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1686 lines
65 KiB
C#
1686 lines
65 KiB
C#
#region --- License ---
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/*
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Copyright (c) 2006 - 2008 The Open Toolkit library.
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion
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using System;
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using System.Runtime.InteropServices;
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namespace OpenTK
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{
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/// <summary>
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/// Represents a 4x4 matrix containing 3D rotation, scale, transform, and projection with double-precision components.
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/// </summary>
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/// <seealso cref="Matrix4"/>
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[Serializable]
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[StructLayout(LayoutKind.Sequential)]
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public struct Matrix4d : IEquatable<Matrix4d>
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{
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#region Fields
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/// <summary>
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/// Top row of the matrix
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/// </summary>
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public Vector4d Row0;
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/// <summary>
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/// 2nd row of the matrix
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/// </summary>
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public Vector4d Row1;
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/// <summary>
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/// 3rd row of the matrix
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/// </summary>
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public Vector4d Row2;
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/// <summary>
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/// Bottom row of the matrix
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/// </summary>
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public Vector4d Row3;
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/// <summary>
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/// The identity matrix
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/// </summary>
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public static Matrix4d Identity = new Matrix4d(Vector4d .UnitX, Vector4d .UnitY, Vector4d .UnitZ, Vector4d .UnitW);
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#endregion
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#region Constructors
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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/// <param name="row0">Top row of the matrix</param>
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/// <param name="row1">Second row of the matrix</param>
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/// <param name="row2">Third row of the matrix</param>
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/// <param name="row3">Bottom row of the matrix</param>
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public Matrix4d(Vector4d row0, Vector4d row1, Vector4d row2, Vector4d row3)
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{
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Row0 = row0;
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Row1 = row1;
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Row2 = row2;
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Row3 = row3;
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}
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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/// <param name="m00">First item of the first row.</param>
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/// <param name="m01">Second item of the first row.</param>
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/// <param name="m02">Third item of the first row.</param>
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/// <param name="m03">Fourth item of the first row.</param>
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/// <param name="m10">First item of the second row.</param>
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/// <param name="m11">Second item of the second row.</param>
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/// <param name="m12">Third item of the second row.</param>
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/// <param name="m13">Fourth item of the second row.</param>
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/// <param name="m20">First item of the third row.</param>
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/// <param name="m21">Second item of the third row.</param>
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/// <param name="m22">Third item of the third row.</param>
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/// <param name="m23">First item of the third row.</param>
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/// <param name="m30">Fourth item of the fourth row.</param>
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/// <param name="m31">Second item of the fourth row.</param>
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/// <param name="m32">Third item of the fourth row.</param>
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/// <param name="m33">Fourth item of the fourth row.</param>
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public Matrix4d(
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double m00, double m01, double m02, double m03,
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double m10, double m11, double m12, double m13,
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double m20, double m21, double m22, double m23,
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double m30, double m31, double m32, double m33)
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{
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Row0 = new Vector4d(m00, m01, m02, m03);
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Row1 = new Vector4d(m10, m11, m12, m13);
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Row2 = new Vector4d(m20, m21, m22, m23);
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Row3 = new Vector4d(m30, m31, m32, m33);
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}
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#endregion
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#region Public Members
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#region Properties
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/// <summary>
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/// The determinant of this matrix
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/// </summary>
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public double Determinant
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{
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get
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{
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return
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Row0.X * Row1.Y * Row2.Z * Row3.W - Row0.X * Row1.Y * Row2.W * Row3.Z + Row0.X * Row1.Z * Row2.W * Row3.Y - Row0.X * Row1.Z * Row2.Y * Row3.W
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+ Row0.X * Row1.W * Row2.Y * Row3.Z - Row0.X * Row1.W * Row2.Z * Row3.Y - Row0.Y * Row1.Z * Row2.W * Row3.X + Row0.Y * Row1.Z * Row2.X * Row3.W
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- Row0.Y * Row1.W * Row2.X * Row3.Z + Row0.Y * Row1.W * Row2.Z * Row3.X - Row0.Y * Row1.X * Row2.Z * Row3.W + Row0.Y * Row1.X * Row2.W * Row3.Z
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+ Row0.Z * Row1.W * Row2.X * Row3.Y - Row0.Z * Row1.W * Row2.Y * Row3.X + Row0.Z * Row1.X * Row2.Y * Row3.W - Row0.Z * Row1.X * Row2.W * Row3.Y
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+ Row0.Z * Row1.Y * Row2.W * Row3.X - Row0.Z * Row1.Y * Row2.X * Row3.W - Row0.W * Row1.X * Row2.Y * Row3.Z + Row0.W * Row1.X * Row2.Z * Row3.Y
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- Row0.W * Row1.Y * Row2.Z * Row3.X + Row0.W * Row1.Y * Row2.X * Row3.Z - Row0.W * Row1.Z * Row2.X * Row3.Y + Row0.W * Row1.Z * Row2.Y * Row3.X;
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}
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}
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/// <summary>
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/// The first column of this matrix
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/// </summary>
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public Vector4d Column0
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{
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get { return new Vector4d (Row0.X, Row1.X, Row2.X, Row3.X); }
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set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; Row3.X = value.W; }
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}
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/// <summary>
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/// The second column of this matrix
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/// </summary>
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public Vector4d Column1
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{
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get { return new Vector4d (Row0.Y, Row1.Y, Row2.Y, Row3.Y); }
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set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; Row3.Y = value.W; }
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}
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/// <summary>
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/// The third column of this matrix
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/// </summary>
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public Vector4d Column2
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{
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get { return new Vector4d (Row0.Z, Row1.Z, Row2.Z, Row3.Z); }
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set { Row0.Z = value.X; Row1.Z = value.Y; Row2.Z = value.Z; Row3.Z = value.W; }
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}
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/// <summary>
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/// The fourth column of this matrix
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/// </summary>
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public Vector4d Column3
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{
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get { return new Vector4d (Row0.W, Row1.W, Row2.W, Row3.W); }
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set { Row0.W = value.X; Row1.W = value.Y; Row2.W = value.Z; Row3.W = value.W; }
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}
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/// <summary>
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/// Gets or sets the value at row 1, column 1 of this instance.
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/// </summary>
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public double M11 { get { return Row0.X; } set { Row0.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 1, column 2 of this instance.
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/// </summary>
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public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 1, column 3 of this instance.
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/// </summary>
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public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
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/// <summary>
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/// Gets or sets the value at row 1, column 4 of this instance.
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/// </summary>
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public double M14 { get { return Row0.W; } set { Row0.W = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 1 of this instance.
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/// </summary>
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public double M21 { get { return Row1.X; } set { Row1.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 2 of this instance.
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/// </summary>
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public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 3 of this instance.
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/// </summary>
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public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 4 of this instance.
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/// </summary>
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public double M24 { get { return Row1.W; } set { Row1.W = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 1 of this instance.
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/// </summary>
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public double M31 { get { return Row2.X; } set { Row2.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 2 of this instance.
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/// </summary>
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public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 3 of this instance.
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/// </summary>
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public double M33 { get { return Row2.Z; } set { Row2.Z = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 4 of this instance.
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/// </summary>
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public double M34 { get { return Row2.W; } set { Row2.W = value; } }
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/// <summary>
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/// Gets or sets the value at row 4, column 1 of this instance.
