/* * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * Copyright 2011-2015 Danny Robson */ #include "matrix.hpp" #include "debug/assert.hpp" #include "iterator/infix.hpp" #include "point.hpp" #include #include using cruft::matrix; /////////////////////////////////////////////////////////////////////////////// template T cruft::matrix::determinant (void) const { return cruft::determinant (*this); } //----------------------------------------------------------------------------- template cruft::matrix cruft::matrix::inverse (void) const { return cruft::inverse (*this); } /////////////////////////////////////////////////////////////////////////////// template matrix cruft::transposed (const matrix &m) { cruft::matrix res; for (std::size_t y = 0; y < Rows; ++y) for (std::size_t x = 0; x < Cols; ++x) res[y][x] = m[x][y]; return res; } //----------------------------------------------------------------------------- template cruft::matrix3f cruft::transposed (const matrix3f&); template cruft::matrix4f cruft::transposed (const matrix4f&); /////////////////////////////////////////////////////////////////////////////// template bool matrix::is_affine (void) const { if (Rows != Cols) return false; for (std::size_t i = 0; i < Rows - 1; ++i) if (!exactly_zero (values[Rows-1][i])) return false; return equal (values[Rows-1][Rows-1], T{1}); } //----------------------------------------------------------------------------- template cruft::matrix4 cruft::ortho (T l, T r, // left, right T b, T t, // bottom, top T n, T f) // near, far { CHECK_GT (f, n); T tx = - (r + l) / (r - l); T ty = - (t + b) / (t - b); T tz = - (f + n) / (f - n); T rl = 2 / (r - l); T tb = 2 / (t - b); T fn = -2 / (f - n); return {{ { rl, 0, 0, tx }, { 0, tb, 0, ty }, { 0, 0, fn, tz }, { 0, 0, 0, 1 }, }}; } template cruft::matrix4f cruft::ortho (float, float, float, float, float, float); //----------------------------------------------------------------------------- template cruft::matrix4 cruft::ortho2D (T left, T right, T bottom, T top) { return ortho (left, right, bottom, top, T{-1}, T{1}); } template cruft::matrix4f cruft::ortho2D (float, float, float, float); //----------------------------------------------------------------------------- template cruft::matrix4 cruft::perspective (T fov, T aspect, range Z) { CHECK_INCLUSIVE (fov, 0, 2 * cruft::pi); CHECK_GE (Z.lo, 0); CHECK_GE (Z.hi, 0); T f = cos (T{0.5} * fov) / sin (T{0.5} * fov); T x = f / aspect; T y = f; T z1 = (Z.hi + Z.lo) / (Z.lo - Z.hi); T z2 = (2 * Z.hi * Z.lo) / (Z.lo - Z.hi); return { { { x, 0, 0, 0 }, { 0, y, 0, 0 }, { 0, 0, z1, z2 }, { 0, 0, -1, 0 } } }; } template cruft::matrix4f cruft::perspective (float, float, range); //----------------------------------------------------------------------------- // Emulates gluLookAt // // Translates the viewpoint to the origin, then rotates the world to point // along eye to centre (negative-Z). // Implemented for right handed world coordinates. // // Assumes 'up' is normalised. template cruft::matrix4 cruft::look_at (const cruft::point<3,T> eye, const cruft::point<3,T> centre, const cruft::vector<3,T> up) { CHECK (is_normalised (up)); const auto forward = normalised (centre - eye); const auto side = normalised (cross (forward, up)); const auto newup = cross (side, forward); const auto &f = forward, &s = side, &u = newup; const cruft::matrix4 rot {{ { s.x, s.y, s.z, 0 }, { u.x, u.y, u.z, 0 }, {-f.x,-f.y,-f.z, 0 }, { 0, 0, 0, 1 }, }}; return rot * cruft::translation (0-eye); } template cruft::matrix4f cruft::look_at (cruft::point3f, cruft::point3f, cruft::vector3f); /////////////////////////////////////////////////////////////////////////////// template cruft::matrix4 cruft::rotation (T angle, cruft::vector<3,T> about) { CHECK (is_normalised (about)); T c = std::cos (angle); T s = std::sin (angle); T x = about.x, y = about.y, z = about.z; return { { { x * x * (1 - c) + c, x * y * (1 - c) - z * s, x * z * (1 - c) + y * s, 0 }, { y * x * (1 - c) + z * s, y * y * (1 - c) + c, y * z * (1 - c) - x * s, 0 }, { z * x * (1 - c) - y * s, z * y * (1 - c) + x * s, z * z * (1 - c) + c, 0 }, { 0, 0, 0, 1 } } }; } template cruft::matrix4f cruft::rotation (float, cruft::vector3f); //----------------------------------------------------------------------------- template struct cruft::matrix<2,2,float>; template struct cruft::matrix<2,2,double>; template struct cruft::matrix<3,3,float>; template struct cruft::matrix<3,3,double>; template struct cruft::matrix<4,4,float>; template struct cruft::matrix<4,4,double>; /////////////////////////////////////////////////////////////////////////////// // Uses the algorithm from: // "Extracting Euler Angles from a Rotation Matrix" by // Mike Day, Insomniac Games. template cruft::vector<3,T> cruft::to_euler (const matrix &m) { static_assert (Rows == Cols && (Rows == 3 || Rows == 4), "only defined for 3d affine transforms"); const auto theta0 = std::atan2 (m[2][1], m[2][2]); const auto c1 = std::hypot (m[0][0], m[1][0]); const auto theta1 = std::atan2 (-m[2][0], c1); const auto s0 = std::sin(theta0); const auto c0 = std::cos(theta0); const auto theta2 = std::atan2( s0 * m[0][2] - c0 * m[0][1], c0 * m[1][1] - s0 * m[1][2] ); return { theta0, theta1, theta2 }; } //----------------------------------------------------------------------------- template cruft::vector<3,float> cruft::to_euler (const matrix<3,3,float>&); template cruft::vector<3,float> cruft::to_euler (const matrix<4,4,float>&); /////////////////////////////////////////////////////////////////////////////// #include "iterator/infix.hpp" #include "coord/iostream.hpp" #include template std::ostream& cruft::operator<< (std::ostream &os, matrix const &m) { os << '['; std::copy ( std::cbegin (m), std::cend (m), iterator::infix_iterator (os, ", ") ); return os << ']'; } template std::ostream& cruft::operator<< (std::ostream&, matrix<4,4,f32> const&);