106 lines
1.8 KiB
C++
106 lines
1.8 KiB
C++
#include "Matrix.hpp"
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#include "Transform.hpp"
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#include <cmath>
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Matrix Transform_Translate(Point& translation)
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{
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Matrix result;
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result.e41 = translation.x;
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result.e42 = translation.y;
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result.e43 = translation.z;
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return result;
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}
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Matrix Transform_Rotate(Point& rotation)
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{
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// YXZ Euler rotation
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float cosThetaY = cosf(rotation.y);
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float sinThetaY = sinf(rotation.y);
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Matrix tRotateY;
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tRotateY.e11 = cosThetaY;
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tRotateY.e13 = -sinThetaY;
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tRotateY.e31 = sinThetaY;
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tRotateY.e33 = cosThetaY;
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float cosThetaX = cosf(rotation.x);
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float sinThetaX = sinf(rotation.x);
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Matrix tRotateX;
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tRotateX.e22 = cosThetaX;
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tRotateX.e23 = sinThetaX;
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tRotateX.e32 = -sinThetaX;
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tRotateX.e33 = cosThetaX;
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float cosThetaZ = cosf(rotation.z);
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float sinThetaZ = sinf(rotation.z);
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Matrix tRotateZ;
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tRotateZ.e11 = cosThetaZ;
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tRotateZ.e12 = sinThetaZ;
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tRotateZ.e21 = -sinThetaZ;
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tRotateZ.e22 = cosThetaZ;
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Matrix result = tRotateY * tRotateX * tRotateZ;
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return result;
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}
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Matrix Transform_Scale(float scale)
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{
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Matrix result;
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result.e11 = scale;
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result.e22 = scale;
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result.e33 = scale;
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return result;
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}
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Matrix Transform_View(Camera& camera)
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{
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Point invPosition = -camera.position;
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Matrix tInvTranslate = Transform_Translate(invPosition);
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Point invRotation = -camera.rotation;
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Matrix tInvRotate = Transform_Rotate(invRotation);
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Matrix result = tInvTranslate * tInvRotate;
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return result;
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}
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Matrix Transform_Perspective(Camera& camera)
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{
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Matrix result;
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result.e11 = camera.xZoom;
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result.e22 = camera.yZoom;
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result.e33 = camera.zClipBias0;
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result.e34 = 1;
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result.e43 = camera.zClipBias1;
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return result;
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}
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Matrix Transform_Screen(Camera& camera)
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{
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Matrix result;
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result.e11 = camera.xScale;
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result.e41 = camera.xScale;
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result.e22 = -camera.yScale;
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result.e42 = camera.yScale;
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return result;
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}
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