BLT/include/blt/math/matrix.h

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/*
* Created by Brett on 28/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef BLT_TESTS_MATRIX_H
#define BLT_TESTS_MATRIX_H
#include <blt/math/vectors.h>
namespace blt {
class mat4x4 {
protected:
// 4x4 = 16
union dataType {
float single[16];
float dim[4][4];
};
dataType data{};
friend mat4x4 operator+(const mat4x4& left, const mat4x4& right);
friend mat4x4 operator-(const mat4x4& left, const mat4x4& right);
friend mat4x4 operator*(const mat4x4& left, const mat4x4& right);
friend mat4x4 operator*(float c, const mat4x4& v);
friend mat4x4 operator*(const mat4x4& v, float c);
friend mat4x4 operator/(const mat4x4& v, float c);
friend mat4x4 operator/(float c, const mat4x4& v);
public:
mat4x4() {
for (float& i : data.single)
i = 0;
// set identity matrix default
m00(1);
m11(1);
m22(1);
m33(1);
}
mat4x4(const mat4x4& mat) {
for (int i = 0; i < 16; i++) {
data.single[i] = mat.data.single[i];
}
}
explicit mat4x4(const float dat[16]) {
for (int i = 0; i < 16; i++) {
data.single[i] = dat[i];
}
}
inline mat4x4& translate(float x, float y, float z) {
/**
* 9.005 Are OpenGL matrices column-major or row-major?
* For programming purposes, OpenGL matrices are 16-value arrays with base vectors laid out contiguously in memory.
* The translation components occupy the 13th, 14th, and 15th elements of the 16-element matrix,
* where indices are numbered from 1 to 16 as described in section 2.11.2 of the OpenGL 2.1 Specification.
*/
m03(x);
m13(y);
m23(z);
return *this;
}
inline mat4x4& translate(const vec4& vec) { return translate(vec[0], vec[1], vec[2]); }
inline mat4x4& translate(const vec3& vec) { return translate(vec[0], vec[1], vec[2]); }
inline mat4x4& scale(float x, float y, float z) {
m00(m00() * x);
m11(m11() * y);
m22(m11() * z);
return *this;
}
inline mat4x4& scale(const vec4& vec) { return scale(vec[0], vec[1], vec[2]); }
inline mat4x4& scale(const vec3& vec) { return scale(vec[0], vec[1], vec[2]); }
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// angle in radians
inline mat4x4& rotateX(float angle){
mat4x4 rotationMatrix {};
rotationMatrix.m(1, 1, std::cos(angle));
rotationMatrix.m(1, 2, -std::sin(angle));
rotationMatrix.m(2, 1, std::sin(angle));
rotationMatrix.m(2, 2, std::cos(angle));
*this = *this * rotationMatrix;
return *this;
}
inline mat4x4& rotateY(float angle){
mat4x4 rotationMatrix {};
rotationMatrix.m(0, 0, std::cos(angle));
rotationMatrix.m(0, 2, std::sin(angle));
rotationMatrix.m(2, 0, -std::sin(angle));
rotationMatrix.m(2, 2, std::cos(angle));
*this = *this * rotationMatrix;
return *this;
}
inline mat4x4& rotateZ(float angle){
mat4x4 rotationMatrix {};
rotationMatrix.m(0, 0, std::cos(angle));
rotationMatrix.m(0, 1, -std::sin(angle));
rotationMatrix.m(1, 0, std::sin(angle));
rotationMatrix.m(1, 1, std::cos(angle));
*this = *this * rotationMatrix;
return *this;
}
[[nodiscard]] mat4x4 transpose() const {
mat4x4 copy{*this};
for (int i = 0; i < 4; i++){
for (int j = 0; j < 4; j++) {
copy.m(j, i, m(i, j));
}
}
return copy;
}
[[nodiscard]] inline float m(int row, int column) const { return data.single[row + column * 4]; };
[[nodiscard]] inline float m00() const { return m(0, 0); }
[[nodiscard]] inline float m10() const { return m(1, 0); }
[[nodiscard]] inline float m20() const { return m(2, 0); }
[[nodiscard]] inline float m30() const { return m(3, 0); }
[[nodiscard]] inline float m01() const { return m(0, 1); }
[[nodiscard]] inline float m11() const { return m(1, 1); }
[[nodiscard]] inline float m21() const { return m(2, 1); }
[[nodiscard]] inline float m31() const { return m(3, 1); }
[[nodiscard]] inline float m02() const { return m(0, 2); }
[[nodiscard]] inline float m12() const { return m(1, 2); }
[[nodiscard]] inline float m22() const { return m(2, 2); }
[[nodiscard]] inline float m32() const { return m(3, 2); }
[[nodiscard]] inline float m03() const { return m(0, 3); }
[[nodiscard]] inline float m13() const { return m(1, 3); }
[[nodiscard]] inline float m23() const { return m(2, 3); }
[[nodiscard]] inline float m33() const { return m(3, 3); }
inline float m(int row, int column, float value) { return data.single[row + column * 4] = value; };
inline float m00(float d) { return m(0, 0, d); }
inline float m10(float d) { return m(1, 0, d); }
inline float m20(float d) { return m(2, 0, d); }
inline float m30(float d) { return m(3, 0, d); }
inline float m01(float d) { return m(0, 1, d); }
inline float m11(float d) { return m(1, 1, d); }
inline float m21(float d) { return m(2, 1, d); }
inline float m31(float d) { return m(3, 1, d); }
inline float m02(float d) { return m(0, 2, d); }
inline float m12(float d) { return m(1, 2, d); }
inline float m22(float d) { return m(2, 2, d); }
inline float m32(float d) { return m(3, 2, d); }
inline float m03(float d) { return m(0, 3, d); }
inline float m13(float d) { return m(1, 3, d); }
inline float m23(float d) { return m(2, 3, d); }
inline float m33(float d) { return m(3, 3, d); }
[[nodiscard]] float determinant() const {
return m00() * (m11() * m22() * m33() + m12() * m23() * m31() + m13() * m21() * m32()
- m31() * m22() * m13() - m32() * m23() * m11() - m33() * m21() * m12())
- m10() * (m01() * m22() * m33() + m02() * m23() * m31() + m03() * m21() * m32()
- m31() * m32() * m03() - m32() * m23() * m01() - m33() * m21() * m02())
+ m20() * (m01() * m12() * m33() + m02() * m13() * m31() + m03() * m11() * m32()
- m31() * m12() * m03() - m32() * m13() * m01() - m33() * m11() * m02())
- m30() * (m01() * m12() * m23() + m02() * m13() * m21() + m03() * m11() * m22()
- m21() * m12() * m03() - m22() * m13() * m01() - m23() * m11() * m02());
}
inline float* ptr() { return data.single; }
};
// adds the two mat4x4 left and right
inline mat4x4 operator+(const mat4x4& left, const mat4x4& right) {
float data[16];
for (int i = 0; i < 16; i++)
data[i] = left.data.single[i] + right.data.single[i];
return mat4x4{data};
}
// subtracts the right mat4x4 from the left.
