mirror of https://github.com/axmolengine/axmol.git
960 lines
22 KiB
C++
960 lines
22 KiB
C++
#include "Matrix.h"
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#include "Quaternion.h"
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#include "MathUtil.h"
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#include "ccMacros.h"
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NS_CC_MATH_BEGIN
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static const float MATRIX_IDENTITY[16] =
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{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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Matrix::Matrix()
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{
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*this = Matrix::identity();
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}
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Matrix::Matrix(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24,
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float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)
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{
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set(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44);
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}
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Matrix::Matrix(const float* m)
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{
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set(m);
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}
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Matrix::Matrix(const Matrix& copy)
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{
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memcpy(m, copy.m, MATRIX_SIZE);
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}
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Matrix::~Matrix()
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{
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}
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const Matrix& Matrix::identity()
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{
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static Matrix 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 Matrix& Matrix::zero()
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{
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static Matrix 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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void Matrix::createLookAt(const Vector3& eyePosition, const Vector3& targetPosition, const Vector3& up, Matrix* dst)
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{
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createLookAt(eyePosition.x, eyePosition.y, eyePosition.z, targetPosition.x, targetPosition.y, targetPosition.z,
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up.x, up.y, up.z, dst);
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}
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void Matrix::createLookAt(float eyePositionX, float eyePositionY, float eyePositionZ,
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float targetPositionX, float targetPositionY, float targetPositionZ,
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float upX, float upY, float upZ, Matrix* dst)
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{
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GP_ASSERT(dst);
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Vector3 eye(eyePositionX, eyePositionY, eyePositionZ);
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Vector3 target(targetPositionX, targetPositionY, targetPositionZ);
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Vector3 up(upX, upY, upZ);
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up.normalize();
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Vector3 zaxis;
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Vector3::subtract(eye, target, &zaxis);
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zaxis.normalize();
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Vector3 xaxis;
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Vector3::cross(up, zaxis, &xaxis);
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xaxis.normalize();
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Vector3 yaxis;
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Vector3::cross(zaxis, xaxis, &yaxis);
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yaxis.normalize();
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dst->m[0] = xaxis.x;
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dst->m[1] = yaxis.x;
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dst->m[2] = zaxis.x;
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dst->m[3] = 0.0f;
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dst->m[4] = xaxis.y;
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dst->m[5] = yaxis.y;
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dst->m[6] = zaxis.y;
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dst->m[7] = 0.0f;
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dst->m[8] = xaxis.z;
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dst->m[9] = yaxis.z;
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dst->m[10] = zaxis.z;
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dst->m[11] = 0.0f;
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dst->m[12] = -Vector3::dot(xaxis, eye);
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dst->m[13] = -Vector3::dot(yaxis, eye);
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dst->m[14] = -Vector3::dot(zaxis, eye);
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dst->m[15] = 1.0f;
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}
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void Matrix::createPerspective(float fieldOfView, float aspectRatio,
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float zNearPlane, float zFarPlane, Matrix* dst)
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{
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GP_ASSERT(dst);
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GP_ASSERT(zFarPlane != zNearPlane);
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float f_n = 1.0f / (zFarPlane - zNearPlane);
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float theta = MATH_DEG_TO_RAD(fieldOfView) * 0.5f;
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if (fabs(fmod(theta, MATH_PIOVER2)) < MATH_EPSILON)
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{
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CCLOGERROR("Invalid field of view value (%d) causes attempted calculation tan(%d), which is undefined.", fieldOfView, theta);
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return;
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}
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float divisor = tan(theta);
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GP_ASSERT(divisor);
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float factor = 1.0f / divisor;
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memset(dst, 0, MATRIX_SIZE);
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GP_ASSERT(aspectRatio);
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dst->m[0] = (1.0f / aspectRatio) * factor;
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dst->m[5] = factor;
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dst->m[10] = (-(zFarPlane + zNearPlane)) * f_n;
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dst->m[11] = -1.0f;
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dst->m[14] = -2.0f * zFarPlane * zNearPlane * f_n;
