Files
MacroLibX/runtime/Includes/Maths/Mat4.inl
2024-09-02 09:44:42 +02:00

880 lines
22 KiB
C++

#pragma once
#include <Maths/Mat4.h>
#include <Core/Logs.h>
#include <Maths/EulerAngles.h>
#include <Maths/Quaternions.h>
#include <Maths/Vec2.h>
#include <Maths/Vec3.h>
#include <Maths/Vec4.h>
#include <Maths/MathsUtils.h>
#include <cstring>
#include <sstream>
namespace Scop
{
template<typename T>
constexpr Mat4<T>::Mat4(T r11, T r12, T r13, T r14,
T r21, T r22, T r23, T r24,
T r31, T r32, T r33, T r34,
T r41, T r42, T r43, T r44) :
m11(r11), m12(r12), m13(r13), m14(r14),
m21(r21), m22(r22), m23(r23), m24(r24),
m31(r31), m32(r32), m33(r33), m34(r34),
m41(r41), m42(r42), m43(r43), m44(r44)
{}
template<typename T>
constexpr Mat4<T>::Mat4(const T matrix[16]) :
Mat4(matrix[ 0], matrix[ 1], matrix[ 2], matrix[ 3],
matrix[ 4], matrix[ 5], matrix[ 6], matrix[ 7],
matrix[ 8], matrix[ 9], matrix[10], matrix[11],
matrix[12], matrix[13], matrix[14], matrix[15])
{}
template<typename T>
constexpr Mat4<T>& Mat4<T>::ApplyRotation(const Quat<T>& rotation)
{
return Concatenate(Mat4<T>::Rotate(rotation));
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::ApplyScale(const Vec3<T>& scale)
{
m11 *= scale.x;
m12 *= scale.x;
m13 *= scale.x;
m21 *= scale.y;
m22 *= scale.y;
m23 *= scale.y;
m31 *= scale.z;
m32 *= scale.z;
m33 *= scale.z;
return *this;
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::ApplyTranslation(const Vec3<T>& translation)
{
m41 += translation.x;
m42 += translation.y;
m43 += translation.z;
return *this;
}
template<typename T>
constexpr bool Mat4<T>::ApproxEqual(const Mat4& mat, T maxDifference) const
{
for(unsigned int i = 0; i < 16; ++i)
if(!NumberEquals((&m11)[i], (&mat.m11)[i], maxDifference))
return false;
return true;
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::Concatenate(const Mat4& matrix)
{
return operator=(Mat4(
m11 * matrix.m11 + m12 * matrix.m21 + m13 * matrix.m31 + m14 * matrix.m41,
m11 * matrix.m12 + m12 * matrix.m22 + m13 * matrix.m32 + m14 * matrix.m42,
m11 * matrix.m13 + m12 * matrix.m23 + m13 * matrix.m33 + m14 * matrix.m43,
m11 * matrix.m14 + m12 * matrix.m24 + m13 * matrix.m34 + m14 * matrix.m44,
m21 * matrix.m11 + m22 * matrix.m21 + m23 * matrix.m31 + m24 * matrix.m41,
m21 * matrix.m12 + m22 * matrix.m22 + m23 * matrix.m32 + m24 * matrix.m42,
m21 * matrix.m13 + m22 * matrix.m23 + m23 * matrix.m33 + m24 * matrix.m43,
m21 * matrix.m14 + m22 * matrix.m24 + m23 * matrix.m34 + m24 * matrix.m44,
m31 * matrix.m11 + m32 * matrix.m21 + m33 * matrix.m31 + m34 * matrix.m41,
m31 * matrix.m12 + m32 * matrix.m22 + m33 * matrix.m32 + m34 * matrix.m42,
m31 * matrix.m13 + m32 * matrix.m23 + m33 * matrix.m33 + m34 * matrix.m43,
m31 * matrix.m14 + m32 * matrix.m24 + m33 * matrix.m34 + m34 * matrix.m44,
m41 * matrix.m11 + m42 * matrix.m21 + m43 * matrix.m31 + m44 * matrix.m41,
