array[0] = float((m[1][2] - m[2][1]) * s);
array[1] = float((m[2][0] - m[0][2]) * s);
array[2] = float((m[0][1] - m[1][0]) * s);
}
else
{
i = 0;
if (m[1][1] > m[0][0])
i = 1;
if (m[2][2] > m[i][i])
i = 2;
j = nxt[i];
k = nxt[j];
s = float(sqrt(m[i][j] - m[j][j] + m[k][k]) + float(1.0));
array[i] = float(s * 0.5);
s = float(0.5 / s);
array[3] = (m[j][k] - m[k][j]) * s;
array[j] = (m[i][j] + m[j][i]) * s;
array[k] = (m[i][k] + m[k][i]) * s;
}
}