-
Notifications
You must be signed in to change notification settings - Fork 9
/
math.cpp
222 lines (196 loc) · 4.96 KB
/
math.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
#include "math.h"
#include <math.h>
// Êýѧ¿â
// length
float VectorLength(Vector v)
{
float sq = v.x * v.x + v.y * v.y + v.z * v.z;
return (float)sqrt(sq);
}
// add
void VectorAdd(Vector& v, const Vector& x, const Vector& y)
{
v.x = x.x + y.x;
v.y = x.y + y.y;
v.z = x.z + y.z;
v.w = 1.0;
}
// sub
void VectorSub(Vector& v, const Vector& x, const Vector& y)
{
v.x = x.x - y.x;
v.y = x.y - y.y;
v.z = x.z - y.z;
v.w = 1.0f;
}
// dot product
float VectorDotProduct(const Vector& x, const Vector& y)
{
return x.x * y.x + x.y * y.y + x.z * y.z;
}
// cross product
void VectorCrossProduct(Vector& v, const Vector& x, const Vector& y)
{
float m1, m2, m3;
v.x = x.y * y.z - x.z * y.y;
v.y = x.z * y.x - x.x * y.z;
v.z = x.x * y.y - x.y * y.x;
v.w = 1.0f;
}
// normalize
void VectorNormalize(Vector& v)
{
float len = VectorLength(v);
if (len != 0.0f) {
float inv = 1.0f / len;
v.x *= inv;
v.y *= inv;
v.z *= inv;
}
}
float interp(float x1, float x2, float t) { return x1 + (x2 - x1)*t; }
// interpolation
void VectorInterp(Vector& v, const Vector& x, const Vector& y, float t)
{
v.x = interp(x.x, y.x, t);
v.y = interp(x.y, y.y, t);
v.z = interp(x.z, y.z, t);
v.w = 1.0f;
}
// matrix identity
void MatrixSetIdentity(Matrix& m)
{
m.m[0][0] = m.m[1][1] = m.m[2][2] = m.m[3][3] = 1.0f;
m.m[0][1] = m.m[0][2] = m.m[0][3] = 0.0f;
m.m[1][0] = m.m[1][2] = m.m[1][3] = 0.0f;
m.m[2][0] = m.m[2][1] = m.m[2][3] = 0.0f;
m.m[3][0] = m.m[3][1] = m.m[3][2] = 0.0f;
}
// matrix zero
void MatrixSetZero(Matrix& m)
{
m.m[0][0] = m.m[0][1] = m.m[0][2] = m.m[0][3] = 0.0f;
m.m[1][0] = m.m[1][1] = m.m[1][2] = m.m[1][3] = 0.0f;
m.m[2][0] = m.m[2][1] = m.m[2][2] = m.m[2][3] = 0.0f;
m.m[3][0] = m.m[3][1] = m.m[3][2] = m.m[3][3] = 0.0f;
}
// matrix m = a + b
void MatrixAdd(Matrix& m, const Matrix& a, const Matrix& b)
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++)
m.m[i][j] = a.m[i][j] + b.m[i][j];
}
}
// matrix m = a - b
void MatrixSub(Matrix& m, const Matrix& a, const Matrix& b)
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++)
m.m[i][j] = a.m[i][j] - b.m[i][j];
}
}
// matrix m = a * b
void MatrixMul(Matrix& m, const Matrix& a, const Matrix& b)
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
m.m[j][i] = (a.m[j][0] * b.m[0][i]) +
(a.m[j][1] * b.m[1][i]) +
(a.m[j][2] * b.m[2][i]) +
(a.m[j][3] * b.m[3][i]);
}
}
}
// matrix m = a * f