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}
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void Matrix::createOrthographic(float width, float height, float zNearPlane, float zFarPlane, Matrix* dst)
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{
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float halfWidth = width / 2.0f;
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float halfHeight = height / 2.0f;
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createOrthographicOffCenter(-halfWidth, halfWidth, -halfHeight, halfHeight, zNearPlane, zFarPlane, dst);
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}
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void Matrix::createOrthographicOffCenter(float left, float right, float bottom, float top,
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float zNearPlane, float zFarPlane, Matrix* dst)
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{
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GP_ASSERT(dst);
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GP_ASSERT(right != left);
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GP_ASSERT(top != bottom);
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GP_ASSERT(zFarPlane != zNearPlane);
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memset(dst, 0, MATRIX_SIZE);
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dst->m[0] = 2 / (right - left);
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dst->m[5] = 2 / (top - bottom);
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dst->m[10] = 2 / (zNearPlane - zFarPlane);
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dst->m[12] = (left + right) / (left - right);
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dst->m[13] = (top + bottom) / (bottom - top);
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dst->m[14] = (zNearPlane + zFarPlane) / (zNearPlane - zFarPlane);
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dst->m[15] = 1;
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}
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void Matrix::createBillboard(const Vector3& objectPosition, const Vector3& cameraPosition,
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const Vector3& cameraUpVector, Matrix* dst)
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{
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createBillboardHelper(objectPosition, cameraPosition, cameraUpVector, NULL, dst);
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}
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void Matrix::createBillboard(const Vector3& objectPosition, const Vector3& cameraPosition,
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const Vector3& cameraUpVector, const Vector3& cameraForwardVector,
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Matrix* dst)
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{
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createBillboardHelper(objectPosition, cameraPosition, cameraUpVector, &cameraForwardVector, dst);
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}
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void Matrix::createBillboardHelper(const Vector3& objectPosition, const Vector3& cameraPosition,
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const Vector3& cameraUpVector, const Vector3* cameraForwardVector,
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Matrix* dst)
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{
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Vector3 delta(objectPosition, cameraPosition);
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bool isSufficientDelta = delta.lengthSquared() > MATH_EPSILON;
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dst->setIdentity();
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dst->m[3] = objectPosition.x;
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dst->m[7] = objectPosition.y;
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dst->m[11] = objectPosition.z;
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// As per the contracts for the 2 variants of createBillboard, we need
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// either a safe default or a sufficient distance between object and camera.
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if (cameraForwardVector || isSufficientDelta)
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{
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Vector3 target = isSufficientDelta ? cameraPosition : (objectPosition - *cameraForwardVector);
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// A billboard is the inverse of a lookAt rotation
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Matrix lookAt;
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createLookAt(objectPosition, target, cameraUpVector, &lookAt);
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dst->m[0] = lookAt.m[0];
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dst->m[1] = lookAt.m[4];
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dst->m[2] = lookAt.m[8];
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dst->m[4] = lookAt.m[1];
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dst->m[5] = lookAt.m[5];
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dst->m[6] = lookAt.m[9];
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dst->m[8] = lookAt.m[2];
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dst->m[9] = lookAt.m[6];
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dst->m[10] = lookAt.m[10];
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}
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}
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// void Matrix::createReflection(const Plane& plane, Matrix* dst)
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// {
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// Vector3 normal(plane.getNormal());
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// float k = -2.0f * plane.getDistance();
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// dst->setIdentity();
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// dst->m[0] -= 2.0f * normal.x * normal.x;
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// dst->m[5] -= 2.0f * normal.y * normal.y;
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// dst->m[10] -= 2.0f * normal.z * normal.z;
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// dst->m[1] = dst->m[4] = -2.0f * normal.x * normal.y;
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// dst->m[2] = dst->m[8] = -2.0f * normal.x * normal.z;
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// dst->m[6] = dst->m[9] = -2.0f * normal.y * normal.z;
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// dst->m[3] = k * normal.x;
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// dst->m[7] = k * normal.y;
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// dst->m[11] = k * normal.z;
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// }
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void Matrix::createScale(const Vector3& scale, Matrix* dst)
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{
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GP_ASSERT(dst);
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memcpy(dst, MATRIX_IDENTITY, MATRIX_SIZE);
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dst->m[0] = scale.x;
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dst->m[5] = scale.y;
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dst->m[10] = scale.z;
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}
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void Matrix::createScale(float xScale, float yScale, float zScale, Matrix* dst)
