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author | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
---|---|---|
committer | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
commit | 342403a02f8063903d0f38327430721d4d0ae331 (patch) | |
tree | 29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/src/matrix4.cc | |
parent | Fix parenthesis (diff) | |
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do ass1submission-p1.0
Diffstat (limited to 'dev/MinGfx/src/matrix4.cc')
-rw-r--r-- | dev/MinGfx/src/matrix4.cc | 890 |
1 files changed, 445 insertions, 445 deletions
diff --git a/dev/MinGfx/src/matrix4.cc b/dev/MinGfx/src/matrix4.cc index e38909c..c0edde1 100644 --- a/dev/MinGfx/src/matrix4.cc +++ b/dev/MinGfx/src/matrix4.cc @@ -1,445 +1,445 @@ -/* - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - See corresponding header file for details. - */ - -#include "matrix4.h" - -#include "gfxmath.h" -#include <string.h> - -namespace mingfx { - - -Matrix4::Matrix4() { - m[0] = m[5] = m[10] = m[15] = 1.0; - m[1] = m[2] = m[3] = m[4] = 0.0; - m[6] = m[7] = m[8] = m[9] = 0.0; - m[11]= m[12] = m[13] = m[14] = 0.0; -} - - -Matrix4::Matrix4(const float* a) { - memcpy(m,a,16*sizeof(float)); -} - -Matrix4::Matrix4(const std::vector<float> &a) { - for (int i=0;i<16;i++) { - m[i] = a[i]; - } -} - -Matrix4::Matrix4(const Matrix4& m2) { - memcpy(m,m2.m,16*sizeof(float)); -} - -Matrix4::~Matrix4() { -} - - -bool Matrix4::operator==(const Matrix4& m2) const { - for (int i=0;i<16;i++) { - if (fabs(m2.m[i] - m[i]) > MINGFX_MATH_EPSILON) { - return false; - } - } - return true; -} - -bool Matrix4::operator!=(const Matrix4& m2) const { - return !(*this == m2); -} - -Matrix4& Matrix4::operator=(const Matrix4& m2) { - memcpy(m,m2.m,16*sizeof(float)); - return *this; -} - -const float * Matrix4::value_ptr() const { - return m; -} - -float Matrix4::operator[](const int i) const { - return m[i]; -} - -float& Matrix4::operator[](const int i) { - return m[i]; -} - -float Matrix4::operator()(const int r, const int c) const { - return m[c*4+r]; -} - -float& Matrix4::operator()(const int r, const int c) { - return m[c*4+r]; -} - -std::vector<float> Matrix4::ToVector() const { - std::vector<float> v; - for (int i=0;i<16;i++) { - v.push_back(m[i]); - } - return v; -} - - - -Matrix4 Matrix4::Scale(const Vector3& v) { - return Matrix4::FromRowMajorElements( - v[0], 0, 0, 0, - 0, v[1], 0, 0, - 0, 0, v[2], 0, - 0, 0, 0, 1 - ); -} - - -Matrix4 Matrix4::Translation(const Vector3& v) { - return Matrix4::FromRowMajorElements( - 1, 0, 0, v[0], - 0, 1, 0, v[1], - 0, 0, 1, v[2], - 0, 0, 0, 1 - ); -} - - -Matrix4 Matrix4::RotationX(const float radians) { - const float cosTheta = cos(radians); - const float sinTheta = sin(radians); - return Matrix4::FromRowMajorElements( - 1, 0, 0, 0, - 0, cosTheta, -sinTheta, 0, - 0, sinTheta, cosTheta, 0, - 0, 0, 0, 1 - ); -} - - -Matrix4 Matrix4::RotationY(const float radians) { - const float cosTheta = cos(radians); - const float sinTheta = sin(radians); - return Matrix4::FromRowMajorElements( - cosTheta, 0, sinTheta, 0, - 0, 1, 0, 0, - -sinTheta, 0, cosTheta, 0, - 0, 0, 0, 1 - ); -} - - -Matrix4 Matrix4::RotationZ(const float radians) { - const float cosTheta = cos(radians); - const float sinTheta = sin(radians); - return Matrix4::FromRowMajorElements( - cosTheta, -sinTheta, 0, 