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MathHelper.cpp
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#include "MathHelper.h"
#define T0 0
#define T1 4
#define T2 8
#define T3 12
#define T4 1
#define T5 5
#define T6 9
#define T7 13
#define T8 2
#define T9 6
#define T10 10
#define T11 14
#define T12 3
#define T13 7
#define T14 11
#define T15 15
// This is a column-order matrix multiply of matrices m1 and m2.
void MathHelper::matrixMult4x4Column (GLfloat* result, GLfloat* m1, GLfloat* m2)
{
for (int i = 0; i < 16; i++) {
result[i] = 0.0f;
}
result[T0] = m1[T0]*m2[T0]+m1[T1]*m2[T4]+m1[T2]*m2[T8]+m1[T3]*m2[T12];
result[T1] = m1[T0]*m2[T1]+m1[T1]*m2[T5]+m1[T2]*m2[T9]+m1[T3]*m2[T13];
result[T2] = m1[T0]*m2[T2]+m1[T1]*m2[T6]+m1[T2]*m2[T10]+m1[T3]*m2[T14];
result[T3] = m1[T0]*m2[T3]+m1[T1]*m2[T7]+m1[T2]*m2[T11]+m1[T3]*m2[T15];
result[T4] = m1[T4]*m2[T0]+m1[T5]*m2[T4]+m1[T6]*m2[T8]+m1[T7]*m2[T12];
result[T5] = m1[T4]*m2[T1]+m1[T5]*m2[T5]+m1[T6]*m2[T9]+m1[T7]*m2[T13];
result[T6] = m1[T4]*m2[T2]+m1[T5]*m2[T6]+m1[T6]*m2[T10]+m1[T7]*m2[T14];
result[T7] = m1[T4]*m2[T3]+m1[T5]*m2[T7]+m1[T6]*m2[T11]+m1[T7]*m2[T15];
result[T8] = m1[T8]*m2[T0]+m1[T9]*m2[T4]+m1[T10]*m2[T8]+m1[T11]*m2[T12];
result[T9] = m1[T8]*m2[T1]+m1[T9]*m2[T5]+m1[T10]*m2[T9]+m1[T11]*m2[T13];
result[T10] = m1[T8]*m2[T2]+m1[T9]*m2[T6]+m1[T10]*m2[T10]+m1[T11]*m2[T14];
result[T11] = m1[T8]*m2[T3]+m1[T9]*m2[T7]+m1[T10]*m2[T11]+m1[T11]*m2[T15];
result[T12] = m1[T12]*m2[T0]+m1[T13]*m2[T4]+m1[T14]*m2[T8]+m1[T15]*m2[T12];
result[T13] = m1[T12]*m2[T1]+m1[T13]*m2[T5]+m1[T14]*m2[T9]+m1[T15]*m2[T13];
result[T14] = m1[T12]*m2[T2]+m1[T13]*m2[T6]+m1[T14]*m2[T10]+m1[T15]*m2[T14];
result[T15] = m1[T12]*m2[T3]+m1[T13]*m2[T7]+m1[T14]*m2[T11]+m1[T15]*m2[T15];
}
void MathHelper::matrixMult4x4 (GLfloat* result, GLfloat* m1, GLfloat* m2)
{
for (int i = 0; i < 16; i++) {
result[i] = 0.0f;
}
result[0] = m1[0]*m2[0]+m1[1]*m2[4]+m1[2]*m2[8]+m1[3]*m2[12];
result[1] = m1[0]*m2[1]+m1[1]*m2[5]+m1[2]*m2[9]+m1[3]*m2[13];
result[2] = m1[0]*m2[2]+m1[1]*m2[6]+m1[2]*m2[10]+m1[3]*m2[14];
result[3] = m1[0]*m2[3]+m1[1]*m2[7]+m1[2]*m2[11]+m1[3]*m2[15];
result[4] = m1[4]*m2[0]+m1[5]*m2[4]+m1[6]*m2[8]+m1[7]*m2[12];
result[5] = m1[4]*m2[1]+m1[5]*m2[5]+m1[6]*m2[9]+m1[7]*m2[13];
result[6] = m1[4]*m2[2]+m1[5]*m2[6]+m1[6]*m2[10]+m1[7]*m2[14];
result[7] = m1[4]*m2[3]+m1[5]*m2[7]+m1[6]*m2[11]+m1[7]*m2[15];
result[8] = m1[8]*m2[0]+m1[9]*m2[4]+m1[10]*m2[8]+m1[11]*m2[12];
result[9] = m1[8]*m2[1]+m1[9]*m2[5]+m1[10]*m2[9]+m1[11]*m2[13];