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{
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GP_ASSERT(dst);
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memcpy(dst, MATRIX_IDENTITY, MATRIX_SIZE);
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dst->m[0] = xScale;
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dst->m[5] = yScale;
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dst->m[10] = zScale;
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}
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void Matrix::createRotation(const Quaternion& q, Matrix* dst)
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{
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GP_ASSERT(dst);
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float x2 = q.x + q.x;
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float y2 = q.y + q.y;
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float z2 = q.z + q.z;
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float xx2 = q.x * x2;
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float yy2 = q.y * y2;
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float zz2 = q.z * z2;
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float xy2 = q.x * y2;
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float xz2 = q.x * z2;
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float yz2 = q.y * z2;
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float wx2 = q.w * x2;
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float wy2 = q.w * y2;
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float wz2 = q.w * z2;
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dst->m[0] = 1.0f - yy2 - zz2;
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dst->m[1] = xy2 + wz2;
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dst->m[2] = xz2 - wy2;
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dst->m[3] = 0.0f;
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dst->m[4] = xy2 - wz2;
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dst->m[5] = 1.0f - xx2 - zz2;
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dst->m[6] = yz2 + wx2;
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dst->m[7] = 0.0f;
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dst->m[8] = xz2 + wy2;
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dst->m[9] = yz2 - wx2;
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dst->m[10] = 1.0f - xx2 - yy2;
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dst->m[11] = 0.0f;
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dst->m[12] = 0.0f;
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dst->m[13] = 0.0f;
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dst->m[14] = 0.0f;
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dst->m[15] = 1.0f;
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}
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void Matrix::createRotation(const Vector3& axis, float angle, Matrix* dst)
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{
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GP_ASSERT(dst);
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float x = axis.x;
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float y = axis.y;
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float z = axis.z;
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// Make sure the input axis is normalized.
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float n = x*x + y*y + z*z;
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if (n != 1.0f)
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{
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// Not normalized.
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n = sqrt(n);
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// Prevent divide too close to zero.
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if (n > 0.000001f)
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{
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n = 1.0f / n;
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x *= n;
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y *= n;
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z *= n;
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}
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}
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float c = cos(angle);
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float s = sin(angle);
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float t = 1.0f - c;
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float tx = t * x;
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float ty = t * y;
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float tz = t * z;
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float txy = tx * y;
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float txz = tx * z;
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float tyz = ty * z;
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float sx = s * x;
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float sy = s * y;
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float sz = s * z;
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dst->m[0] = c + tx*x;
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dst->m[1] = txy + sz;
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dst->m[2] = txz - sy;
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dst->m[3] = 0.0f;
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dst->m[4] = txy - sz;
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dst->m[5] = c + ty*y;
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dst->m[6] = tyz + sx;
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dst->m[7] = 0.0f;
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dst->m[8] = txz + sy;
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dst->m[9] = tyz - sx;
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dst->m[10] = c + tz*z;
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dst->m[11] = 0.0f;
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dst->m[12] = 0.0f;
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dst->m[13] = 0.0f;
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dst->m[14] = 0.0f;
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dst->m[15] = 1.0f;
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}
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void Matrix::createRotationX(float angle, Matrix* dst)
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{
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GP_ASSERT(dst);
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memcpy(dst, MATRIX_IDENTITY, MATRIX_SIZE);
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float c = cos(angle);
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float s = sin(angle);
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dst->m[5] = c;
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dst->m[6] = s;
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dst->m[9] = -s;
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dst->m[10] = c;
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}
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void Matrix::createRotationY(float angle, Matrix* dst)
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{
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GP_ASSERT(dst);
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memcpy(dst, MATRIX_IDENTITY, MATRIX_SIZE);
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float c = cos(angle);
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float s = sin(angle);
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dst->m[0] = c;