0, - sinTheta, cosTheta, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - ); -} - - -Matrix4 Matrix4::Rotation(const Point3& p, const Vector3& v, const float a) { - const float vZ = v[2]; - const float vX = v[0]; - const float theta = atan2(vZ, vX); - const float phi = -atan2((float)v[1], (float)sqrt(vX * vX + vZ * vZ)); - - const Matrix4 transToOrigin = Matrix4::Translation(-1.0*Vector3(p[0], p[1], p[2])); - const Matrix4 A = Matrix4::RotationY(theta); - const Matrix4 B = Matrix4::RotationZ(phi); - const Matrix4 C = Matrix4::RotationX(a); - const Matrix4 invA = Matrix4::RotationY(-theta); - const Matrix4 invB = Matrix4::RotationZ(-phi); - const Matrix4 transBack = Matrix4::Translation(Vector3(p[0], p[1], p[2])); - - return transBack * invA * invB * C * B * A * transToOrigin; -} - - -Matrix4 Matrix4::Align(const Point3 &a_p, const Vector3 &a_v1, const Vector3 &a_v2, - const Point3 &b_p, const Vector3 &b_v1, const Vector3 &b_v2) -{ - Vector3 ax = a_v1.ToUnit(); - Vector3 ay = a_v2.ToUnit(); - Vector3 az = ax.Cross(ay).ToUnit(); - ay = az.Cross(ax); - Matrix4 A = Matrix4::FromRowMajorElements(ax[0], ay[0], az[0], a_p[0], - ax[1], ay[1], az[1], a_p[1], - ax[2], ay[2], az[2], a_p[2], - 0, 0, 0, 1); - - Vector3 bx = b_v1.ToUnit(); - Vector3 by = b_v2.ToUnit(); - Vector3 bz = bx.Cross(by).ToUnit(); - by = bz.Cross(bx); - Matrix4 B = Matrix4::FromRowMajorElements(bx[0], by[0], bz[0], b_p[0], - bx[1], by[1], bz[1], b_p[1], - bx[2], by[2], bz[2], b_p[2], - 0, 0, 0, 1); - return B * A.Inverse(); -} - - - -Matrix4 Matrix4::LookAt(Point3 eye, Point3 target, Vector3 up) { - Vector3 lookDir = (target - eye).ToUnit(); - - // desired x,y,z for the camera itself - Vector3 z = -lookDir; - Vector3 x = up.Cross(z).ToUnit(); - Vector3 y = z.Cross(x); - - // for the view matrix rotation, we want the inverse of the rotation for the - // camera, and the inverse of a rotation matrix is its transpose, so the - // x,y,z colums become x,y,z rows. - Matrix4 R = Matrix4::FromRowMajorElements( - x[0], x[1], x[2], 0, - y[0], y[1], y[2], 0, - z[0], z[1], z[2], 0, - 0, 0, 0, 1 - ); - - // also need to translate by -eye - Matrix4 T = Matrix4::Translation(Point3(0,0,0) - eye); - - return R * T; -} - -Matrix4 Matrix4::Perspective(float fovyInDegrees, float aspectRatio, - float nearVal, float farVal) -{ - // https://www.khronos.org/opengl/wiki/GluPerspective_code - float ymax, xmax; - ymax = nearVal * tanf(fovyInDegrees * GfxMath::PI / 360.0f); - // ymin = -ymax; - // xmin = -ymax * aspectRatio; - xmax = ymax * aspectRatio; - return Matrix4::Frustum(-xmax, xmax, -ymax, ymax, nearVal, farVal); -} - - -Matrix4 Matrix4::Frustum(float left, float right, - float bottom, float top, - float nearVal, float farVal) -{ - return Matrix4::FromRowMajorElements( - 2.0f*nearVal/(right-left), 0.0f, (right+left)/(right-left), 0.0f, - 0.0f, 2.0f*nearVal/(top-bottom), (top+bottom)/(top-bottom), 0.0f, - 0.0f, 0.0f, -(farVal+nearVal)/(farVal-nearVal), -2.0f*farVal*nearVal/(farVal-nearVal), - 0.0f, 0.0f, -1.0f, 0.0 - ); -} - - -Matrix4 Matrix4::FromRowMajorElements( - const float r1c1, const float r1c2, const float r1c3, const float r1c4, - const float r2c1, const float r2c2, const float r2c3, const float r2c4, - const float r3c1, const float r3c2, const float r3c3, const float r3c4, - const float r4c1, const float r4c2, const float r4c3, const float r4c4) -{ - float