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1009 lines
32 KiB
1009 lines
32 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//
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// VMatrix always postmultiply vectors as in Ax = b.
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// Given a set of basis vectors ((F)orward, (L)eft, (U)p), and a (T)ranslation,
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// a matrix to transform a vector into that space looks like this:
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// Fx Lx Ux Tx
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// Fy Ly Uy Ty
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// Fz Lz Uz Tz
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// 0 0 0 1
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// Note that concatenating matrices needs to multiply them in reverse order.
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// ie: if I want to apply matrix A, B, then C, the equation needs to look like this:
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// C * B * A * v
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// ie:
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// v = A * v;
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// v = B * v;
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// v = C * v;
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//=============================================================================
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#ifndef VMATRIX_H
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#define VMATRIX_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <string.h>
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#include "mathlib/vector.h"
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#include "mathlib/vplane.h"
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#include "mathlib/vector4d.h"
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#include "mathlib/mathlib.h"
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struct cplane_t;
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class VMatrix
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{
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public:
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VMatrix();
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VMatrix(
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vec_t m00, vec_t m01, vec_t m02, vec_t m03,
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vec_t m10, vec_t m11, vec_t m12, vec_t m13,
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vec_t m20, vec_t m21, vec_t m22, vec_t m23,
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vec_t m30, vec_t m31, vec_t m32, vec_t m33
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);
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// Creates a matrix where the X axis = forward
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// the Y axis = left, and the Z axis = up
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VMatrix( const Vector& forward, const Vector& left, const Vector& up );
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// Construct from a 3x4 matrix
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explicit VMatrix( const matrix3x4_t& matrix3x4 );
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// Set the values in the matrix.
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void Init(
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vec_t m00, vec_t m01, vec_t m02, vec_t m03,
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vec_t m10, vec_t m11, vec_t m12, vec_t m13,
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vec_t m20, vec_t m21, vec_t m22, vec_t m23,
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vec_t m30, vec_t m31, vec_t m32, vec_t m33
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);
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// Initialize from a 3x4
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void Init( const matrix3x4_t& matrix3x4 );
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// array access
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inline float* operator[](int i)
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{
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return m[i];
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}
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inline const float* operator[](int i) const
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{
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return m[i];
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}
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// Get a pointer to m[0][0]
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inline float *Base()
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{
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return &m[0][0];
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}
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inline const float *Base() const
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{
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return &m[0][0];
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}
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void SetLeft(const Vector &vLeft);
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void SetUp(const Vector &vUp);
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void SetForward(const Vector &vForward);
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void GetBasisVectors(Vector &vForward, Vector &vLeft, Vector &vUp) const;
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void SetBasisVectors(const Vector &vForward, const Vector &vLeft, const Vector &vUp);
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// Get/set the translation.
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Vector & GetTranslation( Vector &vTrans ) const;
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void SetTranslation(const Vector &vTrans);
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void PreTranslate(const Vector &vTrans);
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void PostTranslate(const Vector &vTrans);
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matrix3x4_t& As3x4();
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const matrix3x4_t& As3x4() const;
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void CopyFrom3x4( const matrix3x4_t &m3x4 );
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void Set3x4( matrix3x4_t& matrix3x4 ) const;
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bool operator==( const VMatrix& src ) const;
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bool operator!=( const VMatrix& src ) const { return !( *this == src ); }
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#ifndef VECTOR_NO_SLOW_OPERATIONS
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// Access the basis vectors.
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Vector GetLeft() const;
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Vector GetUp() const;
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Vector GetForward() const;
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Vector GetTranslation() const;
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#endif
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// Matrix->vector operations.
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public:
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// Multiply by a 3D vector (same as operator*).
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void V3Mul(const Vector &vIn, Vector &vOut) const;
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// Multiply by a 4D vector.
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void V4Mul(const Vector4D &vIn, Vector4D &vOut) const;
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#ifndef VECTOR_NO_SLOW_OPERATIONS
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// Applies the rotation (ignores translation in the matrix). (This just calls VMul3x3).
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Vector ApplyRotation(const Vector &vVec) const;
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// Multiply by a vector (divides by w, assumes input w is 1).
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Vector operator*(const Vector &vVec) const;
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// Multiply by the upper 3x3 part of the matrix (ie: only apply rotation).
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Vector VMul3x3(const Vector &vVec) const;
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// Apply the inverse (transposed) rotation (only works on pure rotation matrix)
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Vector VMul3x3Transpose(const Vector &vVec) const;
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// Multiply by the upper 3 rows.
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Vector VMul4x3(const Vector &vVec) const;
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// Apply the inverse (transposed) transformation (only works on pure rotation/translation)
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Vector VMul4x3Transpose(const Vector &vVec) const;
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#endif
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// Matrix->plane operations.
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public:
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// Transform the plane. The matrix can only contain translation and rotation.
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void TransformPlane( const VPlane &inPlane, VPlane &outPlane ) const;
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#ifndef VECTOR_NO_SLOW_OPERATIONS
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// Just calls TransformPlane and returns the result.
