/* * Copy_right 2013 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * y_ou may_ not use this file ex_cept in compliance with the License. * You may_ obtain a copy_ of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by_ applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either ex_press or implied. * See the License for the specific language governing permissions and * limitations under the License. */ //-------------------------------------------------------------------------------- // vecmath.cpp //-------------------------------------------------------------------------------- #include "vecmath.h" namespace ndk_helper { //-------------------------------------------------------------------------------- // vec3 //-------------------------------------------------------------------------------- Vec3::Vec3( const Vec4& vec ) { x_ = vec.x_; y_ = vec.y_; z_ = vec.z_; } //-------------------------------------------------------------------------------- // vec4 //-------------------------------------------------------------------------------- Vec4 Vec4::operator*( const Mat4& rhs ) const { Vec4 out; out.x_ = x_ * rhs.f_[0] + y_ * rhs.f_[1] + z_ * rhs.f_[2] + w_ * rhs.f_[3]; out.y_ = x_ * rhs.f_[4] + y_ * rhs.f_[5] + z_ * rhs.f_[6] + w_ * rhs.f_[7]; out.z_ = x_ * rhs.f_[8] + y_ * rhs.f_[9] + z_ * rhs.f_[10] + w_ * rhs.f_[11]; out.w_ = x_ * rhs.f_[12] + y_ * rhs.f_[13] + z_ * rhs.f_[14] + w_ * rhs.f_[15]; return out; } //-------------------------------------------------------------------------------- // mat4 //-------------------------------------------------------------------------------- Mat4::Mat4() { for( int32_t i = 0; i < 16; ++i ) f_[i] = 0.f; } Mat4::Mat4( const float* mIn ) { for( int32_t i = 0; i < 16; ++i ) f_[i] = mIn[i]; } Mat4 Mat4::operator*( const Mat4& rhs ) const { Mat4 ret; ret.f_[0] = f_[0] * rhs.f_[0] + f_[4] * rhs.f_[1] + f_[8] * rhs.f_[2] + f_[12] * rhs.f_[3]; ret.f_[1] = f_[1] * rhs.f_[0] + f_[5] * rhs.f_[1] + f_[9] * rhs.f_[2] + f_[13] * rhs.f_[3]; ret.f_[2] = f_[2] * rhs.f_[0] + f_[6] * rhs.f_[1] + f_[10] * rhs.f_[2] + f_[14] * rhs.f_[3]; ret.f_[3] = f_[3] * rhs.f_[0] + f_[7] * rhs.f_[1] + f_[11] * rhs.f_[2] + f_[15] * rhs.f_[3]; ret.f_[4] = f_[0] * rhs.f_[4] + f_[4] * rhs.f_[5] + f_[8] * rhs.f_[6] + f_[12] * rhs.f_[7]; ret.f_[5] = f_[1] * rhs.f_[4] + f_[5] * rhs.f_[5] + f_[9] * rhs.f_[6] + f_[13] * rhs.f_[7]; ret.f_[6] = f_[2] * rhs.f_[4] + f_[6] * rhs.f_[5] + f_[10] * rhs.f_[6] + f_[14] * rhs.f_[7]; ret.f_[7] = f_[3] * rhs.f_[4] + f_[7] * rhs.f_[5] + f_[11] * rhs.f_[6] + f_[15] * rhs.f_[7]; ret.f_[8] = f_[0] * rhs.f_[8] + f_[4] * rhs.f_[9] + f_[8] * rhs.f_[10] + f_[12] * rhs.f_[11]; ret.f_[9] = f_[1] * rhs.f_[8] + f_[5] * rhs.f_[9] + f_[9] * rhs.f_[10] + f_[13] * rhs.f_[11]; ret.f_[10] = f_[2] * rhs.f_[8] + f_[6] * rhs.f_[9] + f_[10] * rhs.f_[10] + f_[14] * rhs.f_[11]; ret.f_[11] = f_[3] * rhs.f_[8] + f_[7] * rhs.f_[9] + f_[11] * rhs.f_[10] + f_[15] * rhs.f_[11]; ret.f_[12] = f_[0] * rhs.f_[12] + f_[4] * rhs.f_[13] + f_[8] * rhs.f_[14] + f_[12] * rhs.f_[15]; ret.f_[13] = f_[1] * rhs.f_[12] + f_[5] * rhs.f_[13] + f_[9] * rhs.f_[14] + f_[13] * rhs.f_[15]; ret.f_[14] = f_[2] * rhs.f_[12] + f_[6] * rhs.f_[13] + f_[10] * rhs.f_[14] + f_[14] * rhs.f_[15]; ret.f_[15] = f_[3] * rhs.f_[12] + f_[7] * rhs.f_[13] + f_[11] * rhs.f_[14] + f_[15] * rhs.f_[15]; return