m[16]; - m[0]=r1c1; m[4]=r1c2; m[8]=r1c3; m[12]=r1c4; - m[1]=r2c1; m[5]=r2c2; m[9]=r2c3; m[13]=r2c4; - m[2]=r3c1; m[6]=r3c2; m[10]=r3c3; m[14]=r3c4; - m[3]=r4c1; m[7]=r4c2; m[11]=r4c3; m[15]=r4c4; - return Matrix4(m); -} - - - - -Matrix4 Matrix4::Orthonormal() const { - Vector3 x = ColumnToVector3(0).ToUnit(); - Vector3 y = ColumnToVector3(1); - y = (y - y.Dot(x)*x).ToUnit(); - Vector3 z = x.Cross(y).ToUnit(); - return Matrix4::FromRowMajorElements( - x[0], y[0], z[0], m[12], - x[1], y[1], z[1], m[13], - x[2], y[2], z[2], m[14], - m[3], m[7], m[11], m[15] - ); -} - - -Matrix4 Matrix4::Transpose() const { - return Matrix4::FromRowMajorElements( - m[0], m[1], m[2], m[3], - m[4], m[5], m[6], m[7], - m[8], m[9], m[10], m[11], - m[12], m[13], m[14], m[15] - ); -} - - - - -// Returns the determinant of the 3x3 matrix formed by excluding the specified row and column -// from the 4x4 matrix. The formula for the determinant of a 3x3 is discussed on -// page 705 of Hill & Kelley, but note that there is a typo within the m_ij indices in the -// equation in the book that corresponds to the cofactor02 line in the code below. -float Matrix4::SubDeterminant(int excludeRow, int excludeCol) const { - // Compute non-excluded row and column indices - int row[3]; - int col[3]; - - int r=0; - int c=0; - for (int i=0; i<4; i++) { - if (i != excludeRow) { - row[r] = i; - r++; - } - if (i != excludeCol) { - col[c] = i; - c++; - } - } - - // Compute the cofactors of each element in the first row - float cofactor00 = (*this)(row[1],col[1]) * (*this)(row[2],col[2]) - (*this)(row[1],col[2]) * (*this)(row[2],col[1]); - float cofactor01 = - ((*this)(row[1],col[0]) * (*this)(row[2],col[2]) - (*this)(row[1],col[2]) * (*this)(row[2],col[0])); - float cofactor02 = (*this)(row[1],col[0]) * (*this)(row[2],col[1]) - (*this)(row[1],col[1]) * (*this)(row[2],col[0]); - - // The determinant is then the dot product of the first row and the cofactors of the first row - return (*this)(row[0],col[0])*cofactor00 + (*this)(row[0],col[1])*cofactor01 + (*this)(row[0],col[2])*cofactor02; -} - -// Returns the cofactor matrix. The cofactor matrix is a matrix where each element c_ij is the cofactor -// of the corresponding element m_ij in M. The cofactor of each element m_ij is defined as (-1)^(i+j) times -// the determinant of the "submatrix" formed by deleting the i-th row and j-th column from M. -// See the definition in section A2.1.4 (page 705) in Hill & Kelley. -Matrix4 Matrix4::Cofactor() const { - Matrix4 out; - // We'll use i to incrementally compute -1^(r+c) - int i = 1; - for (int r = 0; r < 4; ++r) { - for (int c = 0; c < 4; ++c) { - // Compute the determinant of the 3x3 submatrix - float det = SubDeterminant(r, c); - out(r,c) = i * det; - i = -i; - } - i = -i; - } - return out; -} - -// Returns the determinant of the 4x4 matrix -// See the hint in step 2 in Appendix A2.1.5 (page 706) in Hill & Kelley to learn how to compute this -float Matrix4::Determinant() const { - // The determinant is the dot product of any row of C (the cofactor matrix of m) with the corresponding row of m - Matrix4 C = Cofactor(); - return C(0,0)*(*this)(0,0) + C(0,1)*(*this)(0,1) + C(0,2)*(*this)(0,2) + C(0,3)*(*this)(0,3); -} - -// Returns the inverse of the 4x4 matrix if it is nonsingular. If it is singular, then returns the -// identity matrix. -Matrix4 Matrix4::Inverse() const { - // Check for singular matrix - float det = Determinant(); - if (fabs(det) < 1e-8) { - return Matrix4(); - } - - // m in nonsingular, so compute inverse using the 4-step procedure outlined in Appendix A2.1.5 - // (page 706) in Hill & Kelley - // 1. Find cofactor matrix C - Matrix4 C = Cofactor(); - // 2. Find the determinant of M as the dot prod of any row of C with the corresponding row of M. - // det = determinant(m); - // 3. Transpose C to get Ctrans - Matrix4 Ctrans = C.Transpose(); - // 4. Scale each element of Ctrans by (1/det) - return Ctrans * (1.0f / det); -} - - -Vector3 Matrix4::ColumnToVector3(int c) const { - return Vector3(m[c*4], m[c*4+1], m[c*4+2]); -} - -Point3 Matrix4::ColumnToPoint3(int c) const { - return Point3(m[c*4], m[c*4+1], m[c*4+2]); -} - - - - -Matrix4 operator*(const Matrix4& m, const float& s) { - Matrix4 result; - for (int r = 0; r < 4; r++) { - for (int c = 0; c < 4; c++) { - result(r,c) = m(r,c) * s; - } - } - return result; -} - -Matrix4 operator*(const float& s, const Matrix4& m) { - return m*s; -} - - -Point3 operator*(const Matrix4& m, const Point3& p) { - // For our points, p[3]=1 and we don't even bother storing p[3], so need to homogenize - // by dividing by w before returning the new point. - const float winv = 1.0f / (p[0] * m(3,0) + p[1] * m(3,1) + p[2] * m(3,2) + 1.0f * m(3,3)); - return Point3(winv * (p[0] * m(0,0) + p[1] * m(0,1) + p[2] * m(0,2) + 1.0f * m(0,3)), - winv * (p[0] * m(1,0) + p[1] * m(1,1) + p[2] * m(1,2) + 1.0f * m(1,3)), - winv * (p[0] * m(2,0) + p[1] * m(2,1) + p[2] * m(2,2) + 1.0f * m(2,3))); - -} - - -Vector3 operator*(const Matrix4& m, const Vector3& v) { - // For a vector v[3]=0 - return Vector3(v[0] * m(0,0) + v[1] * m(0,1) + v[2] * m(0,2), - v[0] * m(1,0) + v[1] * m(1,1) + v[2] * m(1,2), - v[0] * m(2,0) + v[1] * m(2,1) + v[2] * m(2,2)); - -} - - - -Matrix4 operator*(const Matrix4& m1, const Matrix4& m2) { - Matrix4 m = Matrix4::FromRowMajorElements(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0); - for (int r = 0; r < 4; r++) { - for (int c = 0; c < 4; c++) { - for (int i = 0; i < 4; i++) { - m(r,c) += m1(r,i) * m2(i,c); - } - } - } - return m; -} - -Ray operator*(const Matrix4& m, const Ray& r) { - Point3 p = m * r.origin(); - Vector3 d = m * r.direction(); - return Ray(p, d); -} - - -std::ostream & operator<< ( std::ostream &os, const Matrix4 &m) { - // format: [[r1c1, r1c2, r1c3, r1c4], [r2c1, r2c2, r2c3, r2c4], etc.. ] - return os << "[[" << m(0,0) << ", " << m(0,1) << ", " << m(0,2) << ", " << m(0,3) << "], " - << "[" << m(1,0) << ", " << m(1,1) << ", " << m(1,2) << ", " << m(1,3) << "], " - << "[" << m(2,0) << ", " << m(2,1) << ", " << m(2,2) << ", " << m(2,3) << "], " - << "[" << m(3,0) << ", " << m(3,1) << ", " << m(3,2) << ", " << m(3,3) << "]]"; -} - -std::istream & operator>> ( std::istream &is, Matrix4 &m) { - // format: [[r1c1, r1c2, r1c3, r1c4], [r2c1, r2c2, r2c3, r2c4], etc.. ] - char c; - return is >> c >> c >> m(0,0) >> c >> m(0,1) >> c >> m(0,2) >> c >> m(0,3) >> c >> c - >> c >> m(1,0) >> c >> m(1,1) >> c >> m(1,2) >> c >> m(1,3) >> c >> c - >> c >> m(2,0) >> c >> m(2,1) >> c >> m(2,2) >> c >> m(2,3) >> c >> c - >> c >> m(3,0) >> c >> m(3,1) >> c >> m(3,2) >> c >> m(3,3) >> c >> c; -} - -} // end namespace +/*
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+ See corresponding header file for details.