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VPlane operator*(const VPlane &thePlane) const;
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#endif
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// Matrix->matrix operations.
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public:
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VMatrix& operator=(const VMatrix &mOther);
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// Multiply two matrices (out = this * vm).
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void MatrixMul( const VMatrix &vm, VMatrix &out ) const;
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// Add two matrices.
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const VMatrix& operator+=(const VMatrix &other);
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#ifndef VECTOR_NO_SLOW_OPERATIONS
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// Just calls MatrixMul and returns the result.
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VMatrix operator*(const VMatrix &mOther) const;
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// Add/Subtract two matrices.
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VMatrix operator+(const VMatrix &other) const;
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VMatrix operator-(const VMatrix &other) const;
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// Negation.
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VMatrix operator-() const;
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// Return inverse matrix. Be careful because the results are undefined
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// if the matrix doesn't have an inverse (ie: InverseGeneral returns false).
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VMatrix operator~() const;
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#endif
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// Matrix operations.
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public:
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// Set to identity.
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void Identity();
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bool IsIdentity() const;
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// Setup a matrix for origin and angles.
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void SetupMatrixOrgAngles( const Vector &origin, const QAngle &vAngles );
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// General inverse. This may fail so check the return!
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bool InverseGeneral(VMatrix &vInverse) const;
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// Does a fast inverse, assuming the matrix only contains translation and rotation.
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void InverseTR( VMatrix &mRet ) const;
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// Usually used for debug checks. Returns true if the upper 3x3 contains
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// unit vectors and they are all orthogonal.
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bool IsRotationMatrix() const;
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#ifndef VECTOR_NO_SLOW_OPERATIONS
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// This calls the other InverseTR and returns the result.
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VMatrix InverseTR() const;
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// Get the scale of the matrix's basis vectors.
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Vector GetScale() const;
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// (Fast) multiply by a scaling matrix setup from vScale.
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VMatrix Scale(const Vector &vScale);
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// Normalize the basis vectors.
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VMatrix NormalizeBasisVectors() const;
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// Transpose.
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VMatrix Transpose() const;
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// Transpose upper-left 3x3.
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VMatrix Transpose3x3() const;
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#endif
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public:
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// The matrix.
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vec_t m[4][4];
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};
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//-----------------------------------------------------------------------------
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// Helper functions.
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//-----------------------------------------------------------------------------
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#ifndef VECTOR_NO_SLOW_OPERATIONS
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// Setup an identity matrix.
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VMatrix SetupMatrixIdentity();
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// Setup as a scaling matrix.
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VMatrix SetupMatrixScale(const Vector &vScale);
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// Setup a translation matrix.
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VMatrix SetupMatrixTranslation(const Vector &vTranslation);
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// Setup a matrix to reflect around the plane.
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VMatrix SetupMatrixReflection(const VPlane &thePlane);
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// Setup a matrix to project from vOrigin onto thePlane.
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VMatrix SetupMatrixProjection(const Vector &vOrigin, const VPlane &thePlane);
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// Setup a matrix to rotate the specified amount around the specified axis.
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VMatrix SetupMatrixAxisRot(const Vector &vAxis, vec_t fDegrees);
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// Setup a matrix to rotate one axis onto another. Input vectors must be normalized.
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VMatrix SetupMatrixAxisToAxisRot(const Vector &vFromAxis, const Vector &vToAxis);
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// Setup a matrix from euler angles. Just sets identity and calls MatrixAngles.
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VMatrix SetupMatrixAngles(const QAngle &vAngles);
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// Setup a matrix for origin and angles.
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VMatrix SetupMatrixOrgAngles(const Vector &origin, const QAngle &vAngles);
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#endif
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#define VMatToString(mat) (static_cast<const char *>(CFmtStr("[ (%f, %f, %f), (%f, %f, %f), (%f, %f, %f), (%f, %f, %f) ]", mat.m[0][0], mat.m[0][1], mat.m[0][2], mat.m[0][3], mat.m[1][0], mat.m[1][1], mat.m[1][2], mat.m[1][3], mat.m[2][0], mat.m[2][1], mat.m[2][2], mat.m[2][3], mat.m[3][0], mat.m[3][1], mat.m[3][2], mat.m[3][3] ))) // ** Note: this generates a temporary, don't hold reference!
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//-----------------------------------------------------------------------------
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// Returns the point at the intersection on the 3 planes.
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// Returns false if it can't be solved (2 or more planes are parallel).