ret; } Vec4 Mat4::operator*( const Vec4& rhs ) const { Vec4 ret; ret.x_ = rhs.x_ * f_[0] + rhs.y_ * f_[4] + rhs.z_ * f_[8] + rhs.w_ * f_[12]; ret.y_ = rhs.x_ * f_[1] + rhs.y_ * f_[5] + rhs.z_ * f_[9] + rhs.w_ * f_[13]; ret.z_ = rhs.x_ * f_[2] + rhs.y_ * f_[6] + rhs.z_ * f_[10] + rhs.w_ * f_[14]; ret.w_ = rhs.x_ * f_[3] + rhs.y_ * f_[7] + rhs.z_ * f_[11] + rhs.w_ * f_[15]; return ret; } Mat4 Mat4::Inverse() { Mat4 ret; float det_1; float pos = 0; float neg = 0; float temp; temp = f_[0] * f_[5] * f_[10]; if( temp >= 0 ) pos += temp; else neg += temp; temp = f_[4] * f_[9] * f_[2]; if( temp >= 0 ) pos += temp; else neg += temp; temp = f_[8] * f_[1] * f_[6]; if( temp >= 0 ) pos += temp; else neg += temp; temp = -f_[8] * f_[5] * f_[2]; if( temp >= 0 ) pos += temp; else neg += temp; temp = -f_[4] * f_[1] * f_[10]; if( temp >= 0 ) pos += temp; else neg += temp; temp = -f_[0] * f_[9] * f_[6]; if( temp >= 0 ) pos += temp; else neg += temp; det_1 = pos + neg; if( det_1 == 0.0 ) { //Error } else { det_1 = 1.0f / det_1; ret.f_[0] = (f_[5] * f_[10] - f_[9] * f_[6]) * det_1; ret.f_[1] = -(f_[1] * f_[10] - f_[9] * f_[2]) * det_1; ret.f_[2] = (f_[1] * f_[6] - f_[5] * f_[2]) * det_1; ret.f_[4] = -(f_[4] * f_[10] - f_[8] * f_[6]) * det_1; ret.f_[5] = (f_[0] * f_[10] - f_[8] * f_[2]) * det_1; ret.f_[6] = -(f_[0] * f_[6] - f_[4] * f_[2]) * det_1; ret.f_[8] = (f_[4] * f_[9] - f_[8] * f_[5]) * det_1; ret.f_[9] = -(f_[0] * f_[9] - f_[8] * f_[1]) * det_1; ret.f_[10] = (f_[0] * f_[5] - f_[4] * f_[1]) * det_1; /* Calculate -C * inverse(A) */ ret.f_[12] = -(f_[12] * ret.f_[0] + f_[13] * ret.f_[4] + f_[14] * ret.f_[8]); ret.f_[13] = -(f_[12] * ret.f_[1] + f_[13] * ret.f_[5] + f_[14] * ret.f_[9]); ret.f_[14] = -(f_[12] * ret.f_[2] + f_[13] * ret.f_[6] + f_[14] * ret.f_[10]); ret.f_[3] = 0.0f; ret.f_[7] = 0.0f; ret.f_[11] = 0.0f; ret.f_[15] = 1.0f; } *this = ret; return *this; } //-------------------------------------------------------------------------------- // Misc //-------------------------------------------------------------------------------- Mat4 Mat4::RotationX( const float fAngle ) { Mat4 ret; float fCosine, fSine; fCosine = cosf( fAngle ); fSine = sinf( fAngle ); ret.f_[0] = 1.0f; ret.f_[4] = 0.0f; ret.f_[8] = 0.0f; ret.f_[12] = 0.0f; ret.f_[1] = 0.0f; ret.f_[5] = fCosine; ret.f_[9] = fSine; ret.f_[13] = 0.0f; ret.f_[2] = 0.0f; ret.f_[6] = -fSine; ret.f_[10] = fCosine; ret.f_[14] = 0.0f; ret.f_[3] = 0.0f; ret.f_[7] = 0.0f; ret.f_[11] = 0.0f; ret.f_[15] = 1.0f; return ret; } Mat4 Mat4::RotationY( const float fAngle ) { Mat4 ret; float fCosine, fSine; fCosine = cosf( fAngle ); fSine = sinf( fAngle ); ret.f_[0] = fCosine; ret.f_[4] = 0.0f; ret.f_[8] = -fSine; ret.f_[12] = 0.0f; ret.f_[1] = 0.0f; ret.f_[5] = 1.0f; ret.f_[9] = 0.0f; ret.f_[13] = 0.0f; ret.f_[2] = fSine; ret.f_[6] = 0.0f; ret.f_[10] = fCosine; ret.f_[14] = 0.0f; ret.f_[3] = 0.0f; ret.f_[7] = 0.0f; ret.f_[11] = 0.0f; ret.f_[15] = 1.0f; return ret; } Mat4 Mat4::RotationZ( const float fAngle ) { Mat4 ret; float fCosine, fSine; fCosine = cosf( fAngle ); fSine = sinf( fAngle ); ret.f_[0] = fCosine; ret.f_[4] = fSine; ret.f_[8] = 0.0f; ret.f_[12] = 0.0f; ret.f_[1] = -fSine; ret.f_[5] = fCosine; ret.f_[9] = 0.0f; ret.f_[13] = 0.0f; ret.f_[2] = 0.0f; ret.f_[6] = 0.0f; ret.f_[10] = 1.0f; ret.f_[14] = 0.0f; ret.f_[3] = 0.0f; ret.f_[7] = 0.0f; ret.f_[11] = 0.0f; ret.f_[15] = 1.0f; return ret; } Mat4 Mat4::Translation( const float fX, const float fY, const float fZ ) { Mat4 ret; ret.f_[0] = 1.0f; ret.f_[4] = 0.0f; ret.f_[8] = 0.0f; ret.f_[12] = fX; ret.f_[1] = 0.0f; ret.f_[5] = 1.0f; ret.f_[9] = 0.0f; ret.f_[13] = fY; ret.f_[2] = 0.0f; ret.f_[6] = 0.0f; ret.f_[10] = 1.0f; ret.f_[14] = fZ; ret.f_[3] = 0.0f; ret.f_[7] = 0.0f; ret.f_[11] = 0.0f; ret.f_[15] = 1.0f; return ret; } Mat4 Mat4::Translation( const Vec3 vec ) { Mat4 ret; ret.f_[0] = 1.0f; ret.f_[4] = 0.0f; ret.f_[8] = 0.0f; ret.f_[12] = vec.x_; ret.f_[1] = 0.0f; ret.f_[5] = 1.0f; ret.f_[9] = 0.0f; ret.f_[13] = vec.y_; ret.f_[2] = 0.0f; ret.f_[6] = 0.0f; ret.f_[10] = 1.0f; ret.f_[14] = vec.z_; ret.f_[3] = 0.0f; ret.f_[7] = 0.0f; ret.f_[11] = 0.0f; ret.f_[15] = 1.0f; return ret; } Mat4 Mat4::Perspective( float width, float height, float nearPlane, float farPlane ) { float n2 = 2.0f * nearPlane; float rcpnmf = 1.f / (nearPlane - farPlane); Mat4 result; result.f_[0] = n2 / width; result.f_[4] = 0; result.f_[8] = 0; result.f_[12] = 0; result.f_[1] = 0; result.f_[5] = n2 / height; result.f_[9] = 0; result.f_[13] = 0; result.f_[2] = 0; result.f_[6] = 0; result.f_[10] = (farPlane + nearPlane) * rcpnmf; result.f_[14] = farPlane * rcpnmf * n2; result.f_[3] = 0; result.f_[7] = 0; result.f_[11] = -1.0; result.f_[15] = 0; return result; } Mat4 Mat4::LookAt( const Vec3& vec_eye, const Vec3& vec_at, const Vec3& vec_up ) { Vec3 vec_forward, vec_up_norm, vec_side; Mat4 result; vec_forward.x_ = vec_eye.x_ - vec_at.x_; vec_forward.y_ = vec_eye.y_ - vec_at.y_; vec_forward.z_ = vec_eye.z_ - vec_at.z_; vec_forward.Normalize(); vec_up_norm = vec_up; vec_up_norm.Normalize(); vec_side = vec_up_norm.Cross( vec_forward ); vec_up_norm = vec_forward.Cross( vec_side ); result.f_[0] = vec_side.x_; result.f_[4] = vec_side.y_; result.f_[8] = vec_side.z_; result.f_[12] = 0; result.f_[1] = vec_up_norm.x_; result.f_[5] = vec_up_norm.y_; result.f_[9] = vec_up_norm.z_; result.f_[13] = 0; result.f_[2] = vec_forward.x_; result.f_[6] = vec_forward.y_; result.f_[10] = vec_forward.z_; result.f_[14] = 0; result.f_[3] = 0; result.f_[7] = 0; result.f_[11] = 0; result.f_[15] = 1.0; result.PostTranslate( -vec_eye.x_, -vec_eye.y_, -vec_eye.z_ ); return result; } } //namespace ndkHelper