+ */
+
+#include "matrix4.h"
+
+#include "gfxmath.h"
+#include <string.h>
+
+namespace mingfx {
+
+
+Matrix4::Matrix4() {
+ m[0] = m[5] = m[10] = m[15] = 1.0;
+ m[1] = m[2] = m[3] = m[4] = 0.0;
+ m[6] = m[7] = m[8] = m[9] = 0.0;
+ m[11]= m[12] = m[13] = m[14] = 0.0;
+}
+
+
+Matrix4::Matrix4(const float* a) {
+ memcpy(m,a,16*sizeof(float));
+}
+
+Matrix4::Matrix4(const std::vector<float> &a) {
+ for (int i=0;i<16;i++) {
+ m[i] = a[i];
+ }
+}
+
+Matrix4::Matrix4(const Matrix4& m2) {
+ memcpy(m,m2.m,16*sizeof(float));
+}
+
+Matrix4::~Matrix4() {
+}
+
+
+bool Matrix4::operator==(const Matrix4& m2) const {
+ for (int i=0;i<16;i++) {
+ if (fabs(m2.m[i] - m[i]) > MINGFX_MATH_EPSILON) {
+ return false;
+ }
+ }
+ return true;
+}
+
+bool Matrix4::operator!=(const Matrix4& m2) const {
+ return !(*this == m2);
+}
+
+Matrix4& Matrix4::operator=(const Matrix4& m2) {
+ memcpy(m,m2.m,16*sizeof(float));
+ return *this;
+}
+
+const float * Matrix4::value_ptr() const {
+ return m;
+}
+
+float Matrix4::operator[](const int i) const {
+ return m[i];
+}
+
+float& Matrix4::operator[](const int i) {
+ return m[i];
+}
+
+float Matrix4::operator()(const int r, const int c) const {
+ return m[c*4+r];
+}
+
+float& Matrix4::operator()(const int r, const int c) {
+ return m[c*4+r];
+}
+
+std::vector<float> Matrix4::ToVector() const {
+ std::vector<float> v;
+ for (int i=0;i<16;i++) {
+ v.push_back(m[i]);
+ }
+ return v;
+}
+
+
+
+Matrix4 Matrix4::Scale(const Vector3& v) {
+ return Matrix4::FromRowMajorElements(
+ v[0], 0, 0, 0,
+ 0, v[1], 0, 0,
+ 0, 0, v[2], 0,
+ 0, 0, 0, 1
+ );
+}
+
+
+Matrix4 Matrix4::Translation(const Vector3& v) {
+ return Matrix4::FromRowMajorElements(
+ 1, 0, 0, v[0],
+ 0, 1, 0, v[1],
+ 0, 0, 1, v[2],
+ 0, 0, 0, 1
+ );
+}
+
+
+Matrix4 Matrix4::RotationX(const float radians) {
+ const float cosTheta = cos(radians);
+ const float sinTheta = sin(radians);
+ return Matrix4::FromRowMajorElements(
+ 1, 0, 0, 0,
+ 0, cosTheta, -sinTheta, 0,
+ 0, sinTheta, cosTheta, 0,
+ 0, 0, 0, 1
+ );
+}
+
+
+Matrix4 Matrix4::RotationY(const float radians) {
+ const float cosTheta = cos(radians);
+ const float sinTheta = sin(radians);
+ return Matrix4::FromRowMajorElements(
+ cosTheta, 0, sinTheta, 0,
+ 0, 1, 0, 0,
+ -sinTheta, 0, cosTheta, 0,
+ 0, 0, 0, 1
+ );
+}
+
+
+Matrix4 Matrix4::RotationZ(const float radians) {
+ const float cosTheta = cos(radians);
+ const float sinTheta = sin(radians);
+ return Matrix4::FromRowMajorElements(
+ cosTheta, -sinTheta, 0, 0,
+ sinTheta, cosTheta, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+ );
+}
+
+
+Matrix4 Matrix4::Rotation(const Point3& p, const Vector3& v, const float a) {
+ const float vZ = v[2];
+ const float vX = v[0];
+ const float theta = atan2(vZ, vX);
+ const float phi = -atan2((float)v[1], (float)sqrt(vX * vX + vZ * vZ));
+
+ const Matrix4 transToOrigin = Matrix4::Translation(-1.0*Vector3(p[0], p[1], p[2]));
+ const Matrix4 A = Matrix4::RotationY(theta);
+ const Matrix4 B = Matrix4::RotationZ(phi);
+ const Matrix4 C = Matrix4::RotationX(a);
+ const Matrix4 invA = Matrix4::RotationY(-theta);
+ const Matrix4 invB = Matrix4::RotationZ(-phi);
+ const Matrix4 transBack = Matrix4::Translation(Vector3(p[0], p[1], p[2]));
+
+ return transBack * invA * invB * C * B * A * transToOrigin;
+}
+
+
+Matrix4 Matrix4::Align(const Point3 &a_p, const Vector3 &a_v1, const Vector3 &a_v2,
+ const Point3 &b_p, const Vector3 &b_v1, const Vector3 &b_v2)
+{
+ Vector3 ax = a_v1.ToUnit();
+ Vector3 ay = a_v2.ToUnit();