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//-----------------------------------------------------------------------------
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bool PlaneIntersection( const VPlane &vp1, const VPlane &vp2, const VPlane &vp3, Vector &vOut );
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//-----------------------------------------------------------------------------
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// These methods are faster. Use them if you want faster code
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//-----------------------------------------------------------------------------
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void MatrixSetIdentity( VMatrix &dst );
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void MatrixTranspose( const VMatrix& src, VMatrix& dst );
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void MatrixCopy( const VMatrix& src, VMatrix& dst );
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void MatrixMultiply( const VMatrix& src1, const VMatrix& src2, VMatrix& dst );
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// Accessors
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void MatrixGetColumn( const VMatrix &src, int nCol, Vector *pColumn );
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void MatrixSetColumn( VMatrix &src, int nCol, const Vector &column );
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void MatrixGetRow( const VMatrix &src, int nCol, Vector *pColumn );
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void MatrixSetRow( VMatrix &src, int nCol, const Vector &column );
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// Vector3DMultiply treats src2 as if it's a direction vector
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void Vector3DMultiply( const VMatrix& src1, const Vector& src2, Vector& dst );
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// Vector3DMultiplyPosition treats src2 as if it's a point (adds the translation)
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inline void Vector3DMultiplyPosition( const VMatrix& src1, const VectorByValue src2, Vector& dst );
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// Vector3DMultiplyPositionProjective treats src2 as if it's a point
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// and does the perspective divide at the end
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void Vector3DMultiplyPositionProjective( const VMatrix& src1, const Vector &src2, Vector& dst );
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// Vector3DMultiplyPosition treats src2 as if it's a direction
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// and does the perspective divide at the end
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// NOTE: src1 had better be an inverse transpose to use this correctly
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void Vector3DMultiplyProjective( const VMatrix& src1, const Vector &src2, Vector& dst );
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void Vector4DMultiply( const VMatrix& src1, const Vector4D& src2, Vector4D& dst );
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// Same as Vector4DMultiply except that src2 has an implicit W of 1
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void Vector4DMultiplyPosition( const VMatrix& src1, const Vector &src2, Vector4D& dst );
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// Multiplies the vector by the transpose of the matrix
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void Vector3DMultiplyTranspose( const VMatrix& src1, const Vector& src2, Vector& dst );
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void Vector4DMultiplyTranspose( const VMatrix& src1, const Vector4D& src2, Vector4D& dst );
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// Transform a plane
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void MatrixTransformPlane( const VMatrix &src, const cplane_t &inPlane, cplane_t &outPlane );
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// Transform a plane that has an axis-aligned normal
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void MatrixTransformAxisAlignedPlane( const VMatrix &src, int nDim, float flSign, float flDist, cplane_t &outPlane );
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void MatrixBuildTranslation( VMatrix& dst, float x, float y, float z );
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void MatrixBuildTranslation( VMatrix& dst, const Vector &translation );
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inline void MatrixTranslate( VMatrix& dst, const Vector &translation )
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{
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VMatrix matTranslation, temp;
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MatrixBuildTranslation( matTranslation, translation );
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MatrixMultiply( dst, matTranslation, temp );
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dst = temp;
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}
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void MatrixBuildRotationAboutAxis( VMatrix& dst, const Vector& vAxisOfRot, float angleDegrees );
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void MatrixBuildRotateZ( VMatrix& dst, float angleDegrees );
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inline void MatrixRotate( VMatrix& dst, const Vector& vAxisOfRot, float angleDegrees )
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{
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VMatrix rotation, temp;
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MatrixBuildRotationAboutAxis( rotation, vAxisOfRot, angleDegrees );
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MatrixMultiply( dst, rotation, temp );
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dst = temp;
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}
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// Builds a rotation matrix that rotates one direction vector into another
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void MatrixBuildRotation( VMatrix &dst, const Vector& initialDirection, const Vector& finalDirection );
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// Builds a scale matrix
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void MatrixBuildScale( VMatrix &dst, float x, float y, float z );
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void MatrixBuildScale( VMatrix &dst, const Vector& scale );
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// Build a perspective matrix.
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// zNear and zFar are assumed to be positive.
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// You end up looking down positive Z, X is to the right, Y is up.
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// X range: [0..1]
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// Y range: [0..1]
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// Z range: [0..1]
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void MatrixBuildPerspective( VMatrix &dst, float fovX, float fovY, float zNear, float zFar );
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//-----------------------------------------------------------------------------
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// Given a projection matrix, take the extremes of the space in transformed into world space and
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// get a bounding box.
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//-----------------------------------------------------------------------------
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void CalculateAABBFromProjectionMatrix( const VMatrix &worldToVolume, Vector *pMins, Vector *pMaxs );
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//-----------------------------------------------------------------------------
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// Given a projection matrix, take the extremes of the space in transformed into world space and
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// get a bounding sphere.
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//-----------------------------------------------------------------------------
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void CalculateSphereFromProjectionMatrix( const VMatrix &worldToVolume, Vector *pCenter, float *pflRadius );
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//-----------------------------------------------------------------------------
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// Given an inverse projection matrix, take the extremes of the space in transformed into world space and
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// get a bounding box.
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//-----------------------------------------------------------------------------
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void CalculateAABBFromProjectionMatrixInverse( const VMatrix &volumeToWorld, Vector *pMins, Vector *pMaxs );
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//-----------------------------------------------------------------------------
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// Given an inverse projection matrix, take the extremes of the space in transformed into world space and
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// get a bounding sphere.
