1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
/*
* Copyright (c) 2020, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Math.h>
#include <LibGfx/Matrix.h>
#include <LibGfx/Vector3.h>
#include <LibGfx/Vector4.h>
namespace Gfx {
template<typename T>
using Matrix4x4 = Matrix<4, T>;
template<typename T>
constexpr static Vector4<T> operator*(const Matrix4x4<T>& m, const Vector4<T>& v)
{
auto const& elements = m.elements();
return Vector4<T>(
v.x() * elements[0][0] + v.y() * elements[0][1] + v.z() * elements[0][2] + v.w() * elements[0][3],
v.x() * elements[1][0] + v.y() * elements[1][1] + v.z() * elements[1][2] + v.w() * elements[1][3],
v.x() * elements[2][0] + v.y() * elements[2][1] + v.z() * elements[2][2] + v.w() * elements[2][3],
v.x() * elements[3][0] + v.y() * elements[3][1] + v.z() * elements[3][2] + v.w() * elements[3][3]);
}
template<typename T>
constexpr static Vector3<T> transform_point(const Matrix4x4<T>& m, const Vector3<T>& p)
{
auto const& elements = m.elements();
return Vector3<T>(
p.x() * elements[0][0] + p.y() * elements[0][1] + p.z() * elements[0][2] + elements[0][3],
p.x() * elements[1][0] + p.y() * elements[1][1] + p.z() * elements[1][2] + elements[1][3],
p.x() * elements[2][0] + p.y() * elements[2][1] + p.z() * elements[2][2] + elements[2][3]);
}
template<typename T>
constexpr static Vector3<T> transform_direction(const Matrix4x4<T>& m, const Vector3<T>& d)
{
auto const& elements = m.elements();
return Vector3<T>(
d.x() * elements[0][0] + d.y() * elements[0][1] + d.z() * elements[0][2],
d.x() * elements[1][0] + d.y() * elements[1][1] + d.z() * elements[1][2],
d.x() * elements[2][0] + d.y() * elements[2][1] + d.z() * elements[2][2]);
}
template<typename T>
constexpr static Matrix4x4<T> translation_matrix(const Vector3<T>& p)
{
return Matrix4x4<T>(
1, 0, 0, p.x(),
0, 1, 0, p.y(),
0, 0, 1, p.z(),
0, 0, 0, 1);
}
template<typename T>
constexpr static Matrix4x4<T> scale_matrix(const Vector3<T>& s)
{
return Matrix4x4<T>(
s.x(), 0, 0, 0,
0, s.y(), 0, 0,
0, 0, s.z(), 0,
0, 0, 0, 1);
}
template<typename T>
constexpr static Matrix4x4<T> rotation_matrix(const Vector3<T>& axis, T angle)
{
T c = AK::cos(angle);
T s = AK::sin(angle);
T t = 1 - c;
T x = axis.x();
T y = axis.y();
T z = axis.z();
return Matrix4x4<T>(
t * x * x + c, t * x * y - z * s, t * x * z + y * s, 0,
t * x * y + z * s, t * y * y + c, t * y * z - x * s, 0,
t * x * z - y * s, t * y * z + x * s, t * z * z + c, 0,
0, 0, 0, 1);
}
typedef Matrix4x4<float> FloatMatrix4x4;
typedef Matrix4x4<double> DoubleMatrix4x4;
}
using Gfx::DoubleMatrix4x4;
using Gfx::FloatMatrix4x4;
using Gfx::Matrix4x4;
|