+ Vector3 az = ax.Cross(ay).ToUnit();
+ ay = az.Cross(ax);
+ Matrix4 A = Matrix4::FromRowMajorElements(ax[0], ay[0], az[0], a_p[0],
+ ax[1], ay[1], az[1], a_p[1],
+ ax[2], ay[2], az[2], a_p[2],
+ 0, 0, 0, 1);
+
+ Vector3 bx = b_v1.ToUnit();
+ Vector3 by = b_v2.ToUnit();
+ Vector3 bz = bx.Cross(by).ToUnit();
+ by = bz.Cross(bx);
+ Matrix4 B = Matrix4::FromRowMajorElements(bx[0], by[0], bz[0], b_p[0],
+ bx[1], by[1], bz[1], b_p[1],
+ bx[2], by[2], bz[2], b_p[2],
+ 0, 0, 0, 1);
+ return B * A.Inverse();
+}
+
+
+
+Matrix4 Matrix4::LookAt(Point3 eye, Point3 target, Vector3 up) {
+ Vector3 lookDir = (target - eye).ToUnit();
+
+ // desired x,y,z for the camera itself
+ Vector3 z = -lookDir;
+ Vector3 x = up.Cross(z).ToUnit();
+ Vector3 y = z.Cross(x);
+
+ // for the view matrix rotation, we want the inverse of the rotation for the
+ // camera, and the inverse of a rotation matrix is its transpose, so the
+ // x,y,z colums become x,y,z rows.
+ Matrix4 R = Matrix4::FromRowMajorElements(
+ x[0], x[1], x[2], 0,
+ y[0], y[1], y[2], 0,
+ z[0], z[1], z[2], 0,
+ 0, 0, 0, 1
+ );
+
+ // also need to translate by -eye
+ Matrix4 T = Matrix4::Translation(Point3(0,0,0) - eye);
+
+ return R * T;
+}
+
+Matrix4 Matrix4::Perspective(float fovyInDegrees, float aspectRatio,
+ float nearVal, float farVal)
+{
+ // https://www.khronos.org/opengl/wiki/GluPerspective_code
+ float ymax, xmax;
+ ymax = nearVal * tanf(fovyInDegrees * GfxMath::PI / 360.0f);
+ // ymin = -ymax;
+ // xmin = -ymax * aspectRatio;
+ xmax = ymax * aspectRatio;
+ return Matrix4::Frustum(-xmax, xmax, -ymax, ymax, nearVal, farVal);
+}
+
+
+Matrix4 Matrix4::Frustum(float left, float right,
+ float bottom, float top,
+ float nearVal, float farVal)
+{
+ return Matrix4::FromRowMajorElements(
+ 2.0f*nearVal/(right-left), 0.0f, (right+left)/(right-left), 0.0f,
+ 0.0f, 2.0f*nearVal/(top-bottom), (top+bottom)/(top-bottom), 0.0f,
+ 0.0f, 0.0f, -(farVal+nearVal)/(farVal-nearVal), -2.0f*farVal*nearVal/(farVal-nearVal),
+ 0.0f, 0.0f, -1.0f, 0.0
+ );
+}
+
+
+Matrix4 Matrix4::FromRowMajorElements(
+ const float r1c1, const float r1c2, const float r1c3, const float r1c4,
+ const float r2c1, const float r2c2, const float r2c3, const float r2c4,
+ const float r3c1, const float r3c2, const float r3c3, const float r3c4,
+ const float r4c1, const float r4c2, const float r4c3, const float r4c4)
+{
+ float m[16];
+ m[0]=r1c1; m[4]=r1c2; m[8]=r1c3; m[12]=r1c4;
+ m[1]=r2c1; m[5]=r2c2; m[9]=r2c3; m[13]=r2c4;
+ m[2]=r3c1; m[6]=r3c2; m[10]=r3c3; m[14]=r3c4;
+ m[3]=r4c1; m[7]=r4c2; m[11]=r4c3; m[15]=r4c4;
+ return Matrix4(m);
+}
+
+
+
+
+Matrix4 Matrix4::Orthonormal() const {
+ Vector3 x = ColumnToVector3(0).ToUnit();
+ Vector3 y = ColumnToVector3(1);
+ y = (y - y.Dot(x)*x).ToUnit();
+ Vector3 z = x.Cross(y).ToUnit();
+ return Matrix4::FromRowMajorElements(
+ x[0], y[0], z[0], m[12],
+ x[1], y[1], z[1], m[13],
+ x[2], y[2], z[2], m[14],
+ m[3], m[7], m[11], m[15]
+ );
+}
+
+
+Matrix4 Matrix4::Transpose() const {
+ return Matrix4::FromRowMajorElements(
+ m[0], m[1], m[2], m[3],
+ m[4], m[5], m[6], m[7],
+ m[8], m[9], m[10], m[11],
+ m[12], m[13], m[14], m[15]
+ );
+}
+
+
+
+
+// Returns the determinant of the 3x3 matrix formed by excluding the specified row and column
+// from the 4x4 matrix. The formula for the determinant of a 3x3 is discussed on
+// page 705 of Hill & Kelley, but note that there is a typo within the m_ij indices in the
+// equation in the book that corresponds to the cofactor02 line in the code below.
