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528
modules/dep/g3dlite/source/Matrix4.cpp
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528
modules/dep/g3dlite/source/Matrix4.cpp
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/**
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@file Matrix4.cpp
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2003-10-02
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@edited 2010-01-29
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*/
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#include "G3D/platform.h"
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#include "G3D/Matrix4.h"
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#include "G3D/Matrix3.h"
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#include "G3D/Vector4.h"
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#include "G3D/Vector3.h"
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#include "G3D/BinaryInput.h"
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#include "G3D/BinaryOutput.h"
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#include "G3D/CoordinateFrame.h"
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#include "G3D/Rect2D.h"
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#include "G3D/Any.h"
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#include "G3D/stringutils.h"
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namespace G3D {
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Matrix4::Matrix4(const Any& any) {
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any.verifyName("Matrix4");
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any.verifyType(Any::ARRAY);
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const std::string& name = toLower(any.name());
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if (name == "matrix4") {
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any.verifySize(16);
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for (int r = 0; r < 4; ++r) {
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for (int c = 0; c < 4; ++c) {
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elt[r][c] = any[r * 4 + c];
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}
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}
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} else if (name == "matrix4::scale") {
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if (any.size() == 1) {
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*this = scale(any[0].number());
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} else if (any.size() == 3) {
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*this = scale(any[0], any[1], any[2]);
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} else {
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any.verify(false, "Matrix4::scale() takes either 1 or 3 arguments");
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}
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} else if (name == "matrix4::translation") {
|
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if (any.size() == 3) {
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*this = translation(any[0], any[1], any[2]);
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} else {
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any.verify(false, "Matrix4::translation() takes either 1 or 3 arguments");
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} } else {
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any.verify(false, "Expected Matrix4 constructor");
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}
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}
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Matrix4::operator Any() const {
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Any any(Any::ARRAY, "Matrix4");
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any.resize(16);
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for (int r = 0; r < 4; ++r) {
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for (int c = 0; c < 4; ++c) {
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any[r * 4 + c] = elt[r][c];
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}
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}
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return any;
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}
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const Matrix4& Matrix4::identity() {
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static Matrix4 m(
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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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return m;
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}
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const Matrix4& Matrix4::zero() {
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static Matrix4 m(
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0);
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return m;
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}
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Matrix4::Matrix4(const class CoordinateFrame& cframe) {
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for (int r = 0; r < 3; ++r) {
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for (int c = 0; c < 3; ++c) {
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elt[r][c] = cframe.rotation[r][c];
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}
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elt[r][3] = cframe.translation[r];
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}
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elt[3][0] = 0.0f;
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elt[3][1] = 0.0f;
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elt[3][2] = 0.0f;
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elt[3][3] = 1.0f;
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}
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Matrix4::Matrix4(const Matrix3& upper3x3, const Vector3& lastCol) {
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for (int r = 0; r < 3; ++r) {
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for (int c = 0; c < 3; ++c) {
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elt[r][c] = upper3x3[r][c];
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}
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elt[r][3] = lastCol[r];
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}
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elt[3][0] = 0.0f;
|
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elt[3][1] = 0.0f;
|
||||
elt[3][2] = 0.0f;
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||||
elt[3][3] = 1.0f;
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}
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Matrix3 Matrix4::upper3x3() const {
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return Matrix3(elt[0][0], elt[0][1], elt[0][2],
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elt[1][0], elt[1][1], elt[1][2],
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elt[2][0], elt[2][1], elt[2][2]);
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}
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Matrix4 Matrix4::orthogonalProjection(
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const class Rect2D& rect,
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float nearval,
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float farval,
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float upDirection) {
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return Matrix4::orthogonalProjection(rect.x0(), rect.x1(), rect.y1(), rect.y0(), nearval, farval, upDirection);
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}
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Matrix4 Matrix4::orthogonalProjection(
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float left,
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float right,
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float bottom,
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float top,
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float nearval,
|
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float farval,
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float upDirection) {
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// Adapted from Mesa. Note that Microsoft (http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glfunc03_8qnj.asp)
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// and Linux (http://www.xfree86.org/current/glOrtho.3.html) have different matrices shown in their documentation.