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//-----------------------------------------------------------------------------
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void CalculateSphereFromProjectionMatrixInverse( const VMatrix &volumeToWorld, Vector *pCenter, float *pflRadius );
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//-----------------------------------------------------------------------------
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// Calculate frustum planes given a clip->world space transform.
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//-----------------------------------------------------------------------------
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void FrustumPlanesFromMatrix( const VMatrix &clipToWorld, Frustum_t &frustum );
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//-----------------------------------------------------------------------------
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// Setup a matrix from euler angles.
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//-----------------------------------------------------------------------------
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void MatrixFromAngles( const QAngle& vAngles, VMatrix& dst );
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//-----------------------------------------------------------------------------
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// Creates euler angles from a matrix
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//-----------------------------------------------------------------------------
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void MatrixToAngles( const VMatrix& src, QAngle& vAngles );
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//-----------------------------------------------------------------------------
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// Does a fast inverse, assuming the matrix only contains translation and rotation.
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//-----------------------------------------------------------------------------
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void MatrixInverseTR( const VMatrix& src, VMatrix &dst );
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//-----------------------------------------------------------------------------
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// Inverts any matrix at all
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//-----------------------------------------------------------------------------
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bool MatrixInverseGeneral(const VMatrix& src, VMatrix& dst);
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//-----------------------------------------------------------------------------
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// Computes the inverse transpose
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//-----------------------------------------------------------------------------
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void MatrixInverseTranspose( const VMatrix& src, VMatrix& dst );
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//-----------------------------------------------------------------------------
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// VMatrix inlines.
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//-----------------------------------------------------------------------------
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inline VMatrix::VMatrix()
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{
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}
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inline VMatrix::VMatrix(
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vec_t m00, vec_t m01, vec_t m02, vec_t m03,
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vec_t m10, vec_t m11, vec_t m12, vec_t m13,
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vec_t m20, vec_t m21, vec_t m22, vec_t m23,
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vec_t m30, vec_t m31, vec_t m32, vec_t m33)
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{
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Init(
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m00, m01, m02, m03,
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m10, m11, m12, m13,
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m20, m21, m22, m23,
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m30, m31, m32, m33
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);
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}
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inline VMatrix::VMatrix( const matrix3x4_t& matrix3x4 )
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{
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Init( matrix3x4 );
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}
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//-----------------------------------------------------------------------------
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// Creates a matrix where the X axis = forward