+float Matrix4::SubDeterminant(int excludeRow, int excludeCol) const {
+ // Compute non-excluded row and column indices
+ int row[3];
+ int col[3];
+
+ int r=0;
+ int c=0;
+ for (int i=0; i<4; i++) {
+ if (i != excludeRow) {
+ row[r] = i;
+ r++;
+ }
+ if (i != excludeCol) {
+ col[c] = i;
+ c++;
+ }
+ }
+
+ // Compute the cofactors of each element in the first row
+ float cofactor00 = (*this)(row[1],col[1]) * (*this)(row[2],col[2]) - (*this)(row[1],col[2]) * (*this)(row[2],col[1]);
+ float cofactor01 = - ((*this)(row[1],col[0]) * (*this)(row[2],col[2]) - (*this)(row[1],col[2]) * (*this)(row[2],col[0]));
+ float cofactor02 = (*this)(row[1],col[0]) * (*this)(row[2],col[1]) - (*this)(row[1],col[1]) * (*this)(row[2],col[0]);
+
+ // The determinant is then the dot product of the first row and the cofactors of the first row
+ return (*this)(row[0],col[0])*cofactor00 + (*this)(row[0],col[1])*cofactor01 + (*this)(row[0],col[2])*cofactor02;
+}
+
+// Returns the cofactor matrix. The cofactor matrix is a matrix where each element c_ij is the cofactor
+// of the corresponding element m_ij in M. The cofactor of each element m_ij is defined as (-1)^(i+j) times
+// the determinant of the "submatrix" formed by deleting the i-th row and j-th column from M.
+// See the definition in section A2.1.4 (page 705) in Hill & Kelley.
+Matrix4 Matrix4::Cofactor() const {
+ Matrix4 out;
+ // We'll use i to incrementally compute -1^(r+c)
+ int i = 1;
+ for (int r = 0; r < 4; ++r) {
+ for (int c = 0; c < 4; ++c) {
+ // Compute the determinant of the 3x3 submatrix
+ float det = SubDeterminant(r, c);
+ out(r,c) = i * det;
+ i = -i;
+ }
+ i = -i;
+ }
+ return out;
+}
+
+// Returns the determinant of the 4x4 matrix
+// See the hint in step 2 in Appendix A2.1.5 (page 706) in Hill & Kelley to learn how to compute this
+float Matrix4::Determinant() const {
+ // The determinant is the dot product of any row of C (the cofactor matrix of m) with the corresponding row of m
+ Matrix4 C = Cofactor();
+ return C(0,0)*(*this)(0,0) + C(0,1)*(*this)(0,1) + C(0,2)*(*this)(0,2) + C(0,3)*(*this)(0,3);
+}
+
+// Returns the inverse of the 4x4 matrix if it is nonsingular. If it is singular, then returns the
+// identity matrix.
+Matrix4 Matrix4::Inverse() const {
+ // Check for singular matrix
+ float det = Determinant();
+ if (fabs(det) < 1e-8) {
+ return Matrix4();
+ }
+
+ // m in nonsingular, so compute inverse using the 4-step procedure outlined in Appendix A2.1.5
+ // (page 706) in Hill & Kelley
+ // 1. Find cofactor matrix C
+ Matrix4 C = Cofactor();
+ // 2. Find the determinant of M as the dot prod of any row of C with the corresponding row of M.