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float x, y, z;
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float tx, ty, tz;
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|
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x = 2.0f / (right-left);
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y = 2.0f / (top-bottom);
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z = -2.0f / (farval-nearval);
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tx = -(right+left) / (right-left);
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ty = -(top+bottom) / (top-bottom);
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tz = -(farval+nearval) / (farval-nearval);
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y *= upDirection;
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ty *= upDirection;
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return
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Matrix4( x , 0.0f, 0.0f, tx,
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0.0f, y , 0.0f, ty,
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0.0f, 0.0f, z , tz,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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Matrix4 Matrix4::perspectiveProjection(
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float left,
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float right,
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float bottom,
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float top,
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float nearval,
|
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float farval,
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||||
float upDirection) {
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||||
|
||||
float x, y, a, b, c, d;
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||||
x = (2.0f*nearval) / (right-left);
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y = (2.0f*nearval) / (top-bottom);
|
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a = (right+left) / (right-left);
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||||
b = (top+bottom) / (top-bottom);
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||||
if (farval >= finf()) {
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// Infinite view frustum
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c = -1.0f;
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d = -2.0f * nearval;
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} else {
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||||
c = -(farval+nearval) / (farval-nearval);
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||||
d = -(2.0f*farval*nearval) / (farval-nearval);
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||||
}
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debugAssertM(abs(upDirection) == 1.0f, "upDirection must be -1 or +1");
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y *= upDirection;
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b *= upDirection;
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||||
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||||
return Matrix4(
|
||||
x, 0, a, 0,
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0, y, b, 0,
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0, 0, c, d,
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0, 0, -1, 0);
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||||
}
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||||
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void Matrix4::getPerspectiveProjectionParameters(
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float& left,
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float& right,
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float& bottom,
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float& top,
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float& nearval,
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float& farval,
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float upDirection) const {
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||||
|
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debugAssertM(abs(upDirection) == 1.0f, "upDirection must be -1 or +1");
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||||
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float x = elt[0][0];
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float y = elt[1][1] * upDirection;
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float a = elt[0][2];
|
||||
float b = elt[1][2] * upDirection;
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||||
float c = elt[2][2];
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float d = elt[2][3];
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// Verify that this really is a projection matrix
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debugAssertM(elt[3][2] == -1, "Not a projection matrix");
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debugAssertM(elt[0][1] == 0, "Not a projection matrix");
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debugAssertM(elt[0][3] == 0, "Not a projection matrix");
|
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debugAssertM(elt[1][3] == 0, "Not a projection matrix");
|
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debugAssertM(elt[3][3] == 0, "Not a projection matrix");
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debugAssertM(elt[1][0] == 0, "Not a projection matrix");
|
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debugAssertM(elt[2][0] == 0, "Not a projection matrix");
|
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debugAssertM(elt[2][1] == 0, "Not a projection matrix");
|
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debugAssertM(elt[3][0] == 0, "Not a projection matrix");
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debugAssertM(elt[3][1] == 0, "Not a projection matrix");
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|
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if (c == -1) {
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farval = finf();
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nearval = -d / 2.0f;
|
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} else {
|
||||
nearval = d * ((c - 1.0f) / (c + 1.0f) - 1.0f) / (-2.0f * (c - 1.0f) / (c + 1.0f));
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farval = nearval * ((c - 1.0f) / (c + 1.0f));
|
||||
}
|
||||
|
||||
|
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left = (a - 1.0f) * nearval / x;
|
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right = 2.0f * nearval / x + left;
|
||||
|
||||
bottom = (b - 1.0f) * nearval / y;
|
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top = 2.0f * nearval / y + bottom;
|
||||
}
|
||||
|
||||
|
||||
Matrix4::Matrix4(
|
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float r1c1, float r1c2, float r1c3, float r1c4,
|
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float r2c1, float r2c2, float r2c3, float r2c4,
|
||||
float r3c1, float r3c2, float r3c3, float r3c4,
|
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float r4c1, float r4c2, float r4c3, float r4c4) {
|
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elt[0][0] = r1c1; elt[0][1] = r1c2; elt[0][2] = r1c3; elt[0][3] = r1c4;
|
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elt[1][0] = r2c1; elt[1][1] = r2c2; elt[1][2] = r2c3; elt[1][3] = r2c4;
|
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elt[2][0] = r3c1; elt[2][1] = r3c2; elt[2][2] = r3c3; elt[2][3] = r3c4;
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elt[3][0] = r4c1; elt[3][1] = r4c2; elt[3][2] = r4c3; elt[3][3] = r4c4;
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}
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|
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/**
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init should be <B>row major</B>.
