426 lines
8.4 KiB
C++
426 lines
8.4 KiB
C++
#pragma once
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#include "EHS.h"
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#include "Math.h"
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#include "Mat3.h"
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#include "Vec4.h"
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#include "Vec3.h"
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namespace lwe
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{
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template <typename T = float>
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class Mat4
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{
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private:
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friend class GpuUniform;
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T data[16];
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public:
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Mat4()
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{
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for (UInt_8 i = 0; i < 16; ++i)
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data[i] = 0;
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}
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explicit Mat4(const T* data)
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{
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for (UInt_8 i = 0; i < 16; ++i)
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this->data[i] = data[i];
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}
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template<typename C>
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Mat4(const Mat3<C>& mat)
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{
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for (UInt_8 i = 0; i < 9; ++i)
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{
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UInt_8 row = i / 3;
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UInt_8 column = i % 3;
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UInt_8 dst = row * 4 + column;
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data[dst] = (T)mat[i];
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}
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data[3] = 0;
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data[7] = 0;
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data[11] = 0;
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data[12] = 0;
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data[13] = 0;
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data[14] = 0;
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data[15] = 1;
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}
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template<typename C>
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Mat4(const Mat4<C>& mat)
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{
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for (UInt_8 i = 0; i < 16; ++i)
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data[i] = (T)mat.data[i];
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}
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template<typename C>
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Mat4<T>& operator=(const Mat4<C>& mat)
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{
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if (this == &mat)
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return *this;
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for (UInt_8 i = 0; i < 16; ++i)
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data[i] = (T)mat.data[i];
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return *this;
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}
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Vec4<T> operator*(Vec4<T> vec) const
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{
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Vec4<T> result;
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result.x = vec.x * data[0] + vec.y * data[4] + vec.z * data[8] + vec.w * data[12];
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result.y = vec.x * data[1] + vec.y * data[5] + vec.z * data[9] + vec.w * data[13];
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result.z = vec.x * data[2] + vec.y * data[6] + vec.z * data[10] + vec.w * data[14];
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result.w = vec.x * data[3] + vec.y * data[7] + vec.z * data[11] + vec.w * data[15];
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return result;
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}
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Mat4<T>& operator*=(const T scalar)
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{
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for (UInt_8 i = 0; i < 16; ++i)
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data[i] *= scalar;
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return *this;
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}
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Mat4<T> operator*(const T scalar) const
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{
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Mat4<T> result;
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for (UInt_8 i = 0; i < 16; ++i)
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result.data[i] = data[i] * scalar;
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return result;
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}
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Mat4<T>& operator*=(const Mat4<T>& mat)
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{
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Mat4 transposed = GetTranspose();
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for (UInt_8 i = 0; i < 16; i++)
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{
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UInt_8 row = i / 4 * 4;
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UInt_8 column = i % 4 * 4;
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data[i] += transposed.data[column] * mat.data[row];
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data[i] += transposed.data[column + 1] * mat.data[row + 1];
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data[i] += transposed.data[column + 2] * mat.data[row + 2];
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data[i] += transposed.data[column + 3] * mat.data[row + 3];
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}
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return *this;
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}
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Mat4<T> operator*(const Mat4<T>& mat) const
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{
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Mat4 transposed = GetTranspose();
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Mat4<T> result;
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for (UInt_8 i = 0; i < 16; i++)
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{
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UInt_8 row = i / 4 * 4;
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UInt_8 column = i % 4 * 4;
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result.data[i] += transposed.data[column] * mat.data[row];
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result.data[i] += transposed.data[column + 1] * mat.data[row + 1];
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result.data[i] += transposed.data[column + 2] * mat.data[row + 2];
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result.data[i] += transposed.data[column + 3] * mat.data[row + 3];
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}
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return result;
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}
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operator const T*() const
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{
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return data;
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}
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operator T*()
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{
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return data;
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}
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Vec3<T> GetRight() const
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{
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return Vec3<T>(data[0], data[4], data[8]);
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}
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Vec3<T> GetUp() const
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{
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return Vec3<T>(data[1], data[5], data[9]);
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}
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Vec3<T> GetForward() const
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{
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return Vec3<T>(data[2], data[6], data[10]);
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}
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Mat4<T> GetTranspose() const
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{
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Mat4<T> result;
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for (UInt_8 i = 0; i < 16; ++i)
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result.data[i] = data[i % 4 * 4 + i / 4];
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return result;
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}
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void Transpose()
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{
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Mat4<T> old = *this;
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for (UInt_8 i = 0; i < 16; ++i)
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data[i] = old.data[4 * (i % 4) + i / 4];
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}
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Mat3<T> Cut(const UInt_8 row, const UInt_8 column) const
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{
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Mat3<T> result;
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UInt_8 index = 0;
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for (UInt_8 r = 0; r < 4; ++r)
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{
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for (UInt_8 c = 0; c < 4; ++c)
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{
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if (r == row || c == column)
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continue;
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result[index++] = data[4 * r + c];
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}
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}
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return result;
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}
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Mat4<T> GetMinor() const
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{
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Mat4<T> result;
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for (UInt_8 r = 0; r < 4; ++r)
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for (UInt_8 c = 0; c < 4; ++c)
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result.data[4 * r + c] = Cut(r, c).GetDeterminant();
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return result;
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}
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void Minor()
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{
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Mat4<T> old = *this;
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for (UInt_8 r = 0; r < 4; ++r)
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for (UInt_8 c = 0; c < 4; ++c)
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data[4 * r + c] = old.Cut(r, c).GetDeterminant();
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}
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Mat4<T> GetCofactor() const
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{
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Mat4<T> minor = GetMinor();
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Mat4<T> result;
