#include "Matrix4f.h" Matrix4f::Matrix4f() { m[0][0] = 1; m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 1; m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = 1; m[2][3] = 0; m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1; } Matrix4f Matrix4f::multiply(Matrix4f& a) { Matrix4f b = identity(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { b.m[i][j] = ((m[i][0] * a.m[0][j]) + (m[i][1] * a.m[1][j]) + (m[i][2] * a.m[2][j]) + (m[i][3] * a.m[3][j])); } } return b; } Matrix4f Matrix4f::operator*(Matrix4f& a) { Matrix4f b = identity(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { b.m[i][j] = ((m[i][0] * a.m[0][j]) + (m[i][1] * a.m[1][j]) + (m[i][2] * a.m[2][j]) + (m[i][3] * a.m[3][j])); } } return b; } Matrix4f Matrix4f::identity() { return Matrix4f(); } Matrix4f Matrix4f::move(float kx, float ky, float kz) { Matrix4f b; b.m[0][0] = 1; b.m[0][1] = 0; b.m[0][2] = 0; b.m[0][3] = kx; b.m[1][0] = 0; b.m[1][1] = 1; b.m[1][2] = 0; b.m[1][3] = ky; b.m[2][0] = 0; b.m[2][1] = 0; b.m[2][2] = 1; b.m[2][3] = kz; b.m[3][0] = 0; b.m[3][1] = 0; b.m[3][2] = 0; b.m[3][3] = 1; return b; } Matrix4f Matrix4f::rotate(float xs, float ys, float zs) { double hlp = 3.14159265 / 180.0; xs *= hlp; ys *= hlp; zs *= hlp; Matrix4f b; b.m[0][0] = 1; b.m[0][1] = 0; b.m[0][2] = 0; b.m[0][3] = 0; b.m[1][0] = 0; b.m[1][1] = cos(xs); b.m[1][2] = -sin(xs); b.m[1][3] = 0; b.m[2][0] = 0; b.m[2][1] = sin(xs); b.m[2][2] = cos(xs); b.m[2][3] = 0; b.m[3][0] = 0; b.m[3][1] = 0; b.m[3][2] = 0; b.m[3][3] = 1; Matrix4f c; c.m[0][0] = cos(ys); c.m[0][1] = 0; c.m[0][2] = sin(ys); c.m[0][3] = 0; c.m[1][0] = 0; c.m[1][1] = 1; c.m[1][2] = 0; c.m[1][3] = 0; c.m[2][0] = -sin(ys); c.m[2][1] = 0; c.m[2][2] = cos(ys); c.m[2][3] = 0; c.m[3][0] = 0; c.m[3][1] = 0; c.m[3][2] = 0; c.m[3][3] = 1; Matrix4f d; d.m[0][0] = cos(zs); d.m[0][1] = -sin(zs); d.m[0][2] = 0; d.m[0][3] = 0; d.m[1][0] = sin(zs); d.m[1][1] = cos(zs); d.m[1][2] = 0; d.m[1][3] = 0; d.m[2][0] = 0; d.m[2][1] = 0; d.m[2][2] = 1; d.m[2][3] = 0; d.m[3][0] = 0; d.m[3][1] = 0; d.m[3][2] = 0; d.m[3][3] = 1; return d * c * b; } Matrix4f Matrix4f::scale(float px, float py, float pz) { Matrix4f b; b.m[0][0] = px; b.m[0][1] = 0; b.m[0][2] = 0; b.m[0][3] = 0; b.m[1][0] = 0; b.m[1][1] = py; b.m[1][2] = 0; b.m[1][3] = 0; b.m[2][0] = 0; b.m[2][1] = 0; b.m[2][2] = pz; b.m[2][3] = 0; b.m[3][0] = 0; b.m[3][1] = 0; b.m[3][2] = 0; b.m[3][3] = 1; return b; } Matrix4f Matrix4f::perspective(float n, float f, float fov, float aspectRatio) { float l, r, t, b; t = n * tan((fov / 2.0f) * (3.14159265 / 180.0)); b = -t; r = aspectRatio * t; l = -r; Matrix4f a; a.m[0][0] = ((2.0f * n) / (r - l)); a.m[0][1] = 0; a.m[0][2] = - ((r + l) / (r - l)); a.m[0][3] = 0; a.m[1][0] = 0; a.m[1][1] = ((2.0f * n) / (t - b)); a.m[1][2] = - ((t + b) / (t - b)); a.m[1][3] = 0; a.m[2][0] = 0; a.m[2][1] = 0; a.m[2][2] = - (f / (n - f)); a.m[2][3] = ((n * f) / (n - f)); a.m[3][0] = 0; a.m[3][1] = 0; a.m[3][2] = 1; a.m[3][3] = 0; return a; }