m41 * matrix.m12 + m42 * matrix.m22 + m43 * matrix.m32 + m44 * matrix.m42,
m41 * matrix.m13 + m42 * matrix.m23 + m43 * matrix.m33 + m44 * matrix.m43,
m41 * matrix.m14 + m42 * matrix.m24 + m43 * matrix.m34 + m44 * matrix.m44
));
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::ConcatenateTransform(const Mat4& matrix)
{
return operator=(Mat4(
m11*matrix.m11 + m12*matrix.m21 + m13*matrix.m31,
m11*matrix.m12 + m12*matrix.m22 + m13*matrix.m32,
m11*matrix.m13 + m12*matrix.m23 + m13*matrix.m33,
T(0.0),
m21*matrix.m11 + m22*matrix.m21 + m23*matrix.m31,
m21*matrix.m12 + m22*matrix.m22 + m23*matrix.m32,
m21*matrix.m13 + m22*matrix.m23 + m23*matrix.m33,
T(0.0),
m31*matrix.m11 + m32*matrix.m21 + m33*matrix.m31,
m31*matrix.m12 + m32*matrix.m22 + m33*matrix.m32,
m31*matrix.m13 + m32*matrix.m23 + m33*matrix.m33,
T(0.0),
m41*matrix.m11 + m42*matrix.m21 + m43*matrix.m31 + matrix.m41,
m41*matrix.m12 + m42*matrix.m22 + m43*matrix.m32 + matrix.m42,
m41*matrix.m13 + m42*matrix.m23 + m43*matrix.m33 + matrix.m43,
T(1.0)
));
}
template<typename T>
constexpr Vec4<T> Mat4<T>::GetColumn(std::size_t column) const
{
Assert(column < 4, "column index out of range");
const T* ptr = &m11 + column * 4;
return Vec4<T>(ptr[0], ptr[1], ptr[2], ptr[3]);
}
template<typename T>
constexpr T Mat4<T>::GetDeterminant() const
{
T A = m22*(m33*m44 - m43*m34) - m32*(m23*m44 - m43*m24) + m42*(m23*m34 - m33*m24);
T B = m12*(m33*m44 - m43*m34) - m32*(m13*m44 - m43*m14) + m42*(m13*m34 - m33*m14);
T C = m12*(m23*m44 - m43*m24) - m22*(m13*m44 - m43*m14) + m42*(m13*m24 - m23*m14);
T D = m12*(m23*m34 - m33*m24) - m22*(m13*m34 - m33*m14) + m32*(m13*m24 - m23*m14);
return m11*A - m21*B + m31*C - m41*D;
}
template<typename T>
constexpr T Mat4<T>::GetDeterminantTransform() const
{
T A = m22*m33 - m32*m23;
T B = m12*m33 - m32*m13;
T C = m12*m23 - m22*m13;
return m11*A - m21*B + m31*C;
}
template<typename T>
constexpr bool Mat4<T>::GetInverse(Mat4* dest) const
{
Assert(dest, "destination matrix must be valid");
T det = GetDeterminant();
if(det == T(0.0))
return false;
// http://stackoverflow.com/questions/1148309/inverting-a-4x4-matrix
T inv[16];
inv[0] = m22 * m33 * m44 -
m22 * m34 * m43 -
m32 * m23 * m44 +
m32 * m24 * m43 +
m42 * m23 * m34 -
m42 * m24 * m33;
inv[1] = -m12 * m33 * m44 +
m12 * m34 * m43 +
m32 * m13 * m44 -
m32 * m14 * m43 -
m42 * m13 * m34 +
m42 * m14 * m33;
inv[2] = m12 * m23 * m44 -
m12 * m24 * m43 -
m22 * m13 * m44 +
m22 * m14 * m43 +
m42 * m13 * m24 -
m42 * m14 * m23;
inv[3] = -m12 * m23 * m34 +
m12 * m24 * m33 +
m22 * m13 * m34 -
m22 * m14 * m33 -
m32 * m13 * m24 +
m32 * m14 * m23;
inv[4] = -m21 * m33 * m44 +
m21 * m34 * m43 +
m31 * m23 * m44 -
m31 * m24 * m43 -
m41 * m23 * m34 +
m41 * m24 * m33;
inv[5] = m11 * m33 * m44 -
m11 * m34 * m43 -
m31 * m13 * m44 +
m31 * m14 * m43 +
m41 * m13 * m34 -
m41 * m14 * m33;