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/// </summary>
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public double M41 { get { return Row3.X; } set { Row3.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 4, column 2 of this instance.
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/// </summary>
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public double M42 { get { return Row3.Y; } set { Row3.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 4, column 3 of this instance.
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/// </summary>
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public double M43 { get { return Row3.Z; } set { Row3.Z = value; } }
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/// <summary>
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/// Gets or sets the value at row 4, column 4 of this instance.
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/// </summary>
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public double M44 { get { return Row3.W; } set { Row3.W = value; } }
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/// <summary>
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/// Gets or sets the values along the main diagonal of the matrix.
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/// </summary>
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public Vector4d Diagonal
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{
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get
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{
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return new Vector4d(Row0.X, Row1.Y, Row2.Z, Row3.W);
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}
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set
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{
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Row0.X = value.X;
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Row1.Y = value.Y;
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Row2.Z = value.Z;
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Row3.W = value.W;
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}
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}
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/// <summary>
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/// Gets the trace of the matrix, the sum of the values along the diagonal.
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/// </summary>
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public double Trace { get { return Row0.X + Row1.Y + Row2.Z + Row3.W; } }
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#endregion
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#region Indexers
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/// <summary>
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/// Gets or sets the value at a specified row and column.
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/// </summary>
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public double this[int rowIndex, int columnIndex]
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{
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get
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{
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if (rowIndex == 0) return Row0[columnIndex];
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else if (rowIndex == 1) return Row1[columnIndex];
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else if (rowIndex == 2) return Row2[columnIndex];
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else if (rowIndex == 3) return Row3[columnIndex];
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throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
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}
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set
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{
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if (rowIndex == 0) Row0[columnIndex] = value;
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else if (rowIndex == 1) Row1[columnIndex] = value;
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else if (rowIndex == 2) Row2[columnIndex] = value;
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else if (rowIndex == 3) Row3[columnIndex] = value;
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else throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
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}
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}
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#endregion
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#region Instance
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#region public void Invert()
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/// <summary>
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/// Converts this instance into its inverse.
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/// </summary>
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public void Invert()
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{
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this = Matrix4d.Invert(this);
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}
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#endregion
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#region public void Transpose()
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/// <summary>
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/// Converts this instance into its transpose.
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/// </summary>
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public void Transpose()
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{
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this = Matrix4d.Transpose(this);
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}
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#endregion
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/// <summary>
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/// Returns a normalised copy of this instance.
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/// </summary>
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public Matrix4d Normalized()
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{
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Matrix4d m = this;
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m.Normalize();
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return m;
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}
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/// <summary>
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/// Divides each element in the Matrix by the <see cref="Determinant"/>.
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/// </summary>
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public void Normalize()
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{
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var determinant = this.Determinant;
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Row0 /= determinant;
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Row1 /= determinant;
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Row2 /= determinant;
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Row3 /= determinant;
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}
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/// <summary>
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/// Returns an inverted copy of this instance.
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/// </summary>
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public Matrix4d Inverted()
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{
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Matrix4d m = this;
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if (m.Determinant != 0)
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m.Invert();
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return m;
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}
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/// <summary>
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/// Returns a copy of this Matrix4d without translation.
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/// </summary>
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public Matrix4d ClearTranslation()
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{
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Matrix4d m = this;
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m.Row3.Xyz = Vector3d.Zero;
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return m;
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}
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/// <summary>
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/// Returns a copy of this Matrix4d without scale.
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/// </summary>
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public Matrix4d ClearScale()
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{
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Matrix4d m = this;
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m.Row0.Xyz = m.Row0.Xyz.Normalized();
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m.Row1.Xyz = m.Row1.Xyz.Normalized();
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m.Row2.Xyz = m.Row2.Xyz.Normalized();
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return m;
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}
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/// <summary>
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/// Returns a copy of this Matrix4d without rotation.
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/// </summary>
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public Matrix4d ClearRotation()
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{
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Matrix4d m = this;
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m.Row0.Xyz = new Vector3d(m.Row0.Xyz.Length, 0, 0);
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m.Row1.Xyz = new Vector3d(0, m.Row1.Xyz.Length, 0);
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m.Row2.Xyz = new Vector3d(0, 0, m.Row2.Xyz.Length);
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return m;
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}
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/// <summary>
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/// Returns a copy of this Matrix4d without projection.
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/// </summary>
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public Matrix4d ClearProjection()
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{
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Matrix4d m = this;
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m.Column3 = Vector4d.Zero;
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return m;
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}
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/// <summary>
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/// Returns the translation component of this instance.
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/// </summary>
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public Vector3d ExtractTranslation() { return Row3.Xyz; }
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/// <summary>
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/// Returns the scale component of this instance.
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/// </summary>
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public Vector3d ExtractScale() { return new Vector3d(Row0.Xyz.Length, Row1.Xyz.Length, Row2.Xyz.Length); }
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/// <summary>
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/// Returns the rotation component of this instance. Quite slow.
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/// </summary>
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/// <param name="row_normalise">Whether the method should row-normalise (i.e. remove scale from) the Matrix. Pass false if you know it's already normalised.</param>
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public Quaterniond ExtractRotation(bool row_normalise = true)
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{
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var row0 = Row0.Xyz;
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var row1 = Row1.Xyz;
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var row2 = Row2.Xyz;
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if (row_normalise)
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{
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row0 = row0.Normalized();
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row1 = row1.Normalized();
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row2 = row2.Normalized();
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}
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// code below adapted from Blender
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Quaterniond q = new Quaterniond();
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double trace = 0.25 * (row0[0] + row1[1] + row2[2] + 1.0);
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if (trace > 0)
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{
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double sq = Math.Sqrt(trace);
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q.W = sq;
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sq = 1.0 / (4.0 * sq);
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q.X = (row1[2] - row2[1]) * sq;
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q.Y = (row2[0] - row0[2]) * sq;
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q.Z = (row0[1] - row1[0]) * sq;
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}
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else if (row0[0] > row1[1] && row0[0] > row2[2])
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{
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double sq = 2.0 * Math.Sqrt(1.0 + row0[0] - row1[1] - row2[2]);
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q.X = 0.25 * sq;
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sq = 1.0 / sq;
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q.W = (row2[1] - row1[2]) * sq;
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q.Y = (row1[0] + row0[1]) * sq;
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q.Z = (row2[0] + row0[2]) * sq;
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}
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else if (row1[1] > row2[2])
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{
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double sq = 2.0 * Math.Sqrt(1.0 + row1[1] - row0[0] - row2[2]);
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q.Y = 0.25 * sq;
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sq = 1.0 / sq;
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q.W = (row2[0] - row0[2]) * sq;
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q.X = (row1[0] + row0[1]) * sq;
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q.Z = (row2[1] + row1[2]) * sq;
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}
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else
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{
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double sq = 2.0 * Math.Sqrt(1.0 + row2[2] - row0[0] - row1[1]);
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q.Z = 0.25 * sq;
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sq = 1.0 / sq;
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q.W = (row1[0] - row0[1]) * sq;
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q.X = (row2[0] + row0[2]) * sq;
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q.Y = (row2[1] + row1[2]) * sq;
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}
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q.Normalize();
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return q;
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}
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|
|
|
/// <summary>
|
|
/// Returns the projection component of this instance.