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dst->m[2] = -s;
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dst->m[8] = s;
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dst->m[10] = c;
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}
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void Matrix::createRotationZ(float angle, Matrix* dst)
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{
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GP_ASSERT(dst);
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memcpy(dst, MATRIX_IDENTITY, MATRIX_SIZE);
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float c = cos(angle);
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float s = sin(angle);
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dst->m[0] = c;
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dst->m[1] = s;
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dst->m[4] = -s;
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dst->m[5] = c;
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}
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void Matrix::createTranslation(const Vector3& translation, Matrix* dst)
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{
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GP_ASSERT(dst);
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memcpy(dst, MATRIX_IDENTITY, MATRIX_SIZE);
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dst->m[12] = translation.x;
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dst->m[13] = translation.y;
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dst->m[14] = translation.z;
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}
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void Matrix::createTranslation(float xTranslation, float yTranslation, float zTranslation, Matrix* dst)
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{
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GP_ASSERT(dst);
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memcpy(dst, MATRIX_IDENTITY, MATRIX_SIZE);
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dst->m[12] = xTranslation;
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dst->m[13] = yTranslation;
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dst->m[14] = zTranslation;
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}
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void Matrix::add(float scalar)
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{
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add(scalar, this);
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}
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void Matrix::add(float scalar, Matrix* dst)
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{
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GP_ASSERT(dst);
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MathUtil::addMatrix(m, scalar, dst->m);
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}
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void Matrix::add(const Matrix& m)
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{
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add(*this, m, this);
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}
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void Matrix::add(const Matrix& m1, const Matrix& m2, Matrix* dst)
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{
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GP_ASSERT(dst);
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MathUtil::addMatrix(m1.m, m2.m, dst->m);
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}
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bool Matrix::decompose(Vector3* scale, Quaternion* rotation, Vector3* translation) const
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{
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if (translation)
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{
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// Extract the translation.
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translation->x = m[12];
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translation->y = m[13];
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translation->z = m[14];
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}
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// Nothing left to do.
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if (scale == NULL && rotation == NULL)
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return true;
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// Extract the scale.
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// This is simply the length of each axis (row/column) in the matrix.
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Vector3 xaxis(m[0], m[1], m[2]);
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float scaleX = xaxis.length();
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Vector3 yaxis(m[4], m[5], m[6]);
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float scaleY = yaxis.length();
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Vector3 zaxis(m[8], m[9], m[10]);
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float scaleZ = zaxis.length();
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// Determine if we have a negative scale (true if determinant is less than zero).
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// In this case, we simply negate a single axis of the scale.
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float det = determinant();
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if (det < 0)
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scaleZ = -scaleZ;
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if (scale)
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{
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scale->x = scaleX;
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scale->y = scaleY;
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scale->z = scaleZ;
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}
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// Nothing left to do.
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if (rotation == NULL)
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return true;
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// Scale too close to zero, can't decompose rotation.
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if (scaleX < MATH_TOLERANCE || scaleY < MATH_TOLERANCE || fabs(scaleZ) < MATH_TOLERANCE)
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return false;
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float rn;
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// Factor the scale out of the matrix axes.
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rn = 1.0f / scaleX;
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xaxis.x *= rn;
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xaxis.y *= rn;
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xaxis.z *= rn;
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rn = 1.0f / scaleY;
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yaxis.x *= rn;
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yaxis.y *= rn;
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yaxis.z *= rn;
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rn = 1.0f / scaleZ;
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zaxis.x *= rn;
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zaxis.y *= rn;
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zaxis.z *= rn;
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// Now calculate the rotation from the resulting matrix (axes).