inv[6] = -m11 * m23 * m44 +
m11 * m24 * m43 +
m21 * m13 * m44 -
m21 * m14 * m43 -
m41 * m13 * m24 +
m41 * m14 * m23;
inv[7] = m11 * m23 * m34 -
m11 * m24 * m33 -
m21 * m13 * m34 +
m21 * m14 * m33 +
m31 * m13 * m24 -
m31 * m14 * m23;
inv[8] = m21 * m32 * m44 -
m21 * m34 * m42 -
m31 * m22 * m44 +
m31 * m24 * m42 +
m41 * m22 * m34 -
m41 * m24 * m32;
inv[9] = -m11 * m32 * m44 +
m11 * m34 * m42 +
m31 * m12 * m44 -
m31 * m14 * m42 -
m41 * m12 * m34 +
m41 * m14 * m32;
inv[10] = m11 * m22 * m44 -
m11 * m24 * m42 -
m21 * m12 * m44 +
m21 * m14 * m42 +
m41 * m12 * m24 -
m41 * m14 * m22;
inv[11] = -m11 * m22 * m34 +
m11 * m24 * m32 +
m21 * m12 * m34 -
m21 * m14 * m32 -
m31 * m12 * m24 +
m31 * m14 * m22;
inv[12] = -m21 * m32 * m43 +
m21 * m33 * m42 +
m31 * m22 * m43 -
m31 * m23 * m42 -
m41 * m22 * m33 +
m41 * m23 * m32;
inv[13] = m11 * m32 * m43 -
m11 * m33 * m42 -
m31 * m12 * m43 +
m31 * m13 * m42 +
m41 * m12 * m33 -
m41 * m13 * m32;
inv[14] = -m11 * m22 * m43 +
m11 * m23 * m42 +
m21 * m12 * m43 -
m21 * m13 * m42 -
m41 * m12 * m23 +
m41 * m13 * m22;
inv[15] = m11 * m22 * m33 -
m11 * m23 * m32 -
m21 * m12 * m33 +
m21 * m13 * m32 +
m31 * m12 * m23 -
m31 * m13 * m22;
T invDet = T(1.0) / det;
for(unsigned int i = 0; i < 16; ++i)
inv[i] *= invDet;
*dest = inv;
return true;
}
template<typename T>
constexpr bool Mat4<T>::GetInverseTransform(Mat4* dest) const
{
Assert(dest, "destination matrix must be valid");
T det = GetDeterminantTransform();
if(det == T(0.0))
return false;
// http://stackoverflow.com/questions/1148309/inverting-a-4x4-matrix
T inv[16];
inv[0] = m22 * m33 -
m32 * m23;
inv[1] = -m12 * m33 +
m32 * m13;
inv[2] = m12 * m23 -
m22 * m13;
inv[3] = T(0.0);
inv[4] = -m21 * m33 +
m31 * m23;
inv[5] = m11 * m33 -
m31 * m13;
inv[6] = -m11 * m23 +
m21 * m13;
inv[7] = T(0.0);
inv[8] = m21 * m32 -
m31 * m22;
inv[9] = -m11 * m32 +
m31 * m12;
inv[10] = m11 * m22 -
m21 * m12;
inv[11] = T(0.0);
inv[12] = -m21 * m32 * m43 +
m21 * m33 * m42 +
m31 * m22 * m43 -
m31 * m23 * m42 -
m41 * m22 * m33 +
m41 * m23 * m32;
inv[13] = m11 * m32 * m43 -
m11 * m33 * m42 -
m31 * m12 * m43 +
m31 * m13 * m42 +
m41 * m12 * m33 -
m41 * m13 * m32;
inv[14] = -m11 * m22 * m43 +
m11 * m23 * m42 +
m21 * m12 * m43 -
m21 * m13 * m42 -
m41 * m12 * m23 +
m41 * m13 * m22;
T invDet = T(1.0) / det;
for(unsigned int i = 0; i < 16; ++i)
inv[i] *= invDet;
inv[15] = T(1.0);
*dest = inv;
return true;
}
template<typename T>
Quat<T> Mat4<T>::GetRotation() const
{
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuat/
Quat<T> quat;
T trace = m11 + m22 + m33;
if(trace > T(0.0))
{
T s = T(0.5) / std::sqrt(trace + T(1.0));
quat.w = T(0.25) / s;
quat.x = (m23 - m32) * s;
quat.y = (m31 - m13) * s;
quat.z = (m12 - m21) * s;
}
else
{
if(m11 > m22 && m11 > m33)
{
T s = T(2.0) * std::sqrt(T(1.0) + m11 - m22 - m33);
quat.w = (m23 - m32) / s;
quat.x = T(0.25) * s;
