ClassiCube/ClassicalSharp/Math/Matrix4.cs

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8.4 KiB
C#

#region --- License ---
/*
Copyright (c) 2006 - 2008 The Open Toolkit library.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#endregion
using System;
using System.Runtime.InteropServices;
namespace OpenTK {
[StructLayout(LayoutKind.Sequential)]
public struct Matrix4 : IEquatable<Matrix4> {
/// <summary> Top row of the matrix </summary>
public Vector4 Row0;
/// <summary> 2nd row of the matrix </summary>
public Vector4 Row1;
/// <summary> 3rd row of the matrix </summary>
public Vector4 Row2;
/// <summary> Bottom row of the matrix </summary>
public Vector4 Row3;
/// <summary> The identity matrix </summary>
public static Matrix4 Identity = new Matrix4(Vector4.UnitX, Vector4.UnitY, Vector4.UnitZ, Vector4.UnitW);
public Matrix4(Vector4 row0, Vector4 row1, Vector4 row2, Vector4 row3) {
Row0 = row0; Row1 = row1; Row2 = row2; Row3 = row3;
}
public Matrix4(
float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23,
float m30, float m31, float m32, float m33) {
Row0 = new Vector4(m00, m01, m02, m03);
Row1 = new Vector4(m10, m11, m12, m13);
Row2 = new Vector4(m20, m21, m22, m23);
Row3 = new Vector4(m30, m31, m32, m33);
}
public static void RotateX(out Matrix4 result, float angle) {
float cos = (float)Math.Cos(angle);
float sin = (float)Math.Sin(angle);
result.Row0 = Vector4.UnitX;
result.Row1 = new Vector4(0.0f, cos, sin, 0.0f);
result.Row2 = new Vector4(0.0f, -sin, cos, 0.0f);
result.Row3 = Vector4.UnitW;
}
public static void RotateY(out Matrix4 result, float angle) {
float cos = (float)Math.Cos(angle);
float sin = (float)Math.Sin(angle);
result.Row0 = new Vector4(cos, 0.0f, -sin, 0.0f);
result.Row1 = Vector4.UnitY;
result.Row2 = new Vector4(sin, 0.0f, cos, 0.0f);
result.Row3 = Vector4.UnitW;
}
public static void RotateZ(out Matrix4 result, float angle) {
float cos = (float)Math.Cos(angle);
float sin = (float)Math.Sin(angle);
result.Row0 = new Vector4(cos, sin, 0.0f, 0.0f);
result.Row1 = new Vector4(-sin, cos, 0.0f, 0.0f);
result.Row2 = Vector4.UnitZ;
result.Row3 = Vector4.UnitW;
}
public static void Translate(out Matrix4 result, float x, float y, float z) {
result = Identity;
result.Row3 = new Vector4(x, y, z, 1);
}
public static void Scale(out Matrix4 result, float x, float y, float z) {
result.Row0 = Vector4.UnitX; result.Row0.X *= x;
result.Row1 = Vector4.UnitY; result.Row1.Y *= y;
result.Row2 = Vector4.UnitZ; result.Row2.Z *= z;
result.Row3 = Vector4.UnitW;
}
public static void CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result) {
result = new Matrix4();
float invRL = 1 / (right - left);
float invTB = 1 / (top - bottom);
float invFN = 1 / (zFar - zNear);
result.Row0.X = 2 * invRL;
result.Row1.Y = 2 * invTB;
result.Row2.Z = -2 * invFN;
result.Row3.X = -(right + left) * invRL;
result.Row3.Y = -(top + bottom) * invTB;
result.Row3.Z = -(zFar + zNear) * invFN;
result.Row3.W = 1;
}
public static void CreatePerspectiveFieldOfView(float fovy, float aspect, float zNear, float zFar, out Matrix4 result) {
float yMax = zNear * (float)System.Math.Tan(0.5f * fovy);
float yMin = -yMax;
float xMin = yMin * aspect;
float xMax = yMax * aspect;