result[10] = m1[8]*m2[2]+m1[9]*m2[6]+m1[10]*m2[10]+m1[11]*m2[14];
result[11] = m1[8]*m2[3]+m1[9]*m2[7]+m1[10]*m2[11]+m1[11]*m2[15];
result[12] = m1[12]*m2[0]+m1[13]*m2[4]+m1[14]*m2[8]+m1[15]*m2[12];
result[13] = m1[12]*m2[1]+m1[13]*m2[5]+m1[14]*m2[9]+m1[15]*m2[13];
result[14] = m1[12]*m2[2]+m1[13]*m2[6]+m1[14]*m2[10]+m1[15]*m2[14];
result[15] = m1[12]*m2[3]+m1[13]*m2[7]+m1[14]*m2[11]+m1[15]*m2[15];
}
// Makes an identity matrix
void MathHelper::makeIdentity (GLfloat* result)
{
for (int i = 0; i < 16; i++) {
result[i] = 0.0f;
}
result[0] = result[5] = result[10] = result[15]= 1.0f;
}
// Returns a matrix that translates by x, y and z amount
void MathHelper::makeTranslate (GLfloat* result, GLfloat x, GLfloat y, GLfloat z)
{
makeIdentity(result);
result[3] = x;
result[7] = y;
result[11] = z;
}
// Returns matrices that rotate about the X, Y and Z axes by a rotation amount (radians)
void MathHelper::makeRotateX (GLfloat* result, GLfloat rotation)
{
makeIdentity(result);
result[5] = result[10] = cos(rotation);
result[6] = sin(rotation);
result[9] = -result[6];
}
void MathHelper::makeRotateY (GLfloat* result, GLfloat rotation)
{
makeIdentity(result);
result[0] = result[10] = cos(rotation);
result[2] = -sin(rotation);
result[8] = -result[2];
}
void MathHelper::makeRotateZ (GLfloat* result, GLfloat rotation)
{
makeIdentity(result);
result[0] = result[5] = cos(rotation);
result[1] = sin(rotation);
result[4] = -result[1];
}
// 2) Create the makeScale method here and fill in the code using the examples above and below
void MathHelper::makeScale(GLfloat* result, GLfloat x, GLfloat y, GLfloat z)
{
makeIdentity (result);
result [0] = x;
result [5] = y;
result [10] = z;
}
void MathHelper::makePerspectiveMatrix (GLfloat* result, GLfloat fov, GLfloat aspect, GLfloat nearPlane, GLfloat farPlane) {
GLfloat f = 1.0f/tan(fov*3.1415926f/360.0f);
makeIdentity(result);
result[0] = f/aspect;
result[5] = f;
result[10] = ((farPlane+nearPlane)/(nearPlane-farPlane));
result[11] = -1;
result[14] = (2.0f*farPlane*nearPlane)/(nearPlane-farPlane);
result[15] = 0;
}
void MathHelper::translateMatrixBy (GLfloat* result, GLfloat x, GLfloat y, GLfloat z)
{
result[3] += x;
result[7] += y;
result[11] += z;
}
void MathHelper::copyMatrix (GLfloat* src, GLfloat* dest)
{
for (int i = 0; i < 16; i++) {
dest[i] = src[i];
}
}
void MathHelper::print4x4Matrix(GLfloat* mat)
{
printf ("====================================");
for (int i = 0; i < 16; i++) {
if (i%4 == 0) printf ("\n");
printf ("%f\t", mat[i]);
}
printf ("\n");
}