|
|
/// </summary>
|
|
public Vector4d ExtractProjection()
|
|
{
|
|
return Column3;
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
|
#region Static
|
|
|
|
#region CreateFromAxisAngle
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix from the specified axis/angle rotation.
|
|
/// </summary>
|
|
/// <param name="axis">The axis to rotate about.</param>
|
|
/// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param>
|
|
/// <param name="result">A matrix instance.</param>
|
|
public static void CreateFromAxisAngle(Vector3d axis, double angle, out Matrix4d result)
|
|
{
|
|
// normalize and create a local copy of the vector.
|
|
axis.Normalize();
|
|
double axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
|
|
|
|
// calculate angles
|
|
double cos = System.Math.Cos(-angle);
|
|
double sin = System.Math.Sin(-angle);
|
|
double t = 1.0f - cos;
|
|
|
|
// do the conversion math once
|
|
double tXX = t * axisX * axisX,
|
|
tXY = t * axisX * axisY,
|
|
tXZ = t * axisX * axisZ,
|
|
tYY = t * axisY * axisY,
|
|
tYZ = t * axisY * axisZ,
|
|
tZZ = t * axisZ * axisZ;
|
|
|
|
double sinX = sin * axisX,
|
|
sinY = sin * axisY,
|
|
sinZ = sin * axisZ;
|
|
|
|
result.Row0.X = tXX + cos;
|
|
result.Row0.Y = tXY - sinZ;
|
|
result.Row0.Z = tXZ + sinY;
|
|
result.Row0.W = 0;
|
|
result.Row1.X = tXY + sinZ;
|
|
result.Row1.Y = tYY + cos;
|
|
result.Row1.Z = tYZ - sinX;
|
|
result.Row1.W = 0;
|
|
result.Row2.X = tXZ - sinY;
|
|
result.Row2.Y = tYZ + sinX;
|
|
result.Row2.Z = tZZ + cos;
|
|
result.Row2.W = 0;
|
|
result.Row3 = Vector4d.UnitW;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix from the specified axis/angle rotation.
|
|
/// </summary>
|
|
/// <param name="axis">The axis to rotate about.</param>
|
|
/// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param>
|
|
/// <returns>A matrix instance.</returns>
|
|
public static Matrix4d CreateFromAxisAngle(Vector3d axis, double angle)
|
|
{
|
|
Matrix4d result;
|
|
CreateFromAxisAngle(axis, angle, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreateRotation[XYZ]
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the x-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <param name="result">The resulting Matrix4d instance.</param>
|
|
public static void CreateRotationX(double angle, out Matrix4d result)
|
|
{
|
|
double cos = System.Math.Cos(angle);
|
|
double sin = System.Math.Sin(angle);
|
|
|
|
result.Row0 = Vector4d.UnitX;
|
|
result.Row1 = new Vector4d(0, cos, sin, 0);
|
|
result.Row2 = new Vector4d(0, -sin, cos, 0);
|
|
result.Row3 = Vector4d.UnitW;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the x-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <returns>The resulting Matrix4d instance.</returns>
|
|
public static Matrix4d CreateRotationX(double angle)
|
|
{
|
|
Matrix4d result;
|
|
CreateRotationX(angle, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the y-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <param name="result">The resulting Matrix4d instance.</param>
|
|
public static void CreateRotationY(double angle, out Matrix4d result)
|
|
{
|
|
double cos = System.Math.Cos(angle);
|
|
double sin = System.Math.Sin(angle);
|
|
|
|
result.Row0 = new Vector4d(cos, 0, -sin, 0);
|
|
result.Row1 = Vector4d.UnitY;
|
|
result.Row2 = new Vector4d(sin, 0, cos, 0);
|
|
result.Row3 = Vector4d.UnitW;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the y-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <returns>The resulting Matrix4d instance.</returns>
|
|
public static Matrix4d CreateRotationY(double angle)
|
|
{
|
|
Matrix4d result;
|
|
CreateRotationY(angle, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the z-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <param name="result">The resulting Matrix4d instance.</param>
|
|
public static void CreateRotationZ(double angle, out Matrix4d result)
|
|
{
|
|
double cos = System.Math.Cos(angle);
|
|
double sin = System.Math.Sin(angle);
|
|
|
|
result.Row0 = new Vector4d(cos, sin, 0, 0);
|
|
result.Row1 = new Vector4d(-sin, cos, 0, 0);
|
|
result.Row2 = Vector4d.UnitZ;
|
|
result.Row3 = Vector4d.UnitW;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the z-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <returns>The resulting Matrix4d instance.</returns>
|
|
public static Matrix4d CreateRotationZ(double angle)
|
|
{
|
|
Matrix4d result;
|
|
CreateRotationZ(angle, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreateTranslation
|
|
|
|
/// <summary>
|
|
/// Creates a translation matrix.
|
|
/// </summary>
|
|
/// <param name="x">X translation.</param>
|
|
/// <param name="y">Y translation.</param>
|
|
/// <param name="z">Z translation.</param>
|
|
/// <param name="result">The resulting Matrix4d instance.</param>
|
|
public static void CreateTranslation(double x, double y, double z, out Matrix4d result)
|
|
{
|
|
result = Identity;
|
|
result.Row3 = new Vector4d(x, y, z, 1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a translation matrix.
|
|
/// </summary>
|
|
/// <param name="vector">The translation vector.</param>
|
|
/// <param name="result">The resulting Matrix4d instance.</param>
|
|
public static void CreateTranslation(ref Vector3d vector, out Matrix4d result)
|
|
{
|
|
result = Identity;
|
|
result.Row3 = new Vector4d(vector.X, vector.Y, vector.Z, 1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a translation matrix.
|
|
/// </summary>
|
|
/// <param name="x">X translation.</param>
|
|
/// <param name="y">Y translation.</param>
|
|
/// <param name="z">Z translation.</param>
|
|
/// <returns>The resulting Matrix4d instance.</returns>
|
|
public static Matrix4d CreateTranslation(double x, double y, double z)
|
|
{
|
|
Matrix4d result;
|
|
CreateTranslation(x, y, z, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a translation matrix.
|
|
/// </summary>
|
|
/// <param name="vector">The translation vector.</param>
|
|
/// <returns>The resulting Matrix4d instance.</returns>
|
|
public static Matrix4d CreateTranslation(Vector3d vector)
|
|
{
|
|
Matrix4d result;
|
|
CreateTranslation(vector.X, vector.Y, vector.Z, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreateOrthographic
|
|
|
|
/// <summary>
|
|
/// Creates an orthographic projection matrix.
|
|
/// </summary>
|
|
/// <param name="width">The width of the projection volume.</param>
|
|
/// <param name="height">The height of the projection volume.</param>
|
|
/// <param name="zNear">The near edge of the projection volume.</param>
|
|
/// <param name="zFar">The far edge of the projection volume.</param>
|
|
/// <param name="result">The resulting Matrix4d instance.</param>
|
|
public static void CreateOrthographic(double width, double height, double zNear, double zFar, out Matrix4d result)
|
|
{
|
|
CreateOrthographicOffCenter(-width / 2, width / 2, -height / 2, height / 2, zNear, zFar, out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates an orthographic projection matrix.
