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Matrix.c
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#include "Matrix.h"
#include <math.h>
Matrix makeMatrixZero() {
return (Matrix) {
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
};
}
Matrix makeMatrixIdentity() {
return (Matrix) {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
}
Matrix makeMatrixTranslation(const Vector v) {
return (Matrix) {
1, 0, 0, v.x,
0, 1, 0, v.y,
0, 0, 1, v.z,
0, 0, 0, 1
};
}
Matrix makeMatrixScale(const float s) {
return (Matrix) {
s, 0, 0, 0,
0, s, 0, 0,
0, 0, s, 0,
0, 0, 0, 1
};
}
Matrix makeMatrixAxisAngle(const Vector axis, const float angle) {
float length = vLength(axis);
if(length < 0.0005){
return makeMatrixIdentity();
}
// Normalizing, but reusing the length.
Vector axisN = vsDiv(axis, length);
float Sin = sin(-angle);
float Cos = cos(-angle);
Matrix matrix = makeMatrixIdentity();
matrix.values[0][0] = Cos + axisN.x*axisN.x*(1-Cos);
matrix.values[1][0] = axisN.x*axisN.y*(1-Cos) - axisN.z*Sin;
matrix.values[2][0] = axisN.y*Sin + axisN.x*axisN.z*(1-Cos);
matrix.values[0][1] = axisN.z*Sin + axisN.x*axisN.y*(1-Cos);
matrix.values[1][1] = Cos + axisN.y*axisN.y*(1-Cos);
matrix.values[2][1] = -axisN.x*Sin + axisN.y*axisN.z*(1-Cos);
matrix.values[0][2] = -axisN.y*Sin + axisN.x*axisN.z*(1-Cos);
matrix.values[1][2] = axisN.x*Sin + axisN.y*axisN.z*(1-Cos);
matrix.values[2][2] = Cos + axisN.z*axisN.z*(1-Cos);
return matrix;
}
bool mEqual(const Matrix a, const Matrix b) {
for (int i=0; i<4; i++)
for (int j=0; j<4; j++)
if (a.values[i][j] + vEpsilon < b.values[i][j] || b.values[i][j] + vEpsilon < a.values[i][j])
return false;
return true;
}
Matrix mMul(const Matrix a, const Matrix b) {
Matrix matrix = makeMatrixZero();
for (int i=0; i<4; i++)
for (int j=0; j<4; j++)
for (int k=0; k<4; k++)
matrix.values[i][j] += a.values[i][k] * b.values[k][j];
return matrix;
}
Vector mvMul(const Matrix matrix, const Vector vector) {
Vector newVector = mvMulDir(matrix, vector);
// Access x,y,z as an array.
float* newVectorValues = (float*)&newVector.x;
for (int i=0; i<3; i++)
newVectorValues[i] += matrix.values[i][3];
return newVector;
}
Vector mvMulDir(const Matrix matrix, const Vector vector) {
Vector newVector = makeVector(0, 0, 0);
// Access x,y,z as an array.
float* vectorValues = (float*)&vector.x;
float* newVectorValues = (float*)&newVector.x;
for (int i=0; i<3; i++)
for (int j=0; j<3; j++)
newVectorValues[i] += matrix.values[i][j] * vectorValues[j];
return newVector;
}
Ray mrMul(const Matrix matrix, const Ray ray) {
return makeRay(mvMul(matrix, ray.origin), vNormalized(mvMulDir(matrix, ray.direction)));
}
Matrix mInversed(const Matrix matrix) {
float* m = (float*)&matrix.values[0][0];
Matrix returnValue;
float* out = &returnValue.values[0][0];
/* NB. OpenGL Matrices are COLUMN major. */
#define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; }
#define MAT(m,r,c) (m)[(c)*4+(r)]
float wtmp[4][8];
float m0, m1, m2, m3, s;
float *r0, *r1, *r2, *r3;
r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
r0[0] = MAT(m, 0, 0), r0[1] = MAT(m, 0, 1),
r0[2] = MAT(m, 0, 2), r0[3] = MAT(m, 0, 3),
r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
r1[0] = MAT(m, 1, 0), r1[1] = MAT(m, 1, 1),
r1[2] = MAT(m, 1, 2), r1[3] = MAT(m, 1, 3),
r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
r2[0] = MAT(m, 2, 0), r2[1] = MAT(m, 2, 1),