CreatePerspectiveOffCenter(xMin, xMax, yMin, yMax, zNear, zFar, out result);
}
public static void CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result) {
float x = (2.0f * zNear) / (right - left);
float y = (2.0f * zNear) / (top - bottom);
float a = (right + left) / (right - left);
float b = (top + bottom) / (top - bottom);
float c = -(zFar + zNear) / (zFar - zNear);
float d = -(2.0f * zFar * zNear) / (zFar - zNear);
result = new Matrix4(x, 0, 0, 0,
0, y, 0, 0,
a, b, c, -1,
0, 0, d, 0);
}
public static void LookRot(Vector3 pos, ClassicalSharp.Vector2 rot, out Matrix4 result) {
Matrix4 rotX, rotY, trans;
RotateX(out rotX, rot.Y);
RotateY(out rotY, rot.X);
Translate(out trans, -pos.X, -pos.Y, -pos.Z);
Mult(out result, ref rotY, ref rotX);
Mult(out result, ref trans, ref result);
}
public static void Mult(out Matrix4 result, ref Matrix4 left, ref Matrix4 right) {
// Originally from http://www.edais.co.uk/blog/?p=27
float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z, lM44 = left.Row3.W,
rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W,
rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z, rM44 = right.Row3.W;
result.Row0.X = (((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31)) + (lM14 * rM41);
result.Row0.Y = (((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32)) + (lM14 * rM42);
result.Row0.Z = (((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33)) + (lM14 * rM43);
result.Row0.W = (((lM11 * rM14) + (lM12 * rM24)) + (lM13 * rM34)) + (lM14 * rM44);
result.Row1.X = (((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31)) + (lM24 * rM41);
result.Row1.Y = (((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32)) + (lM24 * rM42);
result.Row1.Z = (((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33)) + (lM24 * rM43);
result.Row1.W = (((lM21 * rM14) + (lM22 * rM24)) + (lM23 * rM34)) + (lM24 * rM44);
result.Row2.X = (((lM31 * rM11) + (lM32 * rM21)) + (lM33 * rM31)) + (lM34 * rM41);
result.Row2.Y = (((lM31 * rM12) + (lM32 * rM22)) + (lM33 * rM32)) + (lM34 * rM42);
result.Row2.Z = (((lM31 * rM13) + (lM32 * rM23)) + (lM33 * rM33)) + (lM34 * rM43);
result.Row2.W = (((lM31 * rM14) + (lM32 * rM24)) + (lM33 * rM34)) + (lM34 * rM44);
result.Row3.X = (((lM41 * rM11) + (lM42 * rM21)) + (lM43 * rM31)) + (lM44 * rM41);
result.Row3.Y = (((lM41 * rM12) + (lM42 * rM22)) + (lM43 * rM32)) + (lM44 * rM42);
result.Row3.Z = (((lM41 * rM13) + (lM42 * rM23)) + (lM43 * rM33)) + (lM44 * rM43);
result.Row3.W = (((lM41 * rM14) + (lM42 * rM24)) + (lM43 * rM34)) + (lM44 * rM44);
}
public static bool operator == (Matrix4 left, Matrix4 right) {
return left.Equals(right);
}
public static bool operator != (Matrix4 left, Matrix4 right) {
return !left.Equals(right);
}
public override int GetHashCode() {
return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode() ^ Row3.GetHashCode();
}
public override bool Equals(object obj) {
return (obj is Matrix4) && Equals((Matrix4)obj);
}
public bool Equals(Matrix4 other) {
return Row0 == other.Row0 && Row1 == other.Row1 &&
Row2 == other.Row2 && Row3 == other.Row3;
}
public override string ToString() {
return string.Format("Row0={0},\r\n Row1={1},\r\n Row2={2},\r\n Row3={3}]", Row0, Row1, Row2, Row3);
}
}
}