|
|
/// </summary>
|
|
/// <param name="width">The width of the projection volume.</param>
|
|
/// <param name="height">The height of the projection volume.</param>
|
|
/// <param name="zNear">The near edge of the projection volume.</param>
|
|
/// <param name="zFar">The far edge of the projection volume.</param>
|
|
/// <rereturns>The resulting Matrix4d instance.</rereturns>
|
|
public static Matrix4d CreateOrthographic(double width, double height, double zNear, double zFar)
|
|
{
|
|
Matrix4d result;
|
|
CreateOrthographicOffCenter(-width / 2, width / 2, -height / 2, height / 2, zNear, zFar, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreateOrthographicOffCenter
|
|
|
|
/// <summary>
|
|
/// Creates an orthographic projection matrix.
|
|
/// </summary>
|
|
/// <param name="left">The left edge of the projection volume.</param>
|
|
/// <param name="right">The right edge of the projection volume.</param>
|
|
/// <param name="bottom">The bottom edge of the projection volume.</param>
|
|
/// <param name="top">The top edge of the projection volume.</param>
|
|
/// <param name="zNear">The near edge of the projection volume.</param>
|
|
/// <param name="zFar">The far edge of the projection volume.</param>
|
|
/// <param name="result">The resulting Matrix4d instance.</param>
|
|
public static void CreateOrthographicOffCenter(double left, double right, double bottom, double top, double zNear, double zFar, out Matrix4d result)
|
|
{
|
|
result = new Matrix4d();
|
|
|
|
double invRL = 1 / (right - left);
|
|
double invTB = 1 / (top - bottom);
|
|
double invFN = 1 / (zFar - zNear);
|
|
|
|
result.M11 = 2 * invRL;
|
|
result.M22 = 2 * invTB;
|
|
result.M33 = -2 * invFN;
|
|
|
|
result.M41 = -(right + left) * invRL;
|
|
result.M42 = -(top + bottom) * invTB;
|
|
result.M43 = -(zFar + zNear) * invFN;
|
|
result.M44 = 1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates an orthographic projection matrix.
|
|
/// </summary>
|
|
/// <param name="left">The left edge of the projection volume.</param>
|
|
/// <param name="right">The right edge of the projection volume.</param>
|
|
/// <param name="bottom">The bottom edge of the projection volume.</param>
|
|
/// <param name="top">The top edge of the projection volume.</param>
|
|
/// <param name="zNear">The near edge of the projection volume.</param>
|
|
/// <param name="zFar">The far edge of the projection volume.</param>
|
|
/// <returns>The resulting Matrix4d instance.</returns>
|
|
public static Matrix4d CreateOrthographicOffCenter(double left, double right, double bottom, double top, double zNear, double zFar)
|
|
{
|
|
Matrix4d result;
|
|
CreateOrthographicOffCenter(left, right, bottom, top, zNear, zFar, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreatePerspectiveFieldOfView
|
|
|
|
/// <summary>
|
|
/// Creates a perspective projection matrix.
|
|
/// </summary>
|
|
/// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
|
|
/// <param name="aspect">Aspect ratio of the view (width / height)</param>
|
|
/// <param name="zNear">Distance to the near clip plane</param>
|
|
/// <param name="zFar">Distance to the far clip plane</param>
|
|
/// <param name="result">A projection matrix that transforms camera space to raster space</param>
|
|
/// <exception cref="System.ArgumentOutOfRangeException">
|
|
/// Thrown under the following conditions:
|
|
/// <list type="bullet">
|
|
/// <item>fovy is zero, less than zero or larger than Math.PI</item>
|
|
/// <item>aspect is negative or zero</item>
|
|
/// <item>zNear is negative or zero</item>
|
|
/// <item>zFar is negative or zero</item>
|
|
/// <item>zNear is larger than zFar</item>
|
|
/// </list>
|
|
/// </exception>
|
|
public static void CreatePerspectiveFieldOfView(double fovy, double aspect, double zNear, double zFar, out Matrix4d result)
|
|
{
|
|
if (fovy <= 0 || fovy > Math.PI)
|
|
throw new ArgumentOutOfRangeException("fovy");
|
|
if (aspect <= 0)
|
|
throw new ArgumentOutOfRangeException("aspect");
|
|
if (zNear <= 0)
|
|
throw new ArgumentOutOfRangeException("zNear");
|
|
if (zFar <= 0)
|
|
throw new ArgumentOutOfRangeException("zFar");
|
|
|
|
double yMax = zNear * System.Math.Tan(0.5 * fovy);
|
|
double yMin = -yMax;
|
|
double xMin = yMin * aspect;
|
|
double xMax = yMax * aspect;
|
|
|
|
CreatePerspectiveOffCenter(xMin, xMax, yMin, yMax, zNear, zFar, out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a perspective projection matrix.
|
|
/// </summary>
|
|
/// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
|
|
/// <param name="aspect">Aspect ratio of the view (width / height)</param>
|
|
/// <param name="zNear">Distance to the near clip plane</param>
|
|
/// <param name="zFar">Distance to the far clip plane</param>
|
|
/// <returns>A projection matrix that transforms camera space to raster space</returns>
|
|
/// <exception cref="System.ArgumentOutOfRangeException">
|
|
/// Thrown under the following conditions:
|
|
/// <list type="bullet">
|
|
/// <item>fovy is zero, less than zero or larger than Math.PI</item>
|
|
/// <item>aspect is negative or zero</item>
|
|
/// <item>zNear is negative or zero</item>
|
|
/// <item>zFar is negative or zero</item>
|
|
/// <item>zNear is larger than zFar</item>
|
|
/// </list>
|
|
/// </exception>
|
|
public static Matrix4d CreatePerspectiveFieldOfView(double fovy, double aspect, double zNear, double zFar)
|
|
{
|
|
Matrix4d result;
|
|
CreatePerspectiveFieldOfView(fovy, aspect, zNear, zFar, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreatePerspectiveOffCenter
|
|
|
|
/// <summary>
|
|
/// Creates an perspective projection matrix.
|
|
/// </summary>
|
|
/// <param name="left">Left edge of the view frustum</param>
|
|
/// <param name="right">Right edge of the view frustum</param>
|
|
/// <param name="bottom">Bottom edge of the view frustum</param>
|
|
/// <param name="top">Top edge of the view frustum</param>
|
|
/// <param name="zNear">Distance to the near clip plane</param>
|
|
/// <param name="zFar">Distance to the far clip plane</param>
|
|
/// <param name="result">A projection matrix that transforms camera space to raster space</param>
|
|
/// <exception cref="System.ArgumentOutOfRangeException">
|
|
/// Thrown under the following conditions:
|
|
/// <list type="bullet">
|
|
/// <item>zNear is negative or zero</item>
|
|
/// <item>zFar is negative or zero</item>
|
|
/// <item>zNear is larger than zFar</item>
|
|
/// </list>
|
|
/// </exception>
|
|
public static void CreatePerspectiveOffCenter(double left, double right, double bottom, double top, double zNear, double zFar, out Matrix4d result)
|
|
{
|
|
if (zNear <= 0)
|
|
throw new ArgumentOutOfRangeException("zNear");
|
|
if (zFar <= 0)
|
|
throw new ArgumentOutOfRangeException("zFar");
|
|
if (zNear >= zFar)
|
|
throw new ArgumentOutOfRangeException("zNear");
|
|
|
|
double x = (2.0 * zNear) / (right - left);
|
|
double y = (2.0 * zNear) / (top - bottom);
|
|
double a = (right + left) / (right - left);
|
|
double b = (top + bottom) / (top - bottom);
|
|
double c = -(zFar + zNear) / (zFar - zNear);
|
|
double d = -(2.0 * zFar * zNear) / (zFar - zNear);
|
|
|
|
result = new Matrix4d(x, 0, 0, 0,
|
|
0, y, 0, 0,
|
|
a, b, c, -1,
|
|
0, 0, d, 0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates an perspective projection matrix.
