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#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;
}
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