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float trace = xaxis.x + yaxis.y + zaxis.z + 1.0f;
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if (trace > MATH_EPSILON)
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{
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float s = 0.5f / sqrt(trace);
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rotation->w = 0.25f / s;
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rotation->x = (yaxis.z - zaxis.y) * s;
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rotation->y = (zaxis.x - xaxis.z) * s;
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|
rotation->z = (xaxis.y - yaxis.x) * s;
|
|
}
|
|
else
|
|
{
|
|
// Note: since xaxis, yaxis, and zaxis are normalized,
|
|
// we will never divide by zero in the code below.
|
|
if (xaxis.x > yaxis.y && xaxis.x > zaxis.z)
|
|
{
|
|
float s = 0.5f / sqrt(1.0f + xaxis.x - yaxis.y - zaxis.z);
|
|
rotation->w = (yaxis.z - zaxis.y) * s;
|
|
rotation->x = 0.25f / s;
|
|
rotation->y = (yaxis.x + xaxis.y) * s;
|
|
rotation->z = (zaxis.x + xaxis.z) * s;
|
|
}
|
|
else if (yaxis.y > zaxis.z)
|
|
{
|
|
float s = 0.5f / sqrt(1.0f + yaxis.y - xaxis.x - zaxis.z);
|
|
rotation->w = (zaxis.x - xaxis.z) * s;
|
|
rotation->x = (yaxis.x + xaxis.y) * s;
|
|
rotation->y = 0.25f / s;
|
|
rotation->z = (zaxis.y + yaxis.z) * s;
|
|
}
|
|
else
|
|
{
|
|
float s = 0.5f / sqrt(1.0f + zaxis.z - xaxis.x - yaxis.y );
|
|
rotation->w = (xaxis.y - yaxis.x ) * s;
|
|
rotation->x = (zaxis.x + xaxis.z ) * s;
|
|
rotation->y = (zaxis.y + yaxis.z ) * s;
|
|
rotation->z = 0.25f / s;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
float Matrix::determinant() const
|
|
{
|
|
float a0 = m[0] * m[5] - m[1] * m[4];
|
|
float a1 = m[0] * m[6] - m[2] * m[4];
|
|
float a2 = m[0] * m[7] - m[3] * m[4];
|
|
float a3 = m[1] * m[6] - m[2] * m[5];
|
|
float a4 = m[1] * m[7] - m[3] * m[5];
|
|
float a5 = m[2] * m[7] - m[3] * m[6];
|
|
float b0 = m[8] * m[13] - m[9] * m[12];
|
|
float b1 = m[8] * m[14] - m[10] * m[12];
|
|
float b2 = m[8] * m[15] - m[11] * m[12];
|
|
float b3 = m[9] * m[14] - m[10] * m[13];
|
|
float b4 = m[9] * m[15] - m[11] * m[13];
|
|
float b5 = m[10] * m[15] - m[11] * m[14];
|
|
|
|
// Calculate the determinant.
