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util-matrix.cpp
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195 lines (173 loc) · 5.05 KB
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#include "util-math.h"
namespace util
{
// Affine transformation implementations
float2x2 rotationMatrix2D(float radians)
{
float sinTheta = sinf(radians);
float cosTheta = cosf(radians);
return
{
cosTheta, sinTheta, 0,
-sinTheta, cosTheta, 0,
0, 0, 1,
};
}
float3x3 rotationMatrixAxisAngle3D(float3 axis, float radians)
{
float3 axisNormalized = normalize(axis);
float sinTheta = sinf(radians);
float cosTheta = cosf(radians);
// Build matrix that does cross product by axis (on the right)
float3x3 crossProductMat =
{
0, axisNormalized.z, -axisNormalized.y,
-axisNormalized.z, 0, axisNormalized.x,
axisNormalized.y, -axisNormalized.x, 0,
};
// Matrix form of Rodrigues' rotation formula
return diagonalMatrix<float, 3>(cosTheta) +
crossProductMat * sinTheta +
outerProduct(axisNormalized, axisNormalized) * (1.0f - cosTheta);
}
float3x3 rotationMatrixEuler3D(float3 euler)
{
float sinX = sinf(euler.x);
float cosX = cosf(euler.x);
float sinY = sinf(euler.y);
float cosY = cosf(euler.y);
float sinZ = sinf(euler.z);
float cosZ = cosf(euler.z);
float3x3 matX =
{
1, 0, 0,
0, cosX, sinX,
0, -sinX, cosX,
};
float3x3 matY =
{
cosY, 0, -sinY,
0, 1, 0,
sinY, 0, cosY,
};
float3x3 matZ =
{
cosZ, sinZ, 0,
-sinZ, cosZ, 0,
0, 0, 1,
};
return matX * matY * matZ;
}
float2x2 lookatMatrix2D(float2 look)
{
float2 lookNormalized = normalize(look);
return matrixFromRows(lookNormalized, orthogonalVector(lookNormalized));
}
float3x3 lookatXMatrix3D(float3 look)
{
float3 lookNormalized = normalize(look);
float3 left = orthogonalVector(lookNormalized);
float3 up = cross(lookNormalized, left);
return matrixFromRows(lookNormalized, left, up);
}
float3x3 lookatXMatrix3D(float3 look, float3 up)
{
float3 lookNormalized = normalize(look);
float3 left = normalize(cross(up, lookNormalized));
float3 trueUp = cross(lookNormalized, left);
return matrixFromRows(lookNormalized, left, trueUp);
}
float3x3 lookatZMatrix3D(float3 look)
{
float3 lookNormalized = normalize(look);
float3 left = orthogonalVector(lookNormalized);
float3 up = cross(lookNormalized, left);
return matrixFromRows(-left, up, -lookNormalized);
}
float3x3 lookatZMatrix3D(float3 look, float3 up)
{
float3 lookNormalized = normalize(look);
float3 left = normalize(cross(up, lookNormalized));
float3 trueUp = cross(lookNormalized, left);
return matrixFromRows(-left, trueUp, -lookNormalized);
}
// Projection matrix implementations
float4x4 orthoProjD3DStyle(float left, float right, float bottom, float top, float zNear, float zFar)
{
float xScale = 1.0f / (right - left);
float yScale = 1.0f / (top - bottom);
float zScale = 1.0f / (zFar - zNear);
return
{
2.0f * xScale, 0, 0, 0,
0, 2.0f * yScale, 0, 0,
0, 0, -zScale, 0,
-(left + right) * xScale, -(bottom + top) * yScale, -zNear * zScale, 1,
};
}
float4x4 orthoProjOGLStyle(float left, float right, float bottom, float top, float zNear, float zFar)
{
float xScale = 1.0f / (right - left);
float yScale = 1.0f / (top - bottom);
float zScale = 1.0f / (zFar - zNear);
return
{
2.0f * xScale, 0, 0, 0,
0, 2.0f * yScale, 0, 0,
0, 0, -2.0f * zScale, 0,
-(left + right) * xScale, -(bottom + top) * yScale, -(zNear + zFar) * zScale, 1,
};
}
float4x4 perspProjD3DStyle(float left, float right, float bottom, float top, float zNear, float zFar)
{
float xScale = 1.0f / (right - left);
float yScale = 1.0f / (top - bottom);
float zScale = 1.0f / (zFar - zNear);
return
{
2.0f * zNear * xScale, 0, 0, 0,
0, 2.0f * zNear * yScale, 0, 0,
(left + right) * xScale, (bottom + top) * yScale, -zFar * zScale, -1,
0, 0, -zNear * zFar * zScale, 0,
};
}
float4x4 perspProjOGLStyle(float left, float right, float bottom, float top, float zNear, float zFar)
{
float xScale = 1.0f / (right - left);
float yScale = 1.0f / (top - bottom);
float zScale = 1.0f / (zFar - zNear);
return
{
2.0f * zNear * xScale, 0, 0, 0,
0, 2.0f * zNear * yScale, 0, 0,
(left + right) * xScale, (bottom + top) * yScale, -(zNear + zFar) * zScale, -1,
0, 0, -2.0f * zNear * zFar * zScale, 0,
};
}
float4x4 perspProjD3DStyle(float verticalFOV, float aspect, float zNear, float zFar)
{
float yScale = 1.0f / tanf(0.5f * verticalFOV);
float xScale = yScale / aspect;
float zScale = 1.0f / (zFar - zNear);
return
{
xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, -zFar * zScale, -1,
0, 0, -zNear * zFar * zScale, 0,
};
}
float4x4 perspProjOGLStyle(float verticalFOV, float aspect, float zNear, float zFar)
{
float yScale = 1.0f / tanf(0.5f * verticalFOV);
float xScale = yScale / aspect;
float zScale = 1.0f / (zFar - zNear);
return
{
xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, -(zNear + zFar) * zScale, -1,
0, 0, -2.0f * zNear * zFar * zScale, 0,
};
}
}