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// the Y axis = left, and the Z axis = up
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//-----------------------------------------------------------------------------
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inline VMatrix::VMatrix( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis )
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{
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Init(
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xAxis.x, yAxis.x, zAxis.x, 0.0f,
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xAxis.y, yAxis.y, zAxis.y, 0.0f,
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xAxis.z, yAxis.z, zAxis.z, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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}
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inline void VMatrix::Init(
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vec_t m00, vec_t m01, vec_t m02, vec_t m03,
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vec_t m10, vec_t m11, vec_t m12, vec_t m13,
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vec_t m20, vec_t m21, vec_t m22, vec_t m23,
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vec_t m30, vec_t m31, vec_t m32, vec_t m33
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)
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{
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m[0][0] = m00;
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m[0][1] = m01;
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m[0][2] = m02;
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m[0][3] = m03;
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m[1][0] = m10;
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m[1][1] = m11;
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m[1][2] = m12;
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m[1][3] = m13;
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m[2][0] = m20;
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m[2][1] = m21;
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m[2][2] = m22;
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m[2][3] = m23;
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m[3][0] = m30;
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m[3][1] = m31;
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m[3][2] = m32;
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m[3][3] = m33;
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}
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//-----------------------------------------------------------------------------
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// Initialize from a 3x4
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//-----------------------------------------------------------------------------
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inline void VMatrix::Init( const matrix3x4_t& matrix3x4 )
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{
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memcpy(m, matrix3x4.Base(), sizeof( matrix3x4_t ) );
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m[3][0] = 0.0f;
|
|
m[3][1] = 0.0f;
|
|
m[3][2] = 0.0f;
|
|
m[3][3] = 1.0f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods related to the basis vectors of the matrix
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifndef VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
inline Vector VMatrix::GetForward() const
|
|
{
|
|
return Vector(m[0][0], m[1][0], m[2][0]);
|
|
}
|
|
|
|
inline Vector VMatrix::GetLeft() const
|
|
{
|
|
return Vector(m[0][1], m[1][1], m[2][1]);
|
|
}
|
|
|
|
inline Vector VMatrix::GetUp() const
|
|
{
|
|
return Vector(m[0][2], m[1][2], m[2][2]);
|
|
}
|
|
|
|
#endif
|
|
|
|
inline void VMatrix::SetForward(const Vector &vForward)
|
|
{
|
|
m[0][0] = vForward.x;
|
|
m[1][0] = vForward.y;
|
|
m[2][0] = vForward.z;
|
|
}
|
|
|
|
inline void VMatrix::SetLeft(const Vector &vLeft)
|
|
{
|
|
m[0][1] = vLeft.x;
|
|
m[1][1] = vLeft.y;
|
|
m[2][1] = vLeft.z;
|
|
}
|
|
|
|
inline void VMatrix::SetUp(const Vector &vUp)
|
|
{
|
|
m[0][2] = vUp.x;
|
|
m[1][2] = vUp.y;
|
|
m[2][2] = vUp.z;
|
|
}
|
|
|
|
inline void VMatrix::GetBasisVectors(Vector &vForward, Vector &vLeft, Vector &vUp) const
|
|
{
|
|
vForward.Init( m[0][0], m[1][0], m[2][0] );
|
|
vLeft.Init( m[0][1], m[1][1], m[2][1] );
|
|
vUp.Init( m[0][2], m[1][2], m[2][2] );
|
|
}
|
|
|
|
inline void VMatrix::SetBasisVectors(const Vector &vForward, const Vector &vLeft, const Vector &vUp)
|
|
{
|
|
SetForward(vForward);
|
|
SetLeft(vLeft);
|
|
SetUp(vUp);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods related to the translation component of the matrix
|
|
//-----------------------------------------------------------------------------
|
|
#ifndef VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
inline Vector VMatrix::GetTranslation() const
|
|
{
|
|
return Vector(m[0][3], m[1][3], m[2][3]);
|
|
}
|
|
|
|
#endif
|
|
|
|
inline Vector& VMatrix::GetTranslation( Vector &vTrans ) const
|
|
{
|
|
vTrans.x = m[0][3];
|