+ // det = determinant(m);
+ // 3. Transpose C to get Ctrans
+ Matrix4 Ctrans = C.Transpose();
+ // 4. Scale each element of Ctrans by (1/det)
+ return Ctrans * (1.0f / det);
+}
+
+
+Vector3 Matrix4::ColumnToVector3(int c) const {
+ return Vector3(m[c*4], m[c*4+1], m[c*4+2]);
+}
+
+Point3 Matrix4::ColumnToPoint3(int c) const {
+ return Point3(m[c*4], m[c*4+1], m[c*4+2]);
+}
+
+
+
+
+Matrix4 operator*(const Matrix4& m, const float& s) {
+ Matrix4 result;
+ for (int r = 0; r < 4; r++) {
+ for (int c = 0; c < 4; c++) {
+ result(r,c) = m(r,c) * s;
+ }
+ }
+ return result;
+}
+
+Matrix4 operator*(const float& s, const Matrix4& m) {
+ return m*s;
+}
+
+
+Point3 operator*(const Matrix4& m, const Point3& p) {
+ // For our points, p[3]=1 and we don't even bother storing p[3], so need to homogenize
+ // by dividing by w before returning the new point.
+ const float winv = 1.0f / (p[0] * m(3,0) + p[1] * m(3,1) + p[2] * m(3,2) + 1.0f * m(3,3));
+ return Point3(winv * (p[0] * m(0,0) + p[1] * m(0,1) + p[2] * m(0,2) + 1.0f * m(0,3)),
+ winv * (p[0] * m(1,0) + p[1] * m(1,1) + p[2] * m(1,2) + 1.0f * m(1,3)),
+ winv * (p[0] * m(2,0) + p[1] * m(2,1) + p[2] * m(2,2) + 1.0f * m(2,3)));
+
+}
+
+
+Vector3 operator*(const Matrix4& m, const Vector3& v) {
+ // For a vector v[3]=0
+ return Vector3(v[0] * m(0,0) + v[1] * m(0,1) + v[2] * m(0,2),
+ v[0] * m(1,0) + v[1] * m(1,1) + v[2] * m(1,2),
+ v[0] * m(2,0) + v[1] * m(2,1) + v[2] * m(2,2));
+
+}
+
+
+
+Matrix4 operator*(const Matrix4& m1, const Matrix4& m2) {
+ Matrix4 m = Matrix4::FromRowMajorElements(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0);
+ for (int r = 0; r < 4; r++) {
+ for (int c = 0; c < 4; c++) {
+ for (int i = 0; i < 4; i++) {
+ m(r,c) += m1(r,i) * m2(i,c);
+ }
+ }
+ }
+ return m;
+}
+
+Ray operator*(const Matrix4& m, const Ray& r) {
+ Point3 p = m * r.origin();
+ Vector3 d = m * r.direction();
+ return Ray(p, d);
+}
+
+
+std::ostream & operator<< ( std::ostream &os, const Matrix4 &m) {
+ // format: [[r1c1, r1c2, r1c3, r1c4], [r2c1, r2c2, r2c3, r2c4], etc.. ]
+ return os << "[[" << m(0,0) << ", " << m(0,1) << ", " << m(0,2) << ", " << m(0,3) << "], "
+ << "[" << m(1,0) << ", " << m(1,1) << ", " << m(1,2) << ", " << m(1,3) << "], "
+ << "[" << m(2,0) << ", " << m(2,1) << ", " << m(2,2) << ", " << m(2,3) << "], "
+ << "[" << m(3,0) << ", " << m(3,1) << ", " << m(3,2) << ", " << m(3,3) << "]]";
+}
+
+std::istream & operator>> ( std::istream &is, Matrix4 &m) {
+ // format: [[r1c1, r1c2, r1c3, r1c4], [r2c1, r2c2, r2c3, r2c4], etc.. ]
+ char c;
+ return is >> c >> c >> m(0,0) >> c >> m(0,1) >> c >> m(0,2) >> c >> m(0,3) >> c >> c
+ >> c >> m(1,0) >> c >> m(1,1) >> c >> m(1,2) >> c >> m(1,3) >> c >> c
+ >> c >> m(2,0) >> c >> m(2,1) >> c >> m(2,2) >> c >> m(2,3) >> c >> c
+ >> c >> m(3,0) >> c >> m(3,1) >> c >> m(3,2) >> c >> m(3,3) >> c >> c;
+}
+
+} // end namespace
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