229 lines
3.8 KiB
C++
229 lines
3.8 KiB
C++
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#pragma once
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#define _USE_MATH_DEFINES // Enable non-standard math defines (MSVC)
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#include <math.h>
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template <typename T>
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// tolua_begin
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class Matrix4
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{
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TOLUA_TEMPLATE_BIND((T, float, double))
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// tolua_end
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public:
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T cell[16];
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// tolua_begin
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inline Matrix4(void)
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{
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Identity();
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}
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inline Matrix4(const Matrix4 & a_Rhs)
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{
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*this = a_Rhs;
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}
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// tolua_end
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inline Matrix4 & operator = (const Matrix4 & a_Rhs)
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{
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for (unsigned int i = 0; i < 16; ++i)
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{
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cell[i] = a_Rhs.cell[i];
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}
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return *this;
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}
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// tolua_begin
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inline T & operator [] (int a_N)
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{
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ASSERT(a_N < 16);
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return cell[a_N];
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}
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inline void Identity()
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{
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cell[1] = cell[2] = cell[3] = cell[4] = 0;
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cell[6] = cell[7] = cell[8] = cell[9] = 0;
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cell[11] = cell[12] = cell[13] = cell[14] = 0;
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cell[0] = cell[5] = cell[10] = cell[15] = 1;
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}
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inline void Init(const Vector3<T> & a_Pos, T a_RX, T a_RY, T a_RZ)
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{
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Matrix4<T> t;
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t.RotateX(a_RZ);
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RotateY(a_RY);
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Concatenate(t);
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t.RotateZ(a_RX);
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Concatenate(t);
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Translate(a_Pos);
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}
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inline void RotateX(T a_RX)
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{
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T sx = static_cast<T>(sin(a_RX * M_PI / 180));
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T cx = static_cast<T>(cos(a_RX * M_PI / 180));
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Identity();
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cell[5] = cx; cell[6] = sx;
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cell[9] = -sx; cell[10] = cx;
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}
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inline void RotateY(T a_RY)
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{
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T sy = static_cast<T>(sin(a_RY * M_PI / 180));
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T cy = static_cast<T>(cos(a_RY * M_PI / 180));
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Identity();
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cell[0] = cy; cell[2] = -sy;
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cell[8] = sy; cell[10] = cy;
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}
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inline void RotateZ(T a_RZ)
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{
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T sz = (T) sin(a_RZ * M_PI / 180);
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T cz = (T) cos(a_RZ * M_PI / 180);
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Identity();
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cell[0] = cz; cell[1] = sz;
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cell[4] = -sz; cell[5] = cz;
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}
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inline void Translate(const Vector3<T> & a_Pos)
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{
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cell[3] += a_Pos.x;
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cell[7] += a_Pos.y;
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cell[11] += a_Pos.z;
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}
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inline void SetTranslation(const Vector3<T> & a_Pos)
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{
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cell[3] = a_Pos.x;
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cell[7] = a_Pos.y;
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cell[11] = a_Pos.z;
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}
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inline void Concatenate(const Matrix4 & m2)
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{
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Matrix4 res;
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for (unsigned int c = 0; c < 4; ++c)
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{
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for (unsigned int r = 0; r < 4; ++r)
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{
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res.cell[r * 4 + c] = (
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cell[r * 4 + 0] * m2.cell[c + 0] +
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cell[r * 4 + 1] * m2.cell[c + 4] +
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cell[r * 4 + 2] * m2.cell[c + 8] +
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cell[r * 4 + 3] * m2.cell[c + 12]
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);
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}
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}
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*this = res;
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}
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inline Vector3<T> Transform(const Vector3<T> & v) const
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{
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T x = cell[0] * v.x + cell[1] * v.y + cell[2] * v.z + cell[3];
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T y = cell[4] * v.x + cell[5] * v.y + cell[6] * v.z + cell[7];
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T z = cell[8] * v.x + cell[9] * v.y + cell[10] * v.z + cell[11];
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return Vector3<T>(x, y, z);
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}
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inline void Invert(void)
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{
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Matrix4 t;
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T tx = -cell[3];
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T ty = -cell[7];
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T tz = -cell[11];
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for (unsigned int h = 0; h < 3; ++h)
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{
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for (unsigned int v = 0; v < 3; ++v)
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{
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t.cell[h + v * 4] = cell[v + h * 4];
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}
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}
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for (unsigned int i = 0; i < 11; ++i)
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{
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cell[i] = t.cell[i];
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}
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cell[3] = tx * cell[0] + ty * cell[1] + tz * cell[2];
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cell[7] = tx * cell[4] + ty * cell[5] + tz * cell[6];
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cell[11] = tx * cell[8] + ty * cell[9] + tz * cell[10];
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}
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inline Vector3<T> GetXColumn(void) const
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{
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return Vector3<T>(cell[0], cell[1], cell[2]);
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}
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inline Vector3<T> GetYColumn(void) const
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{
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return Vector3<T>(cell[4], cell[5], cell[6]);
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}
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inline Vector3<T> GetZColumn(void) const
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{
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return Vector3<T>(cell[8], cell[9], cell[10]);
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}
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inline void SetXColumn(const Vector3<T> & a_X)
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{
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cell[0] = a_X.x;
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cell[1] = a_X.y;
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cell[2] = a_X.z;
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}
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inline void SetYColumn(const Vector3<T> & a_Y)
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{
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cell[4] = a_Y.x;
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cell[5] = a_Y.y;
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cell[6] = a_Y.z;
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}
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inline void SetZColumn(const Vector3<T> & a_Z)
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{
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cell[8] = a_Z.x;
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cell[9] = a_Z.y;
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cell[10] = a_Z.z;
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}
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};
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// tolua_end
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// tolua_begin
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typedef Matrix4<double> Matrix4d;
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typedef Matrix4<float> Matrix4f;
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// tolua_end
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