inline mat4x4 operator-(const mat4x4& left, const mat4x4& right) {
float data[16];
for (int i = 0; i < 16; i++)
data[i] = left.data.single[i] - right.data.single[i];
return mat4x4{data};
}
// since matrices are made identity by default, we need to create the result collector matrix without identity
// otherwise the diagonal will be 1 off and cause weird results (see black screen issue)
constexpr float emptyMatrix[16] = {0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0};
// multiples the left with the right
inline mat4x4 operator*(const mat4x4& left, const mat4x4& right) {
mat4x4 mat{emptyMatrix};
// TODO: check avx with this??
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
for (int k = 0; k < 4; k++) {
mat.m(i, j, mat.m(i, j) + left.m(i, k) * right.m(k, j));
}
}
}
return mat;
}
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inline vec4 operator*(const mat4x4& left, const vec4& right){
vec4 ret{0,0,0,0};
for (int m = 0; m < 4; m++) {
for (int n = 0; n < 4; n++) {
ret[m] = ret[m] + left.m(m, n) * right[n];
}
}
return ret;
}
template<typename T, unsigned long size>
inline vec4 operator*(const mat4x4& left, const vec<T, size>& right){
vec4 ret{0,0,0,0};
for (int i = 0; i < size; i++)
ret[i] = (float)right[i];
return left * ret;
}
// multiplies the const c with each element in the mat4x4 v
inline mat4x4 operator*(float c, const mat4x4& v) {
mat4x4 mat{};
for (int i = 0; i < 16; i++) {
mat.data.single[i] = c * v.data.single[i];
}
return mat;
}
// same as above but for right sided constants
inline mat4x4 operator*(const mat4x4& v, float c) {
mat4x4 mat{};
for (int i = 0; i < 16; i++) {
mat.data.single[i] = v.data.single[i] * c;
}
return mat;
}
// divides the mat4x4 by the constant c
inline mat4x4 operator/(const mat4x4& v, float c) {
mat4x4 mat{};
for (int i = 0; i < 16; i++) {
mat.data.single[i] = v.data.single[i] / c;
}
return mat;
}
// divides each element in the mat4x4 by over the constant
inline mat4x4 operator/(float c, const mat4x4& v) {
mat4x4 mat{};
for (int i = 0; i < 16; i++) {
mat.data.single[i] = c / v.data.single[i];
}
return mat;
}
// https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/building-basic-perspective-projection-matrix.html
// https://ogldev.org/www/tutorial12/tutorial12.html
// http://www.songho.ca/opengl/gl_projectionmatrix.html
static inline mat4x4 perspective(float fov, float aspect_ratio, float near, float far){
mat4x4 perspectiveMat4x4 {emptyMatrix};
float oneOverNearMFar = 1.0f / (near - far);
float halfTan = tanf(fov * 0.5f * (float)M_PI / 180.0f);
perspectiveMat4x4.m00(float(1.0 / (aspect_ratio * halfTan)));
perspectiveMat4x4.m11(float(1.0 / halfTan));
perspectiveMat4x4.m22(float(-((far + near) / (far - near))));
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perspectiveMat4x4.m32(-1);
perspectiveMat4x4.m23(float(-((2 * near * far) / (far - near))));
return perspectiveMat4x4;
}
static inline mat4x4 ortho(float left, float right, float top, float bottom, float near, float far){
mat4x4 perspectiveMat4x4 {emptyMatrix};
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perspectiveMat4x4.m00(2/(right - left));
perspectiveMat4x4.m11(2/(top-bottom));
perspectiveMat4x4.m22(2/(far-near));
perspectiveMat4x4.m33(1);
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perspectiveMat4x4.m03(-(right + left) / (right - left));
perspectiveMat4x4.m13(-(top + bottom) / (top - bottom));
perspectiveMat4x4.m23(-(far + near) / (far - near));
return perspectiveMat4x4;
}
}
#endif //BLT_TESTS_MATRIX_H