|
||||
*/
|
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Matrix4::Matrix4(const float* init) {
|
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for (int r = 0; r < 4; ++r) {
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for (int c = 0; c < 4; ++c) {
|
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elt[r][c] = init[r * 4 + c];
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}
|
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}
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}
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|
||||
|
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Matrix4::Matrix4(const double* init) {
|
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for (int r = 0; r < 4; ++r) {
|
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for (int c = 0; c < 4; ++c) {
|
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elt[r][c] = (float)init[r * 4 + c];
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}
|
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}
|
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}
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|
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Matrix4::Matrix4() {
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for (int r = 0; r < 4; ++r) {
|
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for (int c = 0; c < 4; ++c) {
|
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elt[r][c] = 0;
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||||
}
|
||||
}
|
||||
}
|
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|
||||
|
||||
void Matrix4::setRow(int r, const Vector4& v) {
|
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for (int c = 0; c < 4; ++c) {
|
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elt[r][c] = v[c];
|
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}
|
||||
}
|
||||
|
||||
|
||||
void Matrix4::setColumn(int c, const Vector4& v) {
|
||||
for (int r = 0; r < 4; ++r) {
|
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elt[r][c] = v[r];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const Vector4& Matrix4::row(int r) const {
|
||||
return reinterpret_cast<const Vector4*>(elt[r])[0];
|
||||
}
|
||||
|
||||
|
||||
Vector4 Matrix4::column(int c) const {
|
||||
Vector4 v;
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
v[r] = elt[r][c];
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
|
||||
Matrix4 Matrix4::operator*(const Matrix4& other) const {
|
||||
Matrix4 result;
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
result.elt[r][c] += elt[r][i] * other.elt[i][c];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
Matrix4 Matrix4::operator*(const float s) const {
|
||||
Matrix4 result;
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
result.elt[r][c] = elt[r][c] * s;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
Vector3 Matrix4::homoMul(const class Vector3& v, float w) const {
|
||||
Vector4 r = (*this) * Vector4(v, w);
|
||||
return r.xyz() * (1.0f / r.w);
|
||||
}
|
||||
|
||||
|
||||
Vector4 Matrix4::operator*(const Vector4& vector) const {
|
||||
Vector4 result(0,0,0,0);
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
result[r] += elt[r][c] * vector[c];
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
Matrix4 Matrix4::transpose() const {
|
||||
Matrix4 result;
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
result.elt[c][r] = elt[r][c];
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
bool Matrix4::operator!=(const Matrix4& other) const {
|
||||
return ! (*this == other);
|
||||
}
|
||||
|
||||
|
||||
bool Matrix4::operator==(const Matrix4& other) const {
|
||||
|
||||
// If the bit patterns are identical, they must be
|
||||
// the same matrix. If not, they *might* still have
|
||||
// equal elements due to floating point weirdness.
