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forked from josh/j3ml

Implement Mat4x4 Translate, Transform, FromTranslation

This commit is contained in:
2024-01-31 18:34:15 -05:00
parent 132b8a0a66
commit 40e69d5c4f
11 changed files with 202 additions and 49 deletions

View File

@@ -90,11 +90,8 @@ namespace LinearAlgebra {
elems[2][3] = offset.z;
}
void Matrix4x4::SetRotatePart(const Quaternion &q) {
SetMatrixRotatePart(*this, q);
}
void Matrix4x4::SetMatrixRotatePart(Matrix4x4 &m, const Quaternion& q)
void Matrix4x4::SetRotatePart(const Quaternion& q)
{
// See e.g. http://www.geometrictools.com/Documentation/LinearAlgebraicQuaternions.pdf .
const float x = q.x;
@@ -106,6 +103,15 @@ namespace LinearAlgebra {
elems[2][0] = 2*(x*z - y*w); elems[2][1] = 2*(y*z + x*w); elems[2][2] = 1 - 2*(x*x + y*y);
}
void Matrix4x4::Set3x3Part(const Matrix3x3& r)
{
At(0, 0) = r[0][0]; At(0, 1) = r[0][1]; At(0, 2) = r[0][2];
At(1, 0) = r[1][0]; At(1, 1) = r[1][1]; At(1, 2) = r[1][2];
At(2, 0) = r[2][0]; At(2, 1) = r[2][1]; At(2, 2) = r[2][2];
}
void Matrix4x4::SetRow(int row, const Vector3 &rowVector, float m_r3) {
SetRow(row, rowVector.x, rowVector.y, rowVector.z, m_r3);
}
@@ -224,4 +230,50 @@ namespace LinearAlgebra {
}
Matrix4x4 Matrix4x4::operator+() const { return *this; }
Matrix4x4 Matrix4x4::FromTranslation(const Vector3 &rhs) {
return Matrix4x4(1.f, 0, 0, rhs.x,
0, 1.f, 0, rhs.y,
0, 0, 1.f, rhs.z,
0, 0, 0, 1.f);
}
Matrix4x4 Matrix4x4::Translate(const Vector3 &rhs) const {
return *this * FromTranslation(rhs);
}
Vector3 Matrix4x4::Transform(const Vector3 &rhs) const {
return Transform(rhs.x, rhs.y, rhs.z);
}
Vector3 Matrix4x4::Transform(float tx, float ty, float tz) const {
return Vector3(At(0, 0) * tx + At(0, 1) * ty + At(0, 2) * tz + At(0, 3),
At(1, 0) * tx + At(1, 1) * ty + At(1, 2) * tz + At(1, 3),
At(2, 0) * tx + At(2, 1) * ty + At(2, 2) * tz + At(2, 3));
}
Vector2 Matrix4x4::Transform(float tx, float ty) const {
return Vector2(At(0, 0) * tx + At(0, 1) * ty + At(0, 2) + At(0, 3),
At(1, 0) * tx + At(1, 1) * ty + At(1, 2) + At(1, 3));
}
Vector2 Matrix4x4::Transform(const Vector2 &rhs) const {
return Transform(rhs.x, rhs.y);
}
Matrix4x4 &Matrix4x4::operator=(const Matrix3x3 &rhs) {
Set3x3Part(rhs);
SetTranslatePart(0,0,0);
SetRow(3, 0, 0, 0, 1);
return *this;
}
Matrix4x4 &Matrix4x4::operator=(const Quaternion &rhs) {
*this = rhs.ToMatrix4x4();
return *this;
}
float &Matrix4x4::At(int row, int col) {
return elems[row][col];
}
}