r2[2] = MAT(m, 2, 2), r2[3] = MAT(m, 2, 3),
r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
r3[0] = MAT(m, 3, 0), r3[1] = MAT(m, 3, 1),
r3[2] = MAT(m, 3, 2), r3[3] = MAT(m, 3, 3),
r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
/* choose pivot - or die */
if (fabs(r3[0]) > fabs(r2[0]))
SWAP_ROWS(r3, r2);
if (fabs(r2[0]) > fabs(r1[0]))
SWAP_ROWS(r2, r1);
if (fabs(r1[0]) > fabs(r0[0]))
SWAP_ROWS(r1, r0);
if (0.0 == r0[0])
return makeMatrixZero();
/* eliminate first variable */
m1 = r1[0] / r0[0];
m2 = r2[0] / r0[0];
m3 = r3[0] / r0[0];
s = r0[1];
r1[1] -= m1 * s;
r2[1] -= m2 * s;
r3[1] -= m3 * s;
s = r0[2];
r1[2] -= m1 * s;
r2[2] -= m2 * s;
r3[2] -= m3 * s;
s = r0[3];
r1[3] -= m1 * s;
r2[3] -= m2 * s;
r3[3] -= m3 * s;
s = r0[4];
if (s != 0.0) {
r1[4] -= m1 * s;
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r0[5];
if (s != 0.0) {
r1[5] -= m1 * s;
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r0[6];
if (s != 0.0) {
r1[6] -= m1 * s;
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r0[7];
if (s != 0.0) {
r1[7] -= m1 * s;
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* choose pivot - or die */
if (fabs(r3[1]) > fabs(r2[1]))
SWAP_ROWS(r3, r2);
if (fabs(r2[1]) > fabs(r1[1]))
SWAP_ROWS(r2, r1);
if (0.0 == r1[1])
return makeMatrixZero();
/* eliminate second variable */
m2 = r2[1] / r1[1];
m3 = r3[1] / r1[1];
r2[2] -= m2 * r1[2];
r3[2] -= m3 * r1[2];
r2[3] -= m2 * r1[3];
r3[3] -= m3 * r1[3];
s = r1[4];
if (0.0 != s) {
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r1[5];
if (0.0 != s) {
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r1[6];
if (0.0 != s) {
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r1[7];
if (0.0 != s) {
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* choose pivot - or die */
if (fabs(r3[2]) > fabs(r2[2]))
SWAP_ROWS(r3, r2);
if (0.0 == r2[2])
return makeMatrixZero();
/* eliminate third variable */
m3 = r3[2] / r2[2];
r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7];
/* last check */
if (0.0 == r3[3])
return makeMatrixZero();
s = 1.0 / r3[3]; /* now back substitute row 3 */
r3[4] *= s;
r3[5] *= s;
r3[6] *= s;
r3[7] *= s;
m2 = r2[3]; /* now back substitute row 2 */
s = 1.0 / r2[2];
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
m0 = r0[3];
r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
m1 = r1[2]; /* now back substitute row 1 */
s = 1.0 / r1[1];
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
m0 = r0[1]; /* now back substitute row 0 */
s = 1.0 / r0[0];
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
MAT(out, 0, 0) = r0[4];
MAT(out, 0, 1) = r0[5], MAT(out, 0, 2) = r0[6];
MAT(out, 0, 3) = r0[7], MAT(out, 1, 0) = r1[4];
MAT(out, 1, 1) = r1[5], MAT(out, 1, 2) = r1[6];
MAT(out, 1, 3) = r1[7], MAT(out, 2, 0) = r2[4];
MAT(out, 2, 1) = r2[5], MAT(out, 2, 2) = r2[6];
MAT(out, 2, 3) = r2[7], MAT(out, 3, 0) = r3[4];
MAT(out, 3, 1) = r3[5], MAT(out, 3, 2) = r3[6];
MAT(out, 3, 3) = r3[7];
#undef MAT
#undef SWAP_ROWS
return returnValue;
}
float mScale(const Matrix matrix) {
return powf(
matrix.values[0][0] * (matrix.values[1][1] * matrix.values[2][2] - matrix.values[1][2] * matrix.values[2][1])
- matrix.values[0][1] * (matrix.values[1][0] * matrix.values[2][2] - matrix.values[1][2] * matrix.values[2][0])
+ matrix.values[0][2] * (matrix.values[1][0] * matrix.values[2][1] - matrix.values[1][1] * matrix.values[2][0]),
1/3.0
);
}