|
|
return (a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0);
|
|
}
|
|
|
|
void Matrix::getScale(Vector3* scale) const
|
|
{
|
|
decompose(scale, NULL, NULL);
|
|
}
|
|
|
|
bool Matrix::getRotation(Quaternion* rotation) const
|
|
{
|
|
return decompose(NULL, rotation, NULL);
|
|
}
|
|
|
|
void Matrix::getTranslation(Vector3* translation) const
|
|
{
|
|
decompose(NULL, NULL, translation);
|
|
}
|
|
|
|
void Matrix::getUpVector(Vector3* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
dst->x = m[4];
|
|
dst->y = m[5];
|
|
dst->z = m[6];
|
|
}
|
|
|
|
void Matrix::getDownVector(Vector3* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
dst->x = -m[4];
|
|
dst->y = -m[5];
|
|
dst->z = -m[6];
|
|
}
|
|
|
|
void Matrix::getLeftVector(Vector3* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
dst->x = -m[0];
|
|
dst->y = -m[1];
|
|
dst->z = -m[2];
|
|
}
|
|
|
|
void Matrix::getRightVector(Vector3* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
dst->x = m[0];
|
|
dst->y = m[1];
|
|
dst->z = m[2];
|
|
}
|
|
|
|
void Matrix::getForwardVector(Vector3* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
dst->x = -m[8];
|
|
dst->y = -m[9];
|
|
dst->z = -m[10];
|
|
}
|
|
|
|
void Matrix::getBackVector(Vector3* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
dst->x = m[8];
|
|
dst->y = m[9];
|
|
dst->z = m[10];
|
|
}
|
|
|
|
bool Matrix::invert()
|
|
{
|
|
return invert(this);
|
|
}
|
|
|
|
bool Matrix::invert(Matrix* dst) const
|
|
{
|
|
float a0 = m[0] * m[5] - m[1] * m[4];
|
|
float a1 = m[0] * m[6] - m[2] * m[4];
|
|
float a2 = m[0] * m[7] - m[3] * m[4];
|
|
float a3 = m[1] * m[6] - m[2] * m[5];
|
|
float a4 = m[1] * m[7] - m[3] * m[5];
|
|
float a5 = m[2] * m[7] - m[3] * m[6];
|
|
float b0 = m[8] * m[13] - m[9] * m[12];
|
|
float b1 = m[8] * m[14] - m[10] * m[12];
|
|
float b2 = m[8] * m[15] - m[11] * m[12];
|
|
float b3 = m[9] * m[14] - m[10] * m[13];
|
|
float b4 = m[9] * m[15] - m[11] * m[13];
|
|
float b5 = m[10] * m[15] - m[11] * m[14];
|
|
|
|
// Calculate the determinant.
|
|
float det = a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0;
|
|
|
|
// Close to zero, can't invert.
|
|
if (fabs(det) <= MATH_TOLERANCE)
|
|
return false;
|
|
|
|
// Support the case where m == dst.
|
|
Matrix inverse;
|
|
inverse.m[0] = m[5] * b5 - m[6] * b4 + m[7] * b3;
|
|
inverse.m[1] = -m[1] * b5 + m[2] * b4 - m[3] * b3;
|
|
inverse.m[2] = m[13] * a5 - m[14] * a4 + m[15] * a3;
|
|
inverse.m[3] = -m[9] * a5 + m[10] * a4 - m[11] * a3;
|
|
|
|
inverse.m[4] = -m[4] * b5 + m[6] * b2 - m[7] * b1;
|
|
inverse.m[5] = m[0] * b5 - m[2] * b2 + m[3] * b1;
|
|
inverse.m[6] = -m[12] * a5 + m[14] * a2 - m[15] * a1;
|
|
inverse.m[7] = m[8] * a5 - m[10] * a2 + m[11] * a1;
|
|
|
|
inverse.m[8] = m[4] * b4 - m[5] * b2 + m[7] * b0;
|
|
inverse.m[9] = -m[0] * b4 + m[1] * b2 - m[3] * b0;
|
|
inverse.m[10] = m[12] * a4 - m[13] * a2 + m[15] * a0;
|
|
inverse.m[11] = -m[8] * a4 + m[9] * a2 - m[11] * a0;
|
|
|
|
inverse.m[12] = -m[4] * b3 + m[5] * b1 - m[6] * b0;
