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Matrix.cpp
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Matrix.cpp
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#include "precompiled.h"
mat4::mat4()
{
Identity();
}
mat4::~mat4()
{
}
void mat4::Identity()
{
mat[0][0] = 1; mat[0][1] = 0; mat[0][2] = 0; mat[0][3] = 0;
mat[1][0] = 0; mat[1][1] = 1; mat[1][2] = 0; mat[1][3] = 0;
mat[2][0] = 0; mat[2][1] = 0; mat[2][2] = 1; mat[2][3] = 0;
mat[3][0] = 0; mat[3][1] = 0; mat[3][2] = 0; mat[3][3] = 1;
}
void mat4::Set(mat4& m)
{
mat[0][0] = m.mat[0][0];
mat[0][1] = m.mat[0][1];
mat[0][2] = m.mat[0][2];
mat[0][3] = m.mat[0][3];
mat[1][0] = m.mat[1][0];
mat[1][1] = m.mat[1][1];
mat[1][2] = m.mat[1][2];
mat[1][3] = m.mat[1][3];
mat[2][0] = m.mat[2][0];
mat[2][1] = m.mat[2][1];
mat[2][2] = m.mat[2][2];
mat[2][3] = m.mat[2][3];
mat[3][0] = m.mat[3][0];
mat[3][1] = m.mat[3][1];
mat[3][2] = m.mat[3][2];
mat[3][3] = m.mat[3][3];
}
#define M(e,x,y) (e.mat[x][y])
void mat4::MultiplySelf(mat4& m)
{
this->mat[0][0] = this->mat[0][0] * m.mat[0][0] + this->mat[1][0] * m.mat[0][1] + this->mat[2][0] * m.mat[0][2];
this->mat[1][0] = this->mat[0][0] * m.mat[1][0] + this->mat[1][0] * m.mat[1][1] + this->mat[2][0] * m.mat[1][2];
this->mat[2][0] = this->mat[0][0] * m.mat[2][0] + this->mat[1][0] * m.mat[2][1] + this->mat[2][0] * m.mat[2][2];
this->mat[3][0] = this->mat[0][0] * m.mat[3][0] + this->mat[1][0] * m.mat[3][1] + this->mat[2][0] * m.mat[3][2] + mat[3][0];
this->mat[0][1] = this->mat[0][1] * m.mat[0][0] + this->mat[1][1] * m.mat[0][1] + this->mat[2][1] * m.mat[0][2];
this->mat[1][1] = this->mat[0][1] * m.mat[1][0] + this->mat[1][1] * m.mat[1][1] + this->mat[2][1] * m.mat[1][2];
this->mat[2][1] = this->mat[0][1] * m.mat[2][0] + this->mat[1][1] * m.mat[2][1] + this->mat[2][1] * m.mat[2][2];
this->mat[3][1] = this->mat[0][1] * m.mat[3][0] + this->mat[1][1] * m.mat[3][1] + this->mat[2][1] * m.mat[3][2] + mat[3][1];
this->mat[0][2] = this->mat[0][2] * m.mat[0][0] + this->mat[1][2] * m.mat[0][1] + this->mat[2][2] * m.mat[0][2];
this->mat[1][2] = this->mat[0][2] * m.mat[1][0] + this->mat[1][2] * m.mat[1][1] + this->mat[2][2] * m.mat[1][2];
this->mat[2][2] = this->mat[0][2] * m.mat[2][0] + this->mat[1][2] * m.mat[2][1] + this->mat[2][2] * m.mat[2][2];
this->mat[3][2] = this->mat[0][2] * m.mat[3][0] + this->mat[1][2] * m.mat[3][1] + this->mat[2][2] * m.mat[3][2] + mat[3][2];
}
vec3 mat4::TransformPoint(vec3 in)
{
vec3 out;
out.x = mat[0][0] * in.x + mat[1][0] * in.y + mat[2][0] * in.z + mat[3][0];
out.y = mat[0][1] * in.x + mat[1][1] * in.y + mat[2][1] * in.z + mat[3][1];
out.z = mat[0][2] * in.x + mat[1][2] * in.y + mat[2][2] * in.z + mat[3][2];
return out;
}
void mat4::Rotate(float theta, float x, float y, float z)
{
}