|
|
/// </summary>
|
|
/// <param name="left">Left edge of the view frustum</param>
|
|
/// <param name="right">Right edge of the view frustum</param>
|
|
/// <param name="bottom">Bottom edge of the view frustum</param>
|
|
/// <param name="top">Top edge of the view frustum</param>
|
|
/// <param name="zNear">Distance to the near clip plane</param>
|
|
/// <param name="zFar">Distance to the far clip plane</param>
|
|
/// <returns>A projection matrix that transforms camera space to raster space</returns>
|
|
/// <exception cref="System.ArgumentOutOfRangeException">
|
|
/// Thrown under the following conditions:
|
|
/// <list type="bullet">
|
|
/// <item>zNear is negative or zero</item>
|
|
/// <item>zFar is negative or zero</item>
|
|
/// <item>zNear is larger than zFar</item>
|
|
/// </list>
|
|
/// </exception>
|
|
public static Matrix4d CreatePerspectiveOffCenter(double left, double right, double bottom, double top, double zNear, double zFar)
|
|
{
|
|
Matrix4d result;
|
|
CreatePerspectiveOffCenter(left, right, bottom, top, zNear, zFar, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreateFromQuaternion
|
|
/// <summary>
|
|
/// Build a rotation matrix from the specified quaternion.
|
|
/// </summary>
|
|
/// <param name="q">Quaternion to translate.</param>
|
|
/// <param name="result">Matrix result.</param>
|
|
public static void CreateFromQuaternion(ref Quaterniond q, out Matrix4d result)
|
|
{
|
|
Vector3d axis;
|
|
double angle;
|
|
q.ToAxisAngle(out axis, out angle);
|
|
CreateFromAxisAngle(axis, angle, out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix from a quaternion.
|
|
/// </summary>
|
|
/// <param name="q">The quaternion to rotate by.</param>
|
|
/// <returns>A matrix instance.</returns>
|
|
public static Matrix4d CreateFromQuaternion(Quaterniond q)
|
|
{
|
|
Matrix4d result;
|
|
CreateFromQuaternion(ref q, out result);
|
|
return result;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix from the specified quaternion.
|
|
/// </summary>
|
|
/// <param name="q">Quaternion to translate.</param>
|
|
/// <param name="m">Matrix result.</param>
|
|
[Obsolete("Use double-precision overload instead")]
|
|
public static void CreateFromQuaternion(ref Quaternion q,ref Matrix4 m)
|
|
{
|
|
m = Matrix4.Identity;
|
|
|
|
float X = q.X;
|
|
float Y = q.Y;
|
|
float Z = q.Z;
|
|
float W = q.W;
|
|
|
|
float xx = X * X;
|
|
float xy = X * Y;
|
|
float xz = X * Z;
|
|
float xw = X * W;
|
|
float yy = Y * Y;
|
|
float yz = Y * Z;
|
|
float yw = Y * W;
|
|
float zz = Z * Z;
|
|
float zw = Z * W;
|
|
|
|
m.M11 = 1 - 2 * (yy + zz);
|
|
m.M21 = 2 * (xy - zw);
|
|
m.M31 = 2 * (xz + yw);
|
|
m.M12 = 2 * (xy + zw);
|
|
m.M22 = 1 - 2 * (xx + zz);
|
|
m.M32 = 2 * (yz - xw);
|
|
m.M13 = 2 * (xz - yw);
|
|
m.M23 = 2 * (yz + xw);
|
|
m.M33 = 1 - 2 * (xx + yy);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix from the specified quaternion.
|
|
/// </summary>
|
|
/// <param name="q">Quaternion to translate.</param>
|
|
/// <returns>A matrix instance.</returns>
|
|
[Obsolete("Use double-precision overload instead")]
|
|
public static Matrix4 CreateFromQuaternion(ref Quaternion q)
|
|
{
|
|
Matrix4 result = Matrix4.Identity;
|
|
|
|
float X = q.X;
|
|
float Y = q.Y;
|
|
float Z = q.Z;
|
|
float W = q.W;
|
|
|
|
float xx = X * X;
|
|
float xy = X * Y;
|
|
float xz = X * Z;
|
|
float xw = X * W;
|
|
float yy = Y * Y;
|
|
float yz = Y * Z;
|
|
float yw = Y * W;
|
|
float zz = Z * Z;
|
|
float zw = Z * W;
|
|
|
|
result.M11 = 1 - 2 * (yy + zz);
|
|
result.M21 = 2 * (xy - zw);
|
|
result.M31 = 2 * (xz + yw);
|
|
result.M12 = 2 * (xy + zw);
|
|
result.M22 = 1 - 2 * (xx + zz);
|
|
result.M32 = 2 * (yz - xw);
|
|
result.M13 = 2 * (xz - yw);
|
|
result.M23 = 2 * (yz + xw);
|
|
result.M33 = 1 - 2 * (xx + yy);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Obsolete Functions
|
|
|
|
#region Translation Functions
|
|
|
|
/// <summary>
|
|
/// Build a translation matrix with the given translation
|
|
/// </summary>
|
|
/// <param name="trans">The vector to translate along</param>
|
|
/// <returns>A Translation matrix</returns>
|
|
[Obsolete("Use CreateTranslation instead.")]
|
|
public static Matrix4d Translation(Vector3d trans)
|
|
{
|
|
return Translation(trans.X, trans.Y, trans.Z);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a translation matrix with the given translation
|
|
/// </summary>
|
|
/// <param name="x">X translation</param>
|
|
/// <param name="y">Y translation</param>
|
|
/// <param name="z">Z translation</param>
|
|
/// <returns>A Translation matrix</returns>
|
|
[Obsolete("Use CreateTranslation instead.")]