|
vTrans.y = m[1][3];
|
|
vTrans.z = m[2][3];
|
|
return vTrans;
|
|
}
|
|
|
|
inline void VMatrix::SetTranslation(const Vector &vTrans)
|
|
{
|
|
m[0][3] = vTrans.x;
|
|
m[1][3] = vTrans.y;
|
|
m[2][3] = vTrans.z;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// appply translation to this matrix in the input space
|
|
//-----------------------------------------------------------------------------
|
|
inline void VMatrix::PreTranslate(const Vector &vTrans)
|
|
{
|
|
Vector tmp;
|
|
Vector3DMultiplyPosition( *this, vTrans, tmp );
|
|
m[0][3] = tmp.x;
|
|
m[1][3] = tmp.y;
|
|
m[2][3] = tmp.z;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// appply translation to this matrix in the output space
|
|
//-----------------------------------------------------------------------------
|
|
inline void VMatrix::PostTranslate(const Vector &vTrans)
|
|
{
|
|
m[0][3] += vTrans.x;
|
|
m[1][3] += vTrans.y;
|
|
m[2][3] += vTrans.z;
|
|
}
|
|
|
|
inline const matrix3x4_t& VMatrix::As3x4() const
|
|
{
|
|
return *((const matrix3x4_t*)this);
|
|
}
|
|
|
|
inline matrix3x4_t& VMatrix::As3x4()
|
|
{
|
|
return *((matrix3x4_t*)this);
|
|
}
|
|
|
|
inline void VMatrix::CopyFrom3x4( const matrix3x4_t &m3x4 )
|
|
{
|
|
memcpy( m, m3x4.Base(), sizeof( matrix3x4_t ) );
|
|
m[3][0] = m[3][1] = m[3][2] = 0;
|
|
m[3][3] = 1;
|
|
}
|
|
|
|
inline void VMatrix::Set3x4( matrix3x4_t& matrix3x4 ) const
|
|
{
|
|
memcpy(matrix3x4.Base(), m, sizeof( matrix3x4_t ) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Matrix math operations
|
|
//-----------------------------------------------------------------------------
|
|
inline const VMatrix& VMatrix::operator+=(const VMatrix &other)
|
|
{
|
|
for(int i=0; i < 4; i++)
|
|
{
|
|
for(int j=0; j < 4; j++)
|
|
{
|
|
m[i][j] += other.m[i][j];
|
|
}
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
|
|
#ifndef VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
inline VMatrix VMatrix::operator+(const VMatrix &other) const
|
|
{
|
|
VMatrix ret;
|
|
for(int i=0; i < 16; i++)
|
|
{
|
|
((float*)ret.m)[i] = ((float*)m)[i] + ((float*)other.m)[i];
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
inline VMatrix VMatrix::operator-(const VMatrix &other) const
|
|
{
|
|
VMatrix ret;
|
|
|
|
for(int i=0; i < 4; i++)
|
|
{
|
|
for(int j=0; j < 4; j++)
|
|
{
|
|
ret.m[i][j] = m[i][j] - other.m[i][j];
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
inline VMatrix VMatrix::operator-() const
|
|
{
|
|
VMatrix ret;
|
|
for( int i=0; i < 16; i++ )
|
|
{
|
|
((float*)ret.m)[i] = -((float*)m)[i];
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
#endif // VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vector transformation
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifndef VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
inline Vector VMatrix::operator*(const Vector &vVec) const
|
|
{
|
|
Vector vRet;
|
|
vRet.x = m[0][0]*vVec.x + m[0][1]*vVec.y + m[0][2]*vVec.z + m[0][3];
|
|
vRet.y = m[1][0]*vVec.x + m[1][1]*vVec.y + m[1][2]*vVec.z + m[1][3];
|
|
vRet.z = m[2][0]*vVec.x + m[2][1]*vVec.y + m[2][2]*vVec.z + m[2][3];
|
|
|
|
return vRet;
|
|
}
|
|
|
|
inline Vector VMatrix::VMul4x3(const Vector &vVec) const
|
|
{
|
|
Vector vResult;
|
|
Vector3DMultiplyPosition( *this, vVec, vResult );
|
|
return vResult;
|
|
}
|
|
|
|
|
|
inline Vector VMatrix::VMul4x3Transpose(const Vector &vVec) const
|
|
{
|
|
Vector tmp = vVec;
|
|
tmp.x -= m[0][3];
|
|
tmp.y -= m[1][3];
|
|
tmp.z -= m[2][3];
|
|
|
|
return Vector(
|
|
m[0][0]*tmp.x + m[1][0]*tmp.y + m[2][0]*tmp.z,
|
|
m[0][1]*tmp.x + m[1][1]*tmp.y + m[2][1]*tmp.z,
|
|
m[0][2]*tmp.x + m[1][2]*tmp.y + m[2][2]*tmp.z
|
|
);
|
|
}
|
|
|
|
inline Vector VMatrix::VMul3x3(const Vector &vVec) const
|
|
{
|
|
return Vector(
|
|
m[0][0]*vVec.x + m[0][1]*vVec.y + m[0][2]*vVec.z,
|
|
m[1][0]*vVec.x + m[1][1]*vVec.y + m[1][2]*vVec.z,
|
|
m[2][0]*vVec.x + m[2][1]*vVec.y + m[2][2]*vVec.z
|
|
);
|
|
}
|
|
|
|
inline Vector VMatrix::VMul3x3Transpose(const Vector &vVec) const
|
|
{
|
|
return Vector(
|
|
m[0][0]*vVec.x + m[1][0]*vVec.y + m[2][0]*vVec.z,
|
|
m[0][1]*vVec.x + m[1][1]*vVec.y + m[2][1]*vVec.z,
|
|
m[0][2]*vVec.x + m[1][2]*vVec.y + m[2][2]*vVec.z
|
|
);
|
|
}
|
|
|
|
#endif // VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
|
|
inline void VMatrix::V3Mul(const Vector &vIn, Vector &vOut) const
|
|
{
|
|
vec_t rw;
|
|
|
|
rw = 1.0f / (m[3][0]*vIn.x + m[3][1]*vIn.y + m[3][2]*vIn.z + m[3][3]);
|
|
vOut.x = (m[0][0]*vIn.x + m[0][1]*vIn.y + m[0][2]*vIn.z + m[0][3]) * rw;
|
|
vOut.y = (m[1][0]*vIn.x + m[1][1]*vIn.y + m[1][2]*vIn.z + m[1][3]) * rw;
|
|
vOut.z = (m[2][0]*vIn.x + m[2][1]*vIn.y + m[2][2]*vIn.z + m[2][3]) * rw;
|
|
}
|
|
|
|
inline void VMatrix::V4Mul(const Vector4D &vIn, Vector4D &vOut) const
|
|
{
|
|
vOut[0] = m[0][0]*vIn[0] + m[0][1]*vIn[1] + m[0][2]*vIn[2] + m[0][3]*vIn[3];
|
|
vOut[1] = m[1][0]*vIn[0] + m[1][1]*vIn[1] + m[1][2]*vIn[2] + m[1][3]*vIn[3];
|
|
vOut[2] = m[2][0]*vIn[0] + m[2][1]*vIn[1] + m[2][2]*vIn[2] + m[2][3]*vIn[3];
|
|
vOut[3] = m[3][0]*vIn[0] + m[3][1]*vIn[1] + m[3][2]*vIn[2] + m[3][3]*vIn[3];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Plane transformation
|
|
