blender/source/kernel/gen_system/GEN_Matrix4x4.cpp

203 lines
3.5 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "GEN_Matrix4x4.h"
GEN_Matrix4x4::GEN_Matrix4x4()
{
Identity();
}
GEN_Matrix4x4::GEN_Matrix4x4(const float value[4][4])
{
for (int i=0;i<4;i++)
{
for (int j=0;j<4;j++)
m_V[i][j] = value[i][j];
}
}
GEN_Matrix4x4::GEN_Matrix4x4(const double value[16])
{
for (int i=0;i<16;i++)
m_Vflat[i] = value[i];
}
GEN_Matrix4x4::GEN_Matrix4x4(const GEN_Matrix4x4& other)
{
SetMatrix(other);
}
GEN_Matrix4x4::GEN_Matrix4x4(const MT_Point3& orig,
const MT_Vector3& dir,
const MT_Vector3 up)
{
MT_Vector3 z = -(dir.normalized());
MT_Vector3 x = (up.cross(z)).normalized();
MT_Vector3 y = (z.cross(x));
m_V[0][0] = x.x();
m_V[0][1] = y.x();
m_V[0][2] = z.x();
m_V[0][3] = 0.0f;
m_V[1][0] = x.y();
m_V[1][1] = y.y();
m_V[1][2] = z.y();
m_V[1][3] = 0.0f;
m_V[2][0] = x.z();
m_V[2][1] = y.z();
m_V[2][2] = z.z();
m_V[2][3] = 0.0f;
m_V[3][0] = orig.x();//0.0f;
m_V[3][1] = orig.y();//0.0f;
m_V[3][2] = orig.z();//0.0f;
m_V[3][3] = 1.0f;
//Translate(-orig);
}
MT_Vector3 GEN_Matrix4x4::GetRight() const
{
return MT_Vector3(m_V[0][0], m_V[0][1], m_V[0][2]);
}
MT_Vector3 GEN_Matrix4x4::GetUp() const
{
return MT_Vector3(m_V[1][0], m_V[1][1], m_V[1][2]);
}
MT_Vector3 GEN_Matrix4x4::GetDir() const
{
return MT_Vector3(m_V[2][0], m_V[2][1], m_V[2][2]);
}
MT_Point3 GEN_Matrix4x4::GetPos() const
{
return MT_Point3(m_V[3][0], m_V[3][1], m_V[3][2]);
}
void GEN_Matrix4x4::Identity()
{
for (int i=0; i<4; i++)
{
for (int j=0; j<4; j++)
m_V[i][j] = (i==j?1.0f:0.0f);
}
}
void GEN_Matrix4x4::SetMatrix(const GEN_Matrix4x4& other)
{
for (int i=0; i<16; i++)
m_Vflat[i] = other.m_Vflat[i];
}
double* GEN_Matrix4x4::getPointer()
{
return &m_V[0][0];
}
const double* GEN_Matrix4x4::getPointer() const
{
return &m_V[0][0];
}
void GEN_Matrix4x4::setElem(int pos,double newvalue)
{
m_Vflat[pos] = newvalue;
}
GEN_Matrix4x4 GEN_Matrix4x4::Perspective(MT_Scalar inLeft,
MT_Scalar inRight,
MT_Scalar inBottom,
MT_Scalar inTop,
MT_Scalar inNear,
MT_Scalar inFar)
{
GEN_Matrix4x4 mat;
// Column 0
mat(0, 0) = -(2.0*inNear) / (inRight-inLeft);
mat(1, 0) = 0;
mat(2, 0) = 0;
mat(3, 0) = 0;
// Column 1
mat(0, 1) = 0;
mat(1, 1) = (2.0*inNear) / (inTop-inBottom);
mat(2, 1) = 0;
mat(3, 1) = 0;
// Column 2
mat(0, 2) = (inRight+inLeft) / (inRight-inLeft);
mat(1, 2) = (inTop+inBottom) / (inTop-inBottom);
mat(2, 2) = -(inFar+inNear) / (inFar-inNear);
mat(3, 2) = -1;
// Column 3
mat(0, 3) = 0;
mat(1, 3) = 0;
mat(2, 3) = -(2.0*inFar*inNear) / (inFar-inNear);
mat(3, 3) = 0;
return mat;
}