|
|
public static Matrix4d Translation(double x, double y, double z)
|
|
{
|
|
Matrix4d result = Identity;
|
|
result.Row3 = new Vector4d(x, y, z, 1.0);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Scale Functions
|
|
|
|
/// <summary>
|
|
/// Build a scaling matrix
|
|
/// </summary>
|
|
/// <param name="scale">Single scale factor for x,y and z axes</param>
|
|
/// <returns>A scaling matrix</returns>
|
|
public static Matrix4d Scale(double scale)
|
|
{
|
|
return Scale(scale, scale, scale);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a scaling matrix
|
|
/// </summary>
|
|
/// <param name="scale">Scale factors for x,y and z axes</param>
|
|
/// <returns>A scaling matrix</returns>
|
|
public static Matrix4d Scale(Vector3d scale)
|
|
{
|
|
return Scale(scale.X, scale.Y, scale.Z);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a scaling matrix
|
|
/// </summary>
|
|
/// <param name="x">Scale factor for x-axis</param>
|
|
/// <param name="y">Scale factor for y-axis</param>
|
|
/// <param name="z">Scale factor for z-axis</param>
|
|
/// <returns>A scaling matrix</returns>
|
|
public static Matrix4d Scale(double x, double y, double z)
|
|
{
|
|
Matrix4d result;
|
|
result.Row0 = Vector4d .UnitX * x;
|
|
result.Row1 = Vector4d .UnitY * y;
|
|
result.Row2 = Vector4d .UnitZ * z;
|
|
result.Row3 = Vector4d .UnitW;
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Rotation Functions
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix that rotates about the x-axis
|
|
/// </summary>
|
|
/// <param name="angle">angle in radians to rotate counter-clockwise around the x-axis</param>
|
|
/// <returns>A rotation matrix</returns>
|
|
public static Matrix4d RotateX(double angle)
|
|
{
|
|
double cos = System.Math.Cos(angle);
|
|
double sin = System.Math.Sin(angle);
|
|
|
|
Matrix4d result;
|
|
result.Row0 = Vector4d .UnitX;
|
|
result.Row1 = new Vector4d (0.0, cos, sin, 0.0);
|
|
result.Row2 = new Vector4d (0.0, -sin, cos, 0.0);
|
|
result.Row3 = Vector4d .UnitW;
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix that rotates about the y-axis
|
|
/// </summary>
|
|
/// <param name="angle">angle in radians to rotate counter-clockwise around the y-axis</param>
|
|
/// <returns>A rotation matrix</returns>
|
|
public static Matrix4d RotateY(double angle)
|
|
{
|
|
double cos = System.Math.Cos(angle);
|
|
double sin = System.Math.Sin(angle);
|
|
|
|
Matrix4d result;
|
|
result.Row0 = new Vector4d (cos, 0.0, -sin, 0.0);
|
|
result.Row1 = Vector4d .UnitY;
|
|
result.Row2 = new Vector4d (sin, 0.0, cos, 0.0);
|
|
result.Row3 = Vector4d .UnitW;
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix that rotates about the z-axis
|
|
/// </summary>
|
|
/// <param name="angle">angle in radians to rotate counter-clockwise around the z-axis</param>
|
|
/// <returns>A rotation matrix</returns>
|
|
public static Matrix4d RotateZ(double angle)
|
|
{
|
|
double cos = System.Math.Cos(angle);
|
|
double sin = System.Math.Sin(angle);
|
|
|
|
Matrix4d result;
|
|
result.Row0 = new Vector4d (cos, sin, 0.0, 0.0);
|
|
result.Row1 = new Vector4d (-sin, cos, 0.0, 0.0);
|
|
result.Row2 = Vector4d .UnitZ;
|
|
result.Row3 = Vector4d .UnitW;
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix to rotate about the given axis
|
|
/// </summary>
|
|
/// <param name="axis">the axis to rotate about</param>
|
|
/// <param name="angle">angle in radians to rotate counter-clockwise (looking in the direction of the given axis)</param>
|
|
/// <returns>A rotation matrix</returns>
|
|
public static Matrix4d Rotate(Vector3d axis, double angle)
|
|
{
|
|
double cos = System.Math.Cos(-angle);
|
|
double sin = System.Math.Sin(-angle);
|
|
double t = 1.0 - cos;
|
|
|
|
axis.Normalize();
|
|
|
|
Matrix4d result;
|
|
result.Row0 = new Vector4d (t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0);
|
|
result.Row1 = new Vector4d (t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0);
|
|
result.Row2 = new Vector4d (t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0);
|
|
result.Row3 = Vector4d .UnitW;
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a rotation matrix from a quaternion
|
|
/// </summary>
|
|
/// <param name="q">the quaternion</param>
|
|
/// <returns>A rotation matrix</returns>
|
|
public static Matrix4d Rotate(Quaterniond q)
|
|
{
|
|
Vector3d axis;
|
|
double angle;
|
|
q.ToAxisAngle(out axis, out angle);
|
|
return Rotate(axis, angle);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Camera Helper Functions
|
|
|
|
/// <summary>
|
|
/// Build a world space to camera space matrix
|
|
/// </summary>
|
|
/// <param name="eye">Eye (camera) position in world space</param>
|
|
/// <param name="target">Target position in world space</param>
|
|
/// <param name="up">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
|
|
/// <returns>A Matrix that transforms world space to camera space</returns>
|
|
public static Matrix4d LookAt(Vector3d eye, Vector3d target, Vector3d up)
|
|
{
|
|
Vector3d z = Vector3d.Normalize(eye - target);
|
|
Vector3d x = Vector3d.Normalize(Vector3d.Cross(up, z));
|
|
Vector3d y = Vector3d.Normalize(Vector3d.Cross(z, x));
|
|
|
|
Matrix4d rot = new Matrix4d(new Vector4d (x.X, y.X, z.X, 0.0),
|
|
new Vector4d (x.Y, y.Y, z.Y, 0.0),
|
|
new Vector4d (x.Z, y.Z, z.Z, 0.0),
|
|
Vector4d .UnitW);
|
|
|
|
Matrix4d trans = Matrix4d.CreateTranslation(-eye);
|
|
|
|
return trans * rot;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a world space to camera space matrix
|
|
/// </summary>
|
|
/// <param name="eyeX">Eye (camera) position in world space</param>
|
|
/// <param name="eyeY">Eye (camera) position in world space</param>
|
|
/// <param name="eyeZ">Eye (camera) position in world space</param>
|
|
/// <param name="targetX">Target position in world space</param>
|
|
/// <param name="targetY">Target position in world space</param>
|
|
/// <param name="targetZ">Target position in world space</param>
|
|
/// <param name="upX">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
|
|
/// <param name="upY">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
|
|
/// <param name="upZ">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
|
|
/// <returns>A Matrix4 that transforms world space to camera space</returns>
|
|
public static Matrix4d LookAt(double eyeX, double eyeY, double eyeZ, double targetX, double targetY, double targetZ, double upX, double upY, double upZ)
|
|
{
|
|
return LookAt(new Vector3d(eyeX, eyeY, eyeZ), new Vector3d(targetX, targetY, targetZ), new Vector3d(upX, upY, upZ));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a projection matrix
|
|
/// </summary>
|
|
/// <param name="left">Left edge of the view frustum</param>
|
|
/// <param name="right">Right edge of the view frustum</param>
|
|
/// <param name="bottom">Bottom edge of the view frustum</param>
|
|
/// <param name="top">Top edge of the view frustum</param>
|
|
/// <param name="near">Distance to the near clip plane</param>
|
|
/// <param name="far">Distance to the far clip plane</param>
|
|
/// <returns>A projection matrix that transforms camera space to raster space</returns>
|
|
public static Matrix4d Frustum(double left, double right, double bottom, double top, double near, double far)
|
|
{
|
|