//-----------------------------------------------------------------------------
|
|
inline void VMatrix::TransformPlane( const VPlane &inPlane, VPlane &outPlane ) const
|
|
{
|
|
Vector vTrans;
|
|
Vector3DMultiply( *this, inPlane.m_Normal, outPlane.m_Normal );
|
|
outPlane.m_Dist = inPlane.m_Dist * DotProduct( outPlane.m_Normal, outPlane.m_Normal );
|
|
outPlane.m_Dist += DotProduct( outPlane.m_Normal, GetTranslation( vTrans ) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Other random stuff
|
|
//-----------------------------------------------------------------------------
|
|
inline void VMatrix::Identity()
|
|
{
|
|
MatrixSetIdentity( *this );
|
|
}
|
|
|
|
|
|
inline bool VMatrix::IsIdentity() const
|
|
{
|
|
return
|
|
m[0][0] == 1.0f && m[0][1] == 0.0f && m[0][2] == 0.0f && m[0][3] == 0.0f &&
|
|
m[1][0] == 0.0f && m[1][1] == 1.0f && m[1][2] == 0.0f && m[1][3] == 0.0f &&
|
|
m[2][0] == 0.0f && m[2][1] == 0.0f && m[2][2] == 1.0f && m[2][3] == 0.0f &&
|
|
m[3][0] == 0.0f && m[3][1] == 0.0f && m[3][2] == 0.0f && m[3][3] == 1.0f;
|
|
}
|
|
|
|
#ifndef VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
inline Vector VMatrix::ApplyRotation(const Vector &vVec) const
|
|
{
|
|
return VMul3x3(vVec);
|
|
}
|
|
|
|
inline VMatrix VMatrix::operator~() const
|
|
{
|
|
VMatrix mRet;
|
|
InverseGeneral(mRet);
|
|
return mRet;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Accessors
|
|
//-----------------------------------------------------------------------------
|
|
inline void MatrixGetColumn( const VMatrix &src, int nCol, Vector *pColumn )
|
|
{
|
|
Assert( (nCol >= 0) && (nCol <= 3) );
|
|
|
|
pColumn->x = src[0][nCol];
|
|
pColumn->y = src[1][nCol];
|
|
pColumn->z = src[2][nCol];
|
|
}
|
|
|
|
inline void MatrixSetColumn( VMatrix &src, int nCol, const Vector &column )
|
|
{
|
|
Assert( (nCol >= 0) && (nCol <= 3) );
|
|
|
|
src.m[0][nCol] = column.x;
|
|
src.m[1][nCol] = column.y;
|
|
src.m[2][nCol] = column.z;
|
|
}
|
|
|
|
inline void MatrixGetRow( const VMatrix &src, int nRow, Vector *pRow )
|
|
{
|
|
Assert( (nRow >= 0) && (nRow <= 3) );
|
|
*pRow = *(Vector*)src[nRow];
|
|
}
|
|
|
|
inline void MatrixSetRow( VMatrix &dst, int nRow, const Vector &row )
|
|
{
|
|
Assert( (nRow >= 0) && (nRow <= 3) );
|
|
*(Vector*)dst[nRow] = row;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vector3DMultiplyPosition treats src2 as if it's a point (adds the translation)
|
|
//-----------------------------------------------------------------------------
|
|
// NJS: src2 is passed in as a full vector rather than a reference to prevent the need
|
|
// for 2 branches and a potential copy in the body. (ie, handling the case when the src2
|
|
// reference is the same as the dst reference ).
|
|
inline void Vector3DMultiplyPosition( const VMatrix& src1, const VectorByValue src2, Vector& dst )
|
|
{
|
|
dst[0] = src1[0][0] * src2.x + src1[0][1] * src2.y + src1[0][2] * src2.z + src1[0][3];
|
|
dst[1] = src1[1][0] * src2.x + src1[1][1] * src2.y + src1[1][2] * src2.z + src1[1][3];
|
|
dst[2] = src1[2][0] * src2.x + src1[2][1] * src2.y + src1[2][2] * src2.z + src1[2][3];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Transform a plane that has an axis-aligned normal
|
|
//-----------------------------------------------------------------------------
|
|
inline void MatrixTransformAxisAlignedPlane( const VMatrix &src, int nDim, float flSign, float flDist, cplane_t &outPlane )
|
|
{
|
|
// See MatrixTransformPlane in the .cpp file for an explanation of the algorithm.
|
|
MatrixGetColumn( src, nDim, &outPlane.normal );
|
|
outPlane.normal *= flSign;
|
|
outPlane.dist = flDist * DotProduct( outPlane.normal, outPlane.normal );
|
|
|
|
// NOTE: Writing this out by hand because it doesn't inline (inline depth isn't large enough)
|
|
// This should read outPlane.dist += DotProduct( outPlane.normal, src.GetTranslation );
|
|
outPlane.dist += outPlane.normal.x * src.m[0][3] + outPlane.normal.y * src.m[1][3] + outPlane.normal.z * src.m[2][3];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Matrix equality test
|
|
//-----------------------------------------------------------------------------
|
|
inline bool MatricesAreEqual( const VMatrix &src1, const VMatrix &src2, float flTolerance )
|
|
{
|
|
for ( int i = 0; i < 3; ++i )
|
|
{
|
|
for ( int j = 0; j < 3; ++j )
|
|
{
|
|
if ( fabs( src1[i][j] - src2[i][j] ) > flTolerance )
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void MatrixBuildOrtho( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar );
|
|
void MatrixBuildOrthoLH( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar );
|
|
void MatrixBuildPerspectiveX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar );
|
|
void MatrixBuildPerspectiveOffCenterX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right );
|
|
|
|
inline void MatrixOrtho( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar )
|
|
{
|
|
VMatrix mat;
|
|
MatrixBuildOrtho( mat, left, top, right, bottom, zNear, zFar );
|
|
|
|
VMatrix temp;
|
|
MatrixMultiply( dst, mat, temp );
|
|
dst = temp;
|
|
}
|
|
|
|
inline void MatrixBuildOrthoLH( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar )
|
|
{
|
|
// Same as XMMatrixOrthographicOffCenterLH().
