Files
CrystalPoint/Matrix.cpp
T

89 lines
2.1 KiB
C++

//
// Created by janco on 6/21/16.
//
#include "Matrix.h"
Matrix::Matrix(int size = 4)
{
data = new float[size][size];
}
Matrix Matrix::identity()
{
Matrix m = new Matrix(4);
m.data[0,0] = 1;
m.data[1,1] = 1;
m.data[2,2] = 1;
m.data[3,3] = 1;
return m;
}
Matrix Matrix::rotation(float angle, Vector3 axis)
{
Matrix m = Matrix.identity();
float c = (float) Math.Cos((double) angle);
float s = (float) Math.Sin((double) angle);
m.data[0, 0] = (float) Math.Pow(axis.x, 2) * (1 - c) + c;
m.data[0, 1] = axis.x * axis.y * (1 - c) - axis.z * s;
m.data[0, 2] = axis.x * axis.z * (1 - c) - axis.y * s;
m.data[1, 0] = axis.x * axis.y * (1 - c) + axis.z * s;
m.data[1, 1] = (float)Math.Pow(axis.y, 2) * (1 - c) + c;
m.data[1, 2] = axis.y * axis.z * (1 - c) + axis.x * s;
m.data[2, 0] = axis.x * axis.z * (1 - c) + axis.y * s;
m.data[2, 1] = axis.y * axis.z * (1 - c) - axis.x * s;
m.data[2, 2] = (float)Math.Pow(axis.z, 2) * (1 - c) + c;
return m;
}
Matrix Matrix::translate(Vector3 offset)
{
Matrix m = Matrix.identity();
for(int i = 0; i < 3; i++)
{
m.data[i, 3] = offset.data[i];
}
return m;
}
Vec3f Matrix::operator * (Matrix mat, Vec3f vec)
{
Vec3f v = Vec3f(0,0,0);
for(int i = 0; i < 4; i++)
{
v.data[i] = 0;
for(int p = 0; p < 4; p++)
{
v.data[i] += mat.data[i, p] * vec.data[p];
}
}
return v;
}
Matrix Matrix::operator * (Matrix mat1, Matrix mat2)
{
Matrix m = Matrix.identity();
for (int i = 0; i < 4; i++)
{
for (int p = 0; p < 4; p++)
{
m.data[i, p] = 0;
for (int q = 0; q < 4; q++)
{
m.data[i, p] += mat1.data[i, q] * mat2.data[q, p];
}
}
}
return m;
}
};