quat.y = (m21 + m12) / s;
quat.z = (m31 + m13) / s;
}
else if(m22 > m33)
{
T s = T(2.0) * std::sqrt(T(1.0) + m22 - m11 - m33);
quat.w = (m31 - m13) / s;
quat.x = (m21 + m12) / s;
quat.y = T(0.25) * s;
quat.z = (m32 + m23) / s;
}
else
{
T s = T(2.0) * std::sqrt(T(1.0) + m33 - m11 - m22);
quat.w = (m12 - m21) / s;
quat.x = (m31 + m13) / s;
quat.y = (m32 + m23) / s;
quat.z = T(0.25) * s;
}
}
return quat;
}
template<typename T>
constexpr Vec4<T> Mat4<T>::GetRow(std::size_t row) const
{
Assert(row < 4, "row index out of range");
const T* ptr = &m11;
return Vec4<T>(ptr[row], ptr[row+4], ptr[row+8], ptr[row+12]);
}
template<typename T>
constexpr Vec3<T> Mat4<T>::GetScale() const
{
Vec3<T> squaredScale = GetSquaredScale();
return Vec3<T>(std::sqrt(squaredScale.x), std::sqrt(squaredScale.y), std::sqrt(squaredScale.z));
}
template<typename T>
constexpr Vec3<T> Mat4<T>::GetSquaredScale() const
{
return Vec3<T>(m11 * m11 + m12 * m12 + m13 * m13,
m21 * m21 + m22 * m22 + m23 * m23,
m31 * m31 + m32 * m32 + m33 * m33);
}
template<typename T>
constexpr Vec3<T> Mat4<T>::GetTranslation() const
{
return Vec3<T>(m41, m42, m43);
}
template<typename T>
constexpr void Mat4<T>::GetTransposed(Mat4* dest) const
{
(*dest) = Mat4f(
m11, m21, m31, m41,
m12, m22, m32, m42,
m13, m23, m33, m43,
m14, m24, m34, m44
);
}
template<typename T>
constexpr bool Mat4<T>::HasNegativeScale() const
{
return GetDeterminant() < T(0.0);
}
template<typename T>
constexpr bool Mat4<T>::HasScale() const
{
T t = m11*m11 + m21*m21 + m31*m31;
if(!NumberEquals(t, T(1.0)))
return true;
t = m12*m12 + m22*m22 + m32*m32;
if(!NumberEquals(t, T(1.0)))
return true;
t = m13*m13 + m23*m23 + m33*m33;
if(!NumberEquals(t, T(1.0)))
return true;
return false;
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::Inverse(bool* succeeded)
{
bool result = GetInverse(this);
if(succeeded)
*succeeded = result;
return *this;
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::InverseTransform(bool* succeeded)
{
bool result = GetInverseTransform(this);
if(succeeded)
*succeeded = result;
return *this;
}
template<typename T>
constexpr bool Mat4<T>::IsTransformMatrix() const
{
return NumberEquals(m14, T(0.0)) && NumberEquals(m24, T(0.0)) && NumberEquals(m34, T(0.0)) && NumberEquals(m44, T(1.0));
}
template<typename T>
constexpr bool Mat4<T>::IsIdentity() const
{
return (NumberEquals(m11, T(1.0)) && NumberEquals(m12, T(0.0)) && NumberEquals(m13, T(0.0)) && NumberEquals(m14, T(0.0)) &&
NumberEquals(m21, T(0.0)) && NumberEquals(m22, T(1.0)) && NumberEquals(m23, T(0.0)) && NumberEquals(m24, T(0.0)) &&
NumberEquals(m31, T(0.0)) && NumberEquals(m32, T(0.0)) && NumberEquals(m33, T(1.0)) && NumberEquals(m34, T(0.0)) &&
NumberEquals(m41, T(0.0)) && NumberEquals(m42, T(0.0)) && NumberEquals(m43, T(0.0)) && NumberEquals(m44, T(1.0)));
