// // Created by janco on 6/21/16. // #include "Matrix.h" Matrix::Matrix(int size = 4) { data = new float[size][size]; } Matrix Matrix::identity() { Matrix m = new Matrix(4); m.data[0,0] = 1; m.data[1,1] = 1; m.data[2,2] = 1; m.data[3,3] = 1; return m; } Matrix Matrix::rotation(float angle, Vector3 axis) { Matrix m = Matrix.identity(); float c = (float) Math.Cos((double) angle); float s = (float) Math.Sin((double) angle); m.data[0, 0] = (float) Math.Pow(axis.x, 2) * (1 - c) + c; m.data[0, 1] = axis.x * axis.y * (1 - c) - axis.z * s; m.data[0, 2] = axis.x * axis.z * (1 - c) - axis.y * s; m.data[1, 0] = axis.x * axis.y * (1 - c) + axis.z * s; m.data[1, 1] = (float)Math.Pow(axis.y, 2) * (1 - c) + c; m.data[1, 2] = axis.y * axis.z * (1 - c) + axis.x * s; m.data[2, 0] = axis.x * axis.z * (1 - c) + axis.y * s; m.data[2, 1] = axis.y * axis.z * (1 - c) - axis.x * s; m.data[2, 2] = (float)Math.Pow(axis.z, 2) * (1 - c) + c; return m; } Matrix Matrix::translate(Vector3 offset) { Matrix m = Matrix.identity(); for(int i = 0; i < 3; i++) { m.data[i, 3] = offset.data[i]; } return m; } Vec3f Matrix::operator * (Matrix mat, Vec3f vec) { Vec3f v = Vec3f(0,0,0); for(int i = 0; i < 4; i++) { v.data[i] = 0; for(int p = 0; p < 4; p++) { v.data[i] += mat.data[i, p] * vec.data[p]; } } return v; } Matrix Matrix::operator * (Matrix mat1, Matrix mat2) { Matrix m = Matrix.identity(); for (int i = 0; i < 4; i++) { for (int p = 0; p < 4; p++) { m.data[i, p] = 0; for (int q = 0; q < 4; q++) { m.data[i, p] += mat1.data[i, q] * mat2.data[q, p]; } } } return m; } };