|
||||
if (memcmp(this, &other, sizeof(Matrix4)) == 0) {
|
||||
return true;
|
||||
}
|
||||
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
if (elt[r][c] != other.elt[r][c]) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
float Matrix4::determinant() const {
|
||||
// Determinant is the dot product of the first row and the first row
|
||||
// of cofactors (i.e. the first col of the adjoint matrix)
|
||||
return cofactor().row(0).dot(row(0));
|
||||
}
|
||||
|
||||
|
||||
Matrix4 Matrix4::adjoint() const {
|
||||
return cofactor().transpose();
|
||||
}
|
||||
|
||||
|
||||
Matrix4 Matrix4::inverse() const {
|
||||
// Inverse = adjoint / determinant
|
||||
|
||||
Matrix4 A = adjoint();
|
||||
|
||||
// Determinant is the dot product of the first row and the first row
|
||||
// of cofactors (i.e. the first col of the adjoint matrix)
|
||||
float det = A.column(0).dot(row(0));
|
||||
|
||||
return A * (1.0f / det);
|
||||
}
|
||||
|
||||
|
||||
Matrix4 Matrix4::cofactor() const {
|
||||
Matrix4 out;
|
||||
|
||||
// We'll use i to incrementally compute -1 ^ (r+c)
|
||||
int i = 1;
|
||||
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
// Compute the determinant of the 3x3 submatrix
|
||||
float det = subDeterminant(r, c);
|
||||
out.elt[r][c] = i * det;
|
||||
i = -i;
|
||||
}
|
||||
i = -i;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
||||
float Matrix4::subDeterminant(int excludeRow, int excludeCol) const {
|
||||
// Compute non-excluded row and column indices
|
||||
int row[3];
|
||||
int col[3];
|
||||
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
row[i] = i;
|
||||
col[i] = i;
|
||||
|
||||
if (i >= excludeRow) {
|
||||
++row[i];
|
||||
}
|
||||
if (i >= excludeCol) {
|
||||
++col[i];
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the first row of cofactors
|
||||
float cofactor00 =
|
||||
elt[row[1]][col[1]] * elt[row[2]][col[2]] -
|
||||
elt[row[1]][col[2]] * elt[row[2]][col[1]];
|
||||
|
||||
float cofactor10 =
|
||||
elt[row[1]][col[2]] * elt[row[2]][col[0]] -
|
||||
elt[row[1]][col[0]] * elt[row[2]][col[2]];
|
||||
|
||||
float cofactor20 =
|
||||
elt[row[1]][col[0]] * elt[row[2]][col[1]] -
|
||||
elt[row[1]][col[1]] * elt[row[2]][col[0]];
|
||||
|
||||
// Product of the first row and the cofactors along the first row
|
||||
return
|
||||
elt[row[0]][col[0]] * cofactor00 +
|
||||
elt[row[0]][col[1]] * cofactor10 +
|
||||
elt[row[0]][col[2]] * cofactor20;
|
||||
}
|
||||
|
||||
|
||||
CoordinateFrame Matrix4::approxCoordinateFrame() const {
|
||||
CoordinateFrame cframe;
|
||||
|
||||
for (int r = 0; r < 3; ++r) {
|
||||
for (int c = 0; c < 3; ++c) {
|
||||
cframe.rotation[r][c] = elt[r][c];
|
||||
}
|
||||
cframe.translation[r] = elt[r][3];
|
||||
}
|
||||
|
||||
// Ensure that the rotation matrix is orthonormal
|
||||
cframe.rotation.orthonormalize();
|
||||
|
||||
return cframe;
|
||||
}
|
||||
|
||||
|
||||
void Matrix4::serialize(class BinaryOutput& b) const {
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
b.writeFloat32(elt[r][c]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Matrix4::deserialize(class BinaryInput& b) {
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
elt[r][c] = b.readFloat32();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::string Matrix4::toString() const {
|
||||
return G3D::format("[%g, %g, %g, %g; %g, %g, %g, %g; %g, %g, %g, %g; %g, %g, %g, %g]",
|
||||
elt[0][0], elt[0][1], elt[0][2], elt[0][3],
|
||||
elt[1][0], elt[1][1], elt[1][2], elt[1][3],
|
||||
elt[2][0], elt[2][1], elt[2][2], elt[2][3],
|
||||
elt[3][0], elt[3][1], elt[3][2], elt[3][3]);
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
|
||||
Reference in New Issue
Block a user