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::SetRotation(const Quat<T>& rotation)
{
T qw = rotation.w;
T qx = rotation.x;
T qy = rotation.y;
T qz = rotation.z;
T qx2 = qx * qx;
T qy2 = qy * qy;
T qz2 = qz * qz;
m11 = T(1.0) - T(2.0) * qy2 - T(2.0) * qz2;
m21 = T(2.0) * qx * qy - T(2.0) * qz * qw;
m31 = T(2.0) * qx * qz + T(2.0) * qy * qw;
m12 = T(2.0) * qx * qy + T(2.0) * qz * qw;
m22 = T(1.0) - T(2.0) * qx2 - T(2.0) * qz2;
m32 = T(2.0) * qy * qz - T(2.0) * qx * qw;
m13 = T(2.0) * qx * qz - T(2.0) * qy * qw;
m23 = T(2.0) * qy * qz + T(2.0) * qx * qw;
m33 = T(1.0) - T(2.0) * qx2 - T(2.0) * qy2;
return *this;
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::SetScale(const Vec3<T>& scale)
{
m11 = scale.x;
m22 = scale.y;
m33 = scale.z;
return *this;
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::SetTranslation(const Vec3<T>& translation)
{
m41 = translation.x;
m42 = translation.y;
m43 = translation.z;
return *this;
}
template<typename T>
std::string Mat4<T>::ToString() const
{
std::ostringstream ss;
ss << *this;
return ss.str();
}
template<typename T>
constexpr Vec2<T> Mat4<T>::Transform(const Vec2<T>& vector, T z, T w) const
{
return Vec2<T>(m11 * vector.x + m21 * vector.y + m31 * z + m41 * w,
m12 * vector.x + m22 * vector.y + m32 * z + m42 * w);
}
template<typename T>
constexpr Vec3<T> Mat4<T>::Transform(const Vec3<T>& vector, T w) const
{
return Vec3<T>(m11 * vector.x + m21 * vector.y + m31 * vector.z + m41 * w,
m12 * vector.x + m22 * vector.y + m32 * vector.z + m42 * w,
m13 * vector.x + m23 * vector.y + m33 * vector.z + m43 * w);
}
template<typename T>
constexpr Vec4<T> Mat4<T>::Transform(const Vec4<T>& vector) const
{
return Vec4<T>(m11 * vector.x + m21 * vector.y + m31 * vector.z + m41 * vector.w,
m12 * vector.x + m22 * vector.y + m32 * vector.z + m42 * vector.w,
m13 * vector.x + m23 * vector.y + m33 * vector.z + m43 * vector.w,
m14 * vector.x + m24 * vector.y + m34 * vector.z + m44 * vector.w);
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::Transpose()
{
std::swap(m12, m21);
std::swap(m13, m31);
std::swap(m14, m41);
std::swap(m23, m32);
std::swap(m24, m42);
std::swap(m34, m43);
return *this;
}
template<typename T>
constexpr T& Mat4<T>::operator()(std::size_t x, std::size_t y)
{
Assert(x <= 3, "index out of range");
Assert(y <= 3, "index out of range");
return (&m11)[y*4 + x];
}
template<typename T>
constexpr const T& Mat4<T>::operator()(std::size_t x, std::size_t y) const
{
Assert(x <= 3, "index out of range");
Assert(y <= 3, "index out of range");
return (&m11)[y*4+x];
}
template<typename T>
constexpr T& Mat4<T>::operator[](std::size_t i)
{
Assert(i <= 16, "index out of range");
return (&m11)[i];
}
template<typename T>
constexpr const T& Mat4<T>::operator[](std::size_t i) const
{
Assert(i <= 16, "index out of range");
return (&m11)[i];
}
template<typename T>