|
|
inverse.m[13] = m[0] * b3 - m[1] * b1 + m[2] * b0;
|
|
inverse.m[14] = -m[12] * a3 + m[13] * a1 - m[14] * a0;
|
|
inverse.m[15] = m[8] * a3 - m[9] * a1 + m[10] * a0;
|
|
|
|
multiply(inverse, 1.0f / det, dst);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Matrix::isIdentity() const
|
|
{
|
|
return (memcmp(m, MATRIX_IDENTITY, MATRIX_SIZE) == 0);
|
|
}
|
|
|
|
void Matrix::multiply(float scalar)
|
|
{
|
|
multiply(scalar, this);
|
|
}
|
|
|
|
void Matrix::multiply(float scalar, Matrix* dst) const
|
|
{
|
|
multiply(*this, scalar, dst);
|
|
}
|
|
|
|
void Matrix::multiply(const Matrix& m, float scalar, Matrix* dst)
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
MathUtil::multiplyMatrix(m.m, scalar, dst->m);
|
|
}
|
|
|
|
void Matrix::multiply(const Matrix& m)
|
|
{
|
|
multiply(*this, m, this);
|
|
}
|
|
|
|
void Matrix::multiply(const Matrix& m1, const Matrix& m2, Matrix* dst)
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
MathUtil::multiplyMatrix(m1.m, m2.m, dst->m);
|
|
}
|
|
|
|
void Matrix::negate()
|
|
{
|
|
negate(this);
|
|
}
|
|
|
|
void Matrix::negate(Matrix* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
MathUtil::negateMatrix(m, dst->m);
|
|
}
|
|
|
|
void Matrix::rotate(const Quaternion& q)
|
|
{
|
|
rotate(q, this);
|
|
}
|
|
|
|
void Matrix::rotate(const Quaternion& q, Matrix* dst) const
|
|
{
|
|
Matrix r;
|
|
createRotation(q, &r);
|
|
multiply(*this, r, dst);
|
|
}
|
|
|
|
void Matrix::rotate(const Vector3& axis, float angle)
|
|
{
|
|
rotate(axis, angle, this);
|
|
}
|
|
|
|
void Matrix::rotate(const Vector3& axis, float angle, Matrix* dst) const
|
|
{
|
|
Matrix r;
|
|
createRotation(axis, angle, &r);
|
|
multiply(*this, r, dst);
|
|
}
|
|
|
|
void Matrix::rotateX(float angle)
|
|
{
|
|
rotateX(angle, this);
|
|
}
|
|
|
|
void Matrix::rotateX(float angle, Matrix* dst) const
|
|
{
|
|
Matrix r;
|
|
createRotationX(angle, &r);
|
|
multiply(*this, r, dst);
|
|
}
|
|
|
|
void Matrix::rotateY(float angle)
|
|
{
|
|
rotateY(angle, this);
|
|
}
|
|
|
|
void Matrix::rotateY(float angle, Matrix* dst) const
|
|
{
|
|
Matrix r;
|
|
createRotationY(angle, &r);
|
|
multiply(*this, r, dst);
|
|
}
|
|
|
|
void Matrix::rotateZ(float angle)
|
|
{
|
|
rotateZ(angle, this);
|
|
}
|
|
|
|
void Matrix::rotateZ(float angle, Matrix* dst) const
|
|
{
|
|
Matrix r;
|
|
createRotationZ(angle, &r);
|
|
multiply(*this, r, dst);
|
|
}
|
|
|
|
void Matrix::scale(float value)
|
|
{
|
|
scale(value, this);
|
|
}
|
|
|
|
void Matrix::scale(float value, Matrix* dst) const
|
|
{
|
|
scale(value, value, value, dst);
|
|
}
|
|
|
|
void Matrix::scale(float xScale, float yScale, float zScale)
|
|
{
|
|
scale(xScale, yScale, zScale, this);
|
|
}
|
|
|
|
void Matrix::scale(float xScale, float yScale, float zScale, Matrix* dst) const
|
|
{
|
|
Matrix s;
|
|
createScale(xScale, yScale, zScale, &s);
|
|
multiply(*this, s, dst);
|
|
}
|
|
|
|
void Matrix::scale(const Vector3& s)
|
|
{
|
|
scale(s.x, s.y, s.z, this);
|
|
}
|
|
|
|