double invRL = 1.0 / (right - left);
|
|
double invTB = 1.0 / (top - bottom);
|
|
double invFN = 1.0 / (far - near);
|
|
return new Matrix4d(new Vector4d (2.0 * near * invRL, 0.0, 0.0, 0.0),
|
|
new Vector4d (0.0, 2.0 * near * invTB, 0.0, 0.0),
|
|
new Vector4d ((right + left) * invRL, (top + bottom) * invTB, -(far + near) * invFN, -1.0),
|
|
new Vector4d (0.0, 0.0, -2.0 * far * near * invFN, 0.0));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a projection matrix
|
|
/// </summary>
|
|
/// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
|
|
/// <param name="aspect">Aspect ratio of the view (width / height)</param>
|
|
/// <param name="near">Distance to the near clip plane</param>
|
|
/// <param name="far">Distance to the far clip plane</param>
|
|
/// <returns>A projection matrix that transforms camera space to raster space</returns>
|
|
public static Matrix4d Perspective(double fovy, double aspect, double near, double far)
|
|
{
|
|
double yMax = near * System.Math.Tan(0.5f * fovy);
|
|
double yMin = -yMax;
|
|
double xMin = yMin * aspect;
|
|
double xMax = yMax * aspect;
|
|
|
|
return Frustum(xMin, xMax, yMin, yMax, near, far);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Add Functions
|
|
|
|
/// <summary>
|
|
/// Adds two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the addition.</param>
|
|
/// <param name="right">The right operand of the addition.</param>
|
|
/// <returns>A new instance that is the result of the addition.</returns>
|
|
public static Matrix4d Add(Matrix4d left, Matrix4d right)
|
|
{
|
|
Matrix4d result;
|
|
Add(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the addition.</param>
|
|
/// <param name="right">The right operand of the addition.</param>
|
|
/// <param name="result">A new instance that is the result of the addition.</param>
|
|
public static void Add(ref Matrix4d left, ref Matrix4d right, out Matrix4d result)
|
|
{
|
|
result.Row0 = left.Row0 + right.Row0;
|
|
result.Row1 = left.Row1 + right.Row1;
|
|
result.Row2 = left.Row2 + right.Row2;
|
|
result.Row3 = left.Row3 + right.Row3;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Subtract Functions
|
|
|
|
/// <summary>
|
|
/// Subtracts one instance from another.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the subraction.</param>
|
|
/// <param name="right">The right operand of the subraction.</param>
|
|
/// <returns>A new instance that is the result of the subraction.</returns>
|
|
public static Matrix4d Subtract(Matrix4d left, Matrix4d right)
|
|
{
|
|
Matrix4d result;
|
|
Subtract(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Subtracts one instance from another.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the subraction.</param>
|
|
/// <param name="right">The right operand of the subraction.</param>
|
|
/// <param name="result">A new instance that is the result of the subraction.</param>
|
|
public static void Subtract(ref Matrix4d left, ref Matrix4d right, out Matrix4d result)
|
|
{
|
|
result.Row0 = left.Row0 - right.Row0;
|
|
result.Row1 = left.Row1 - right.Row1;
|
|
result.Row2 = left.Row2 - right.Row2;
|
|
result.Row3 = left.Row3 - right.Row3;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Multiply Functions
|
|
|
|
/// <summary>
|
|
/// Multiplies two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the multiplication.</param>
|
|
/// <param name="right">The right operand of the multiplication.</param>
|
|
/// <returns>A new instance that is the result of the multiplication</returns>
|
|
public static Matrix4d Mult(Matrix4d left, Matrix4d right)
|
|
{
|
|
Matrix4d result;
|
|
Mult(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplies two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the multiplication.</param>
|
|
/// <param name="right">The right operand of the multiplication.</param>
|
|
/// <param name="result">A new instance that is the result of the multiplication</param>
|
|
public static void Mult(ref Matrix4d left, ref Matrix4d right, out Matrix4d result)
|
|
{
|
|
double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
|
|
lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
|
|
lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
|
|
lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z, lM44 = left.Row3.W,
|
|
rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
|
|
rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
|
|
rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W,
|
|
rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z, rM44 = right.Row3.W;
|
|
|
|
result.Row0.X = (((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31)) + (lM14 * rM41);
|
|
result.Row0.Y = (((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32)) + (lM14 * rM42);
|
|
result.Row0.Z = (((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33)) + (lM14 * rM43);
|
|
result.Row0.W = (((lM11 * rM14) + (lM12 * rM24)) + (lM13 * rM34)) + (lM14 * rM44);
|
|
result.Row1.X = (((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31)) + (lM24 * rM41);
|
|
result.Row1.Y = (((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32)) + (lM24 * rM42);
|
|
result.Row1.Z = (((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33)) + (lM24 * rM43);
|
|
result.Row1.W = (((lM21 * rM14) + (lM22 * rM24)) + (lM23 * rM34)) + (lM24 * rM44);
|
|
result.Row2.X = (((lM31 * rM11) + (lM32 * rM21)) + (lM33 * rM31)) + (lM34 * rM41);
|
|
result.Row2.Y = (((lM31 * rM12) + (lM32 * rM22)) + (lM33 * rM32)) + (lM34 * rM42);
|
|
result.Row2.Z = (((lM31 * rM13) + (lM32 * rM23)) + (lM33 * rM33)) + (lM34 * rM43);
|
|
result.Row2.W = (((lM31 * rM14) + (lM32 * rM24)) + (lM33 * rM34)) + (lM34 * rM44);
|
|
result.Row3.X = (((lM41 * rM11) + (lM42 * rM21)) + (lM43 * rM31)) + (lM44 * rM41);
|
|
result.Row3.Y = (((lM41 * rM12) + (lM42 * rM22)) + (lM43 * rM32)) + (lM44 * rM42);
|
|
result.Row3.Z = (((lM41 * rM13) + (lM42 * rM23)) + (lM43 * rM33)) + (lM44 * rM43);
|
|
result.Row3.W = (((lM41 * rM14) + (lM42 * rM24)) + (lM43 * rM34)) + (lM44 * rM44);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplies an instance by a scalar.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the multiplication.</param>
|
|
/// <param name="right">The right operand of the multiplication.</param>
|
|
/// <returns>A new instance that is the result of the multiplication</returns>
|
|
public static Matrix4d Mult(Matrix4d left, double right)
|
|
{
|
|
Matrix4d result;
|
|
Mult(ref left, right, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplies an instance by a scalar.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the multiplication.</param>
|
|
/// <param name="right">The right operand of the multiplication.</param>
|
|
/// <param name="result">A new instance that is the result of the multiplication</param>
|
|
public static void Mult(ref Matrix4d left, double right, out Matrix4d result)
|
|
{
|
|
result.Row0 = left.Row0 * right;
|
|
result.Row1 = left.Row1 * right;
|
|
result.Row2 = left.Row2 * right;
|
|
result.Row3 = left.Row3 * right;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Invert Functions
|
|
|
|
/// <summary>
|
|
/// Calculate the inverse of the given matrix
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to invert</param>
|
|