constexpr Mat4<T> Mat4<T>::operator*(const Mat4& matrix) const
{
Mat4 result(*this);
return result.Concatenate(matrix);
}
template<typename T>
constexpr Vec2<T> Mat4<T>::operator*(const Vec2<T>& vector) const
{
return Transform(vector);
}
template<typename T>
constexpr Vec3<T> Mat4<T>::operator*(const Vec3<T>& vector) const
{
return Transform(vector);
}
template<typename T>
constexpr Vec4<T> Mat4<T>::operator*(const Vec4<T>& vector) const
{
return Transform(vector);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::operator*(T scalar) const
{
Mat4 mat;
for(unsigned int i = 0; i < 16; ++i)
mat[i] = (&m11)[i] * scalar;
return mat;
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::operator*=(const Mat4& matrix)
{
Concatenate(matrix);
return *this;
}
template<typename T>
constexpr Mat4<T>& Mat4<T>::operator*=(T scalar)
{
for(unsigned int i = 0; i < 16; ++i)
(&m11)[i] *= scalar;
return *this;
}
template<typename T>
constexpr bool Mat4<T>::operator==(const Mat4& mat) const
{
for(unsigned int i = 0; i < 16; ++i)
if((&m11)[i] != (&mat.m11)[i])
return false;
return true;
}
template<typename T>
constexpr bool Mat4<T>::operator!=(const Mat4& mat) const
{
return !operator==(mat);
}
template<typename T>
constexpr bool Mat4<T>::ApproxEqual(const Mat4& lhs, const Mat4& rhs, T maxDifference)
{
return lhs.ApproxEqual(rhs, maxDifference);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Concatenate(const Mat4& left, const Mat4& right)
{
Mat4 matrix(left); // Copy of left-hand side matrix
matrix.Concatenate(right); // Concatenation with right-hand side
return matrix;
}
template<typename T>
constexpr Mat4<T> Mat4<T>::ConcatenateTransform(const Mat4& left, const Mat4& right)
{
Mat4 matrix(left); // Copy of left-hand side matrix
matrix.ConcatenateTransform(right); // Affine concatenation with right-hand side
return matrix;
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Identity()
{
return Mat4(
T(1.0), T(0.0), T(0.0), T(0.0),
T(0.0), T(1.0), T(0.0), T(0.0),
T(0.0), T(0.0), T(1.0), T(0.0),
T(0.0), T(0.0), T(0.0), T(1.0)
);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::LookAt(const Vec3<T>& eye, const Vec3<T>& target, const Vec3<T>& up)
{
Vec3<T> f = Vec3<T>::Normalize(target - eye);
Vec3<T> s = Vec3<T>::Normalize(f.CrossProduct(up));
Vec3<T> u = s.CrossProduct(f);
return Mat4(
s.x, u.x, -f.x, T(0.0),
s.y, u.y, -f.y, T(0.0),
s.z, u.z, -f.z, T(0.0),
-s.DotProduct(eye), -u.DotProduct(eye), f.DotProduct(eye), T(1.0)
);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Ortho(T left, T right, T top, T bottom, T zNear, T zFar)
{
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb204942(v=vs.85).aspx
return Mat4(
T(2.0) / (right - left), T(0.0), T(0.0), T(0.0),
T(0.0), T(2.0) / (top - bottom), T(0.0), T(0.0),
T(0.0), T(0.0), T(1.0) / (zNear - zFar), T(0.0),
(left + right) / (left - right), (top + bottom) / (bottom - top), zNear / (zNear - zFar), T(1.0)