void MatrixScale(Matrix& m, const Matrix& a, const float f)
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++)
m.m[i][j] = a.m[i][j] * f;
}
}
// matrix v = x * m
void MatrixApply(Vector& v, const Vector& x, const Matrix& m)
{
float X = x.x, Y = x.y, Z = x.z, W = x.w;
v.x = X * m.m[0][0] + Y * m.m[1][0] + Z * m.m[2][0] + W * m.m[3][0];
v.y = X * m.m[0][1] + Y * m.m[1][1] + Z * m.m[2][1] + W * m.m[3][1];
v.z = X * m.m[0][2] + Y * m.m[1][2] + Z * m.m[2][2] + W * m.m[3][2];
v.w = X * m.m[0][3] + Y * m.m[1][3] + Z * m.m[2][3] + W * m.m[3][3];
}
// translate
void MatrixSetTranslate(Matrix& m, float x, float y, float z)
{
MatrixSetIdentity(m);
m.m[3][0] = x;
m.m[3][1] = y;
m.m[3][2] = z;
}
// scale
void MatrixSetScale(Matrix& m, float x, float y, float z)
{
MatrixSetIdentity(m);
m.m[0][0] = x;
m.m[1][1] = y;
m.m[2][2] = z;
}
// rotate
void MatrixSetRotate(Matrix& m, float x, float y, float z, float theta)
{
float qsin = (float)sin(theta * 0.5f);
float qcos = (float)cos(theta * 0.5f);
Vector vec = { x,y,z,1.0f };
float w = qcos;
VectorNormalize(vec);
x = vec.x * qsin;
y = vec.y * qsin;
z = vec.z * qsin;
m.m[0][0] = 1 - 2 * y * y - 2 * z * z;
m.m[1][0] = 2 * x * y - 2 * w * z;
m.m[2][0] = 2 * x * z + 2 * w * y;
m.m[0][1] = 2 * x * y + 2 * w * z;
m.m[1][1] = 1 - 2 * x * x - 2 * z * z;
m.m[2][1] = 2 * y * z - 2 * w * x;
m.m[0][2] = 2 * x * z - 2 * w * y;
m.m[1][2] = 2 * y * z - 2 * w * x;
m.m[2][2] = 1 - 2 * x * x - 2 * y * y;
m.m[0][3] = m.m[1][3] = m.m[2][3] = 0.0f;
m.m[3][0] = m.m[3][1] = m.m[3][2] = 0.0f;
m.m[3][3] = 1.0f;
}
// lookat
void MatrixSetLookAt(Matrix& m, const Vector& eye, const Vector& at, const Vector& up)
{
Vector xaxis, yaxis, zaxis;
VectorSub(zaxis, at, eye); // ÑÛ¾¦Ç°·½ z Öá
VectorNormalize(zaxis);
VectorCrossProduct(xaxis, up, zaxis); // up ºÍ z = x Öá
VectorNormalize(xaxis);
VectorCrossProduct(yaxis, zaxis, xaxis);
m.m[0][0] = xaxis.x;
m.m[1][0] = xaxis.y;
m.m[2][0] = xaxis.z;
m.m[3][0] = -VectorDotProduct(xaxis, eye);
m.m[0][1] = yaxis.x;
m.m[1][1] = yaxis.y;
m.m[2][1] = yaxis.z;
m.m[3][1] = -VectorDotProduct(yaxis, eye);
m.m[0][2] = zaxis.x;
m.m[1][2] = zaxis.y;
m.m[2][2] = zaxis.z;
m.m[3][2] = -VectorDotProduct(zaxis, eye);
m.m[0][3] = m.m[1][3] = m.m[2][3] = 0.0f;
m.m[3][3] = 1.0f;
}
// perspective
void MatrixSetPerspective(Matrix& m, float fovy, float aspect, float zn, float zf)
{
float fax = 1.0f / (float)tan(fovy * 0.5f);
MatrixSetZero(m);
m.m[0][0] = (float)(fax / aspect);
m.m[1][1] = (float)(fax);
m.m[2][2] = zf / (zf - zn);
m.m[3][2] = -zn*zf / (zf - zn);
m.m[2][3] = 1;
}