void Matrix::scale(const Vector3& s, Matrix* dst) const
|
|
{
|
|
scale(s.x, s.y, s.z, dst);
|
|
}
|
|
|
|
void Matrix::set(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24,
|
|
float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)
|
|
{
|
|
m[0] = m11;
|
|
m[1] = m21;
|
|
m[2] = m31;
|
|
m[3] = m41;
|
|
m[4] = m12;
|
|
m[5] = m22;
|
|
m[6] = m32;
|
|
m[7] = m42;
|
|
m[8] = m13;
|
|
m[9] = m23;
|
|
m[10] = m33;
|
|
m[11] = m43;
|
|
m[12] = m14;
|
|
m[13] = m24;
|
|
m[14] = m34;
|
|
m[15] = m44;
|
|
}
|
|
|
|
void Matrix::set(const float* m)
|
|
{
|
|
GP_ASSERT(m);
|
|
memcpy(this->m, m, MATRIX_SIZE);
|
|
}
|
|
|
|
void Matrix::set(const Matrix& m)
|
|
{
|
|
memcpy(this->m, m.m, MATRIX_SIZE);
|
|
}
|
|
|
|
void Matrix::setIdentity()
|
|
{
|
|
memcpy(m, MATRIX_IDENTITY, MATRIX_SIZE);
|
|
}
|
|
|
|
void Matrix::setZero()
|
|
{
|
|
memset(m, 0, MATRIX_SIZE);
|
|
}
|
|
|
|
void Matrix::subtract(const Matrix& m)
|
|
{
|
|
subtract(*this, m, this);
|
|
}
|
|
|
|
void Matrix::subtract(const Matrix& m1, const Matrix& m2, Matrix* dst)
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
MathUtil::subtractMatrix(m1.m, m2.m, dst->m);
|
|
}
|
|
|
|
void Matrix::transformPoint(Vector3* point) const
|
|
{
|
|
GP_ASSERT(point);
|
|
transformVector(point->x, point->y, point->z, 1.0f, point);
|
|
}
|
|
|
|
void Matrix::transformPoint(const Vector3& point, Vector3* dst) const
|
|
{
|
|
transformVector(point.x, point.y, point.z, 1.0f, dst);
|
|
}
|
|
|
|
void Matrix::transformVector(Vector3* vector) const
|
|
{
|
|
GP_ASSERT(vector);
|
|
transformVector(vector->x, vector->y, vector->z, 0.0f, vector);
|
|
}
|
|
|
|
void Matrix::transformVector(const Vector3& vector, Vector3* dst) const
|
|
{
|
|
transformVector(vector.x, vector.y, vector.z, 0.0f, dst);
|
|
}
|
|
|
|
void Matrix::transformVector(float x, float y, float z, float w, Vector3* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
MathUtil::transformVector4(m, x, y, z, w, (float*)dst);
|
|
}
|
|
|
|
void Matrix::transformVector(Vector4* vector) const
|
|
{
|
|
GP_ASSERT(vector);
|
|
transformVector(*vector, vector);
|
|
}
|
|
|
|
void Matrix::transformVector(const Vector4& vector, Vector4* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
MathUtil::transformVector4(m, (const float*) &vector, (float*)dst);
|
|
}
|
|
|
|
void Matrix::translate(float x, float y, float z)
|
|
{
|
|
translate(x, y, z, this);
|
|
}
|
|
|
|
void Matrix::translate(float x, float y, float z, Matrix* dst) const
|
|
{
|
|
Matrix t;
|
|
createTranslation(x, y, z, &t);
|
|
multiply(*this, t, dst);
|
|
}
|
|
|
|
void Matrix::translate(const Vector3& t)
|
|
{
|
|
translate(t.x, t.y, t.z, this);
|
|
}
|
|
|
|
void Matrix::translate(const Vector3& t, Matrix* dst) const
|
|
{
|
|
translate(t.x, t.y, t.z, dst);
|
|
}
|
|
|
|
void Matrix::transpose()
|
|
{
|
|
transpose(this);
|
|
}
|
|
|
|
void Matrix::transpose(Matrix* dst) const
|
|
{
|
|
GP_ASSERT(dst);
|
|
|
|
MathUtil::transposeMatrix(m, dst->m);
|
|
}
|
|
|
|
NS_CC_MATH_END
|