);
}
template<typename T>
Mat4<T> Mat4<T>::Perspective(RadianAngle<T> angle, T ratio, T zNear, T zFar)
{
angle /= T(2.0);
T yScale = angle.GetTan();
return Mat4(
T(1.0) / (ratio * yScale), T(0.0), T(0.0), T(0.0),
T(0.0), T(-1.0) / (yScale), T(0.0), T(0.0),
T(0.0), T(0.0), zFar / (zNear - zFar), T(-1.0),
T(0.0), T(0.0), -(zNear * zFar) / (zFar - zNear), T(0.0)
);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Rotate(const Quat<T>& rotation)
{
Mat4 matrix = Mat4::Identity();
matrix.SetRotation(rotation);
return matrix;
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Scale(const Vec3<T>& scale)
{
return Mat4(
scale.x, T(0.0), T(0.0), T(0.0),
T(0.0), scale.y, T(0.0), T(0.0),
T(0.0), T(0.0), scale.z, T(0.0),
T(0.0), T(0.0), T(0.0), T(1.0)
);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Translate(const Vec3<T>& translation)
{
return Mat4(
T(1.0), T(0.0), T(0.0), T(0.0),
T(0.0), T(1.0), T(0.0), T(0.0),
T(0.0), T(0.0), T(1.0), T(0.0),
translation.x, translation.y, translation.z, T(1.0)
);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Transform(const Vec3<T>& translation, const Quat<T>& rotation)
{
Mat4 mat = Mat4f::Identity();
mat.SetRotation(rotation);
mat.SetTranslation(translation);
return mat;
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Transform(const Vec3<T>& translation, const Quat<T>& rotation, const Vec3<T>& scale)
{
Mat4 mat = Transform(translation, rotation);
mat.ApplyScale(scale);
return mat;
}
template<typename T>
constexpr Mat4<T> Mat4<T>::TransformInverse(const Vec3<T>& translation, const Quat<T>& rotation)
{
// A view matrix must apply an inverse transformation of the 'world' matrix
Quat<T> invRot = rotation.GetConjugate(); // Inverse of the rotation
return Transform(-(invRot * translation), invRot);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::TransformInverse(const Vec3<T>& translation, const Quat<T>& rotation, const Vec3<T>& scale)
{
return TransformInverse(translation, rotation).ApplyScale(T(1.0) / scale);
}
template<typename T>
constexpr Mat4<T> Mat4<T>::Zero()
{
return Mat4(
T(0.0), T(0.0), T(0.0), T(0.0),
T(0.0), T(0.0), T(0.0), T(0.0),
T(0.0), T(0.0), T(0.0), T(0.0),
T(0.0), T(0.0), T(0.0), T(0.0)
);
}
template<typename T>
std::ostream& operator<<(std::ostream& out, const Mat4<T>& matrix)
{
return out << "Mat4(" << matrix.m11 << ", " << matrix.m12 << ", " << matrix.m13 << ", " << matrix.m14 << ",\n"
<< " " << matrix.m21 << ", " << matrix.m22 << ", " << matrix.m23 << ", " << matrix.m24 << ",\n"
<< " " << matrix.m31 << ", " << matrix.m32 << ", " << matrix.m33 << ", " << matrix.m34 << ",\n"
<< " " << matrix.m41 << ", " << matrix.m42 << ", " << matrix.m43 << ", " << matrix.m44 << ')';
}
template<typename T>
constexpr Mat4<T> operator*(T scale, const Mat4<T>& matrix)
{
return matrix * scale;
}
}