|
|
dst.Init(
|
|
2.0f / ( right - left ), 0.0f, 0.0f, ( left + right ) / ( left - right ),
|
|
0.0f, 2.0f / ( bottom - top ), 0.0f, ( bottom + top ) / ( top - bottom ),
|
|
0.0f, 0.0f, 1.0f / ( zFar - zNear ), zNear / ( zNear - zFar ),
|
|
0.0f, 0.0f, 0.0f, 1.0f );
|
|
}
|
|
|
|
inline void MatrixPerspectiveX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar )
|
|
{
|
|
VMatrix mat;
|
|
MatrixBuildPerspectiveX( mat, flFovX, flAspect, flZNear, flZFar );
|
|
|
|
VMatrix temp;
|
|
MatrixMultiply( dst, mat, temp );
|
|
dst = temp;
|
|
}
|
|
|
|
inline void MatrixPerspectiveOffCenterX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right )
|
|
{
|
|
VMatrix mat;
|
|
MatrixBuildPerspectiveOffCenterX( mat, flFovX, flAspect, flZNear, flZFar, bottom, top, left, right );
|
|
|
|
VMatrix temp;
|
|
MatrixMultiply( dst, mat, temp );
|
|
dst = temp;
|
|
}
|
|
|
|
inline Vector4D GetMatrixColumnAsVector4D( const VMatrix &mMatrix, int nCol )
|
|
{
|
|
Vector4D vColumnOut;
|
|
vColumnOut.x = mMatrix.m[ 0 ][ nCol ];
|
|
vColumnOut.y = mMatrix.m[ 1 ][ nCol ];
|
|
vColumnOut.z = mMatrix.m[ 2 ][ nCol ];
|
|
vColumnOut.w = mMatrix.m[ 3 ][ nCol ];
|
|
return vColumnOut;
|
|
}
|
|
|
|
inline Vector4D MatrixGetRowAsVector4D( const VMatrix &src, int nRow )
|
|
{
|
|
Assert( (nRow >= 0) && (nRow <= 3) );
|
|
return Vector4D( src[nRow] );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Extracts clip planes from an arbitrary view projection matrix.
|
|
// This function assumes the matrix has been transposed.
|
|
//-----------------------------------------------------------------------------
|
|
inline void ExtractClipPlanesFromTransposedMatrix( const VMatrix &transposedViewProjMatrix, VPlane *pPlanesOut )
|
|
{
|
|
// Left
|
|
Vector4D vPlane = GetMatrixColumnAsVector4D( transposedViewProjMatrix, 0 ) + GetMatrixColumnAsVector4D( transposedViewProjMatrix, 3 );
|
|
pPlanesOut[ FRUSTUM_LEFT ].Init( vPlane.AsVector3D(), -vPlane.w );
|
|
|
|
// Right
|
|
vPlane = -GetMatrixColumnAsVector4D( transposedViewProjMatrix, 0 ) + GetMatrixColumnAsVector4D( transposedViewProjMatrix, 3 );
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pPlanesOut[ FRUSTUM_RIGHT ].Init( vPlane.AsVector3D(), -vPlane.w );
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// Bottom
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vPlane = GetMatrixColumnAsVector4D( transposedViewProjMatrix, 1 ) + GetMatrixColumnAsVector4D( transposedViewProjMatrix, 3 );
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pPlanesOut[ FRUSTUM_BOTTOM ].Init( vPlane.AsVector3D(), -vPlane.w );
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// Top
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vPlane = -GetMatrixColumnAsVector4D( transposedViewProjMatrix, 1 ) + GetMatrixColumnAsVector4D( transposedViewProjMatrix, 3 );
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pPlanesOut[ FRUSTUM_TOP ].Init( vPlane.AsVector3D(), -vPlane.w );
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// Near
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vPlane = GetMatrixColumnAsVector4D( transposedViewProjMatrix, 2 ) + GetMatrixColumnAsVector4D( transposedViewProjMatrix, 3 );
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pPlanesOut[ FRUSTUM_NEARZ ].Init( vPlane.AsVector3D(), -vPlane.w );
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// Far
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vPlane = -GetMatrixColumnAsVector4D( transposedViewProjMatrix, 2 ) + GetMatrixColumnAsVector4D( transposedViewProjMatrix, 3 );
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pPlanesOut[ FRUSTUM_FARZ ].Init( vPlane.AsVector3D(), -vPlane.w );
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}
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//-----------------------------------------------------------------------------
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// Extracts clip planes from an arbitrary view projection matrix.
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// Differences from ExtractClipPlanesFromTransposedMatrix():
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// This function assumes the matrix has NOT been transposed.
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// If bD3DClippingRange is true, the projection space clipping range is assumed
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// to be [0,1], vs. the OpenGL range [-1,1].
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// This function always returns normalized planes.
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//-----------------------------------------------------------------------------
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void ExtractClipPlanesFromNonTransposedMatrix( const VMatrix &viewProjMatrix, VPlane *pPlanesOut, bool bD3DClippingRange = true );
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#endif
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