/// <returns>The inverse of the given matrix if it has one, or the input if it is singular</returns>
|
|
/// <exception cref="InvalidOperationException">Thrown if the Matrix4d is singular.</exception>
|
|
public static Matrix4d Invert(Matrix4d mat)
|
|
{
|
|
int[] colIdx = { 0, 0, 0, 0 };
|
|
int[] rowIdx = { 0, 0, 0, 0 };
|
|
int[] pivotIdx = { -1, -1, -1, -1 };
|
|
|
|
// convert the matrix to an array for easy looping
|
|
double[,] inverse = {{mat.Row0.X, mat.Row0.Y, mat.Row0.Z, mat.Row0.W},
|
|
{mat.Row1.X, mat.Row1.Y, mat.Row1.Z, mat.Row1.W},
|
|
{mat.Row2.X, mat.Row2.Y, mat.Row2.Z, mat.Row2.W},
|
|
{mat.Row3.X, mat.Row3.Y, mat.Row3.Z, mat.Row3.W} };
|
|
int icol = 0;
|
|
int irow = 0;
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
// Find the largest pivot value
|
|
double maxPivot = 0.0;
|
|
for (int j = 0; j < 4; j++)
|
|
{
|
|
if (pivotIdx[j] != 0)
|
|
{
|
|
for (int k = 0; k < 4; ++k)
|
|
{
|
|
if (pivotIdx[k] == -1)
|
|
{
|
|
double absVal = System.Math.Abs(inverse[j, k]);
|
|
if (absVal > maxPivot)
|
|
{
|
|
maxPivot = absVal;
|
|
irow = j;
|
|
icol = k;
|
|
}
|
|
}
|
|
else if (pivotIdx[k] > 0)
|
|
{
|
|
return mat;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
++(pivotIdx[icol]);
|
|
|
|
// Swap rows over so pivot is on diagonal
|
|
if (irow != icol)
|
|
{
|
|
for (int k = 0; k < 4; ++k)
|
|
{
|
|
double f = inverse[irow, k];
|
|
inverse[irow, k] = inverse[icol, k];
|
|
inverse[icol, k] = f;
|
|
}
|
|
}
|
|
|
|
rowIdx[i] = irow;
|
|
colIdx[i] = icol;
|
|
|
|
double pivot = inverse[icol, icol];
|
|
// check for singular matrix
|
|
if (pivot == 0.0)
|
|
{
|
|
throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
|
|
//return mat;
|
|
}
|
|
|
|
// Scale row so it has a unit diagonal
|
|
double oneOverPivot = 1.0 / pivot;
|
|
inverse[icol, icol] = 1.0;
|
|
for (int k = 0; k < 4; ++k)
|
|
inverse[icol, k] *= oneOverPivot;
|
|
|
|
// Do elimination of non-diagonal elements
|
|
for (int j = 0; j < 4; ++j)
|
|
{
|
|
// check this isn't on the diagonal
|
|
if (icol != j)
|
|
{
|
|
double f = inverse[j, icol];
|
|
inverse[j, icol] = 0.0;
|
|
for (int k = 0; k < 4; ++k)
|
|
inverse[j, k] -= inverse[icol, k] * f;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int j = 3; j >= 0; --j)
|
|
{
|
|
int ir = rowIdx[j];
|
|
int ic = colIdx[j];
|
|
for (int k = 0; k < 4; ++k)
|
|
{
|
|
double f = inverse[k, ir];
|
|
inverse[k, ir] = inverse[k, ic];
|
|
inverse[k, ic] = f;
|
|
}
|
|
}
|
|
|
|
mat.Row0 = new Vector4d (inverse[0, 0], inverse[0, 1], inverse[0, 2], inverse[0, 3]);
|
|
mat.Row1 = new Vector4d (inverse[1, 0], inverse[1, 1], inverse[1, 2], inverse[1, 3]);
|
|
mat.Row2 = new Vector4d (inverse[2, 0], inverse[2, 1], inverse[2, 2], inverse[2, 3]);
|
|
mat.Row3 = new Vector4d (inverse[3, 0], inverse[3, 1], inverse[3, 2], inverse[3, 3]);
|
|
return mat;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Transpose
|
|
|
|
/// <summary>
|
|
/// Calculate the transpose of the given matrix
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to transpose</param>
|
|
/// <returns>The transpose of the given matrix</returns>
|
|
public static Matrix4d Transpose(Matrix4d mat)
|
|
{
|
|
return new Matrix4d(mat.Column0, mat.Column1, mat.Column2, mat.Column3);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Calculate the transpose of the given matrix
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to transpose</param>
|
|
/// <param name="result">The result of the calculation</param>
|
|
public static void Transpose(ref Matrix4d mat, out Matrix4d result)
|
|
{
|
|
result.Row0 = mat.Column0;
|
|
result.Row1 = mat.Column1;
|
|
result.Row2 = mat.Column2;
|
|
result.Row3 = mat.Column3;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Operators
|
|
|
|
/// <summary>
|
|
/// Matrix multiplication
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4d which holds the result of the multiplication</returns>
|
|
public static Matrix4d operator *(Matrix4d left, Matrix4d right)
|
|
{
|
|
return Matrix4d.Mult(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Matrix-scalar multiplication
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4d which holds the result of the multiplication</returns>
|
|
public static Matrix4d operator *(Matrix4d left, float right)
|
|
{
|
|
return Matrix4d.Mult(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Matrix addition
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4d which holds the result of the addition</returns>
|
|
public static Matrix4d operator +(Matrix4d left, Matrix4d right)
|
|
{
|
|
return Matrix4d.Add(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Matrix subtraction
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4d which holds the result of the subtraction</returns>
|
|
public static Matrix4d operator -(Matrix4d left, Matrix4d right)
|
|
{
|
|
return Matrix4d.Subtract(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two instances for equality.
|
|
/// </summary>
|
|
/// <param name="left">The first instance.</param>
|
|
/// <param name="right">The second instance.</param>
|
|
/// <returns>True, if left equals right; false otherwise.</returns>
|
|
public static bool operator ==(Matrix4d left, Matrix4d right)
|
|
{
|
|
return left.Equals(right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two instances for inequality.
|
|
/// </summary>
|
|
/// <param name="left">The first instance.</param>
|
|
/// <param name="right">The second instance.</param>
|
|
/// <returns>True, if left does not equal right; false otherwise.</returns>
|
|
public static bool operator !=(Matrix4d left, Matrix4d right)
|
|
{
|
|
return !left.Equals(right);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Overrides
|
|
|
|
#region public override string ToString()
|
|
|
|
/// <summary>
|
|
/// Returns a System.String that represents the current Matrix44.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public override string ToString()
|
|
{
|
|
return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public override int GetHashCode()
|
|
|
|
/// <summary>
|
|
/// Returns the hashcode for this instance.
|
|
/// </summary>
|
|
/// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
|
|
public override int GetHashCode()
|
|
{
|
|
return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode() ^ Row3.GetHashCode();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public override bool Equals(object obj)
|
|
|
|
/// <summary>
|
|
/// Indicates whether this instance and a specified object are equal.
|
|
/// </summary>
|
|
/// <param name="obj">The object to compare to.</param>
|
|
/// <returns>True if the instances are equal; false otherwise.</returns>
|
|
public override bool Equals(object obj)
|
|
{
|
|
if (!(obj is Matrix4d))
|
|
return false;
|
|
|
|
return this.Equals((Matrix4d)obj);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region IEquatable<Matrix4d> Members
|
|
|
|
/// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
|
|
/// <param name="other">A matrix to compare with this matrix.</param>
|
|
/// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
|
|
public bool Equals(Matrix4d other)
|
|
{
|
|
return
|
|
Row0 == other.Row0 &&
|
|
Row1 == other.Row1 &&
|
|
Row2 == other.Row2 &&
|
|
Row3 == other.Row3;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
} |