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- //
- // 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;
- }
- };
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