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for (UInt_8 r = 0; r < 4; ++r)
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{
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for (UInt_8 c = 0; c < 4; ++c)
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{
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UInt_8 i = 4 * c + r;
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result.data[i] = minor.data[i] * Math::Pow<T>(-1, r + c);
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}
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}
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return result;
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}
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void Cofactor()
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{
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Mat4<T> minor = GetMinor();
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for (UInt_8 r = 0; r < 4; ++r)
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{
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for (UInt_8 c = 0; c < 4; ++c)
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{
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UInt_8 i = 4 * c + r;
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data[i] = minor.data[i] * Math::Pow<T>(-1, r + c);
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}
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}
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}
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T GetDeterminant() const
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{
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Mat4<T> cofactor = GetCofactor();
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T result = 0;
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for (UInt_8 c = 0; c < 4; ++c)
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result += data[c] * cofactor[c];
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return result;
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}
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Mat4<T> GetAdjugate() const
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{
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return GetCofactor().GetTranspose();
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}
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void Adjugate()
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{
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Cofactor();
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Transpose();
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}
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Mat4<T> GetInverse() const
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{
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T det = GetDeterminant();
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if (Math::ComCmp(det, 0.0f))
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return {};
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return GetAdjugate() * (1 / det);
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}
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void Inverse()
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{
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T det = GetDeterminant();
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if (Math::ComCmp(det, 0.0f))
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return;
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Adjugate();
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operator*=(1 / det);
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}
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static Mat4<T> Identity()
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{
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Mat4<T> result;
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result.data[0] = 1;
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result.data[5] = 1;
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result.data[10] = 1;
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result.data[15] = 1;
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return result;
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}
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static Mat4<T> Scale(const Vec3<T>& scale)
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{
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Mat4<T> result;
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result.data[0] = scale.x;
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result.data[5] = scale.y;
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result.data[10] = scale.z;
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result.data[15] = 1;
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return result;
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}
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static Mat4<T> Translate(const Vec3<T>& pos)
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{
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Mat4<T> result = Identity();
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result.data[12] = pos.x;
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result.data[13] = pos.y;
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result.data[14] = pos.z;
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return result;
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}
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static Mat4<T> PitchRotate(const T angle)
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{
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T radians = Math::Rads(angle);
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Mat4<T> result;
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result.data[0] = 1;
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result.data[5] = Math::Cos(radians);
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result.data[6] = Math::Sin(radians);
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result.data[9] = -Math::Sin(radians);
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result.data[10] = Math::Cos(radians);
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result.data[15] = 1;
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return result;
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}
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static Mat4<T> YawRotate(const T angle)
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{
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T radians = Math::Rads(angle);
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Mat4<T> result;
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result.data[0] = Math::Cos(radians);
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result.data[2] = -Math::Sin(radians);
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result.data[5] = 1;
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result.data[8] = Math::Sin(radians);
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result.data[10] = Math::Cos(radians);
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result.data[15] = 1;
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return result;
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}
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static Mat4<T> RollRotate(const T angle)
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{
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T radians = Math::Rads(angle);
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Mat4<T> result;
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result.data[0] = Math::Cos(radians);
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result.data[1] = Math::Sin(radians);
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result.data[4] = -Math::Sin(radians);
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result.data[5] = Math::Cos(radians);
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result.data[10] = 1;
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result.data[15] = 1;
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return result;
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}
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static Mat4<T> Rotate(const Vec3<T>& vec)
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{
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return YawRotate(vec.y) * RollRotate(vec.z) * PitchRotate(vec.x);
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}
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static Mat4<T> RH_Perspective(const T fov, const T aspect, const T zNear, const T zFar)
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{
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const float tanHalfFovy = tan(Math::Rads(fov) / 2.0f);
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Mat4<T> result;
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result[0] = 1.0f / (aspect * tanHalfFovy);
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result[5] = -1.0f / tanHalfFovy;
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result[10] = zFar / (zFar - zNear);
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result[14] = -(zFar * zNear) / (zFar - zNear);
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return result;
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}
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static Mat4<T> LH_Perspective(const T fov, const T aspect, const T zNear, const T zFar)
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{
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const float tanHalfFovy = Math::Tan(Math::Rads(fov) / 2.0f);
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Mat4<T> result;
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result[0] = 1.0f / (aspect * tanHalfFovy);
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result[5] = -1.0f / tanHalfFovy;
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result[10] = zFar / (zFar - zNear);
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result[11] = 1.0f;
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result[14] = -(zFar * zNear) / (zFar - zNear);
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result[15] = 0.0f;
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return result;
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}
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static Mat4<T> LH_Orthographic(const T left, const T right, const T top, const T bottom, const T zNear, const T zFar)
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{
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Mat4<T> result;
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result[0] = 2.0f / (right - left); // 0,0 entry
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result[5] = 2.0f / (bottom - top); // 1,1 entry
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result[10] = 1.0f / (zFar - zNear); // 2,2 entry
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result[12] = -(right + left) / (right - left); // 3,0 entry
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result[13] = -(bottom + top) / (bottom - top); // 3,1 entry
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result[14] = -zNear / (zFar - zNear); // 3,2 entry
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result[15] = 1.0f; // 3,3 entry
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return result;
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/*
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Mat4<T> result;
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result.data[0] = 2 / (right - left);
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result.data[5] = 2 / (top - bottom);
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result.data[10] = 1 / (zFar - zNear);
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result.data[12] = (left + right) / (left - right);
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result.data[13] = (top + bottom) / (bottom - top);
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result.data[14] = zNear / (zNear - zFar);
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result.data[15] = 1;
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return result;
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*/
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}
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};
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typedef Mat4<float> Mat4_f;
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typedef Mat4<double> Mat4_d;
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} |