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Matrix4f.java
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194 lines (152 loc) · 6.55 KB
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public class Matrix4f
{
private float[][] m;
public Matrix4f()
{
m = new float[4][4];
}
public Matrix4f InitIdentity()
{
m[0][0] = 1; m[0][1] = 0; m[0][2] = 0; m[0][3] = 0;
m[1][0] = 0; m[1][1] = 1; m[1][2] = 0; m[1][3] = 0;
m[2][0] = 0; m[2][1] = 0; m[2][2] = 1; m[2][3] = 0;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
return this;
}
public Matrix4f InitScreenSpaceTransform(float halfWidth, float halfHeight)
{
m[0][0] = halfWidth; m[0][1] = 0; m[0][2] = 0; m[0][3] = halfWidth;
m[1][0] = 0; m[1][1] = -halfHeight; m[1][2] = 0; m[1][3] = halfHeight;
m[2][0] = 0; m[2][1] = 0; m[2][2] = 1; m[2][3] = 0;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
return this;
}
public Matrix4f InitTranslation(float x, float y, float z)
{
m[0][0] = 1; m[0][1] = 0; m[0][2] = 0; m[0][3] = x;
m[1][0] = 0; m[1][1] = 1; m[1][2] = 0; m[1][3] = y;
m[2][0] = 0; m[2][1] = 0; m[2][2] = 1; m[2][3] = z;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
return this;
}
public Matrix4f InitRotation(float x, float y, float z, float angle)
{
float sin = (float)Math.sin(angle);
float cos = (float)Math.cos(angle);
m[0][0] = cos+x*x*(1-cos); m[0][1] = x*y*(1-cos)-z*sin; m[0][2] = x*z*(1-cos)+y*sin; m[0][3] = 0;
m[1][0] = y*x*(1-cos)+z*sin; m[1][1] = cos+y*y*(1-cos); m[1][2] = y*z*(1-cos)-x*sin; m[1][3] = 0;
m[2][0] = z*x*(1-cos)-y*sin; m[2][1] = z*y*(1-cos)+x*sin; m[2][2] = cos+z*z*(1-cos); m[2][3] = 0;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
return this;
}
public Matrix4f InitRotation(float x, float y, float z)
{
Matrix4f rx = new Matrix4f();
Matrix4f ry = new Matrix4f();
Matrix4f rz = new Matrix4f();
rz.m[0][0] = (float)Math.cos(z);rz.m[0][1] = -(float)Math.sin(z);rz.m[0][2] = 0; rz.m[0][3] = 0;
rz.m[1][0] = (float)Math.sin(z);rz.m[1][1] = (float)Math.cos(z);rz.m[1][2] = 0; rz.m[1][3] = 0;
rz.m[2][0] = 0; rz.m[2][1] = 0; rz.m[2][2] = 1; rz.m[2][3] = 0;
rz.m[3][0] = 0; rz.m[3][1] = 0; rz.m[3][2] = 0; rz.m[3][3] = 1;
rx.m[0][0] = 1; rx.m[0][1] = 0; rx.m[0][2] = 0; rx.m[0][3] = 0;
rx.m[1][0] = 0; rx.m[1][1] = (float)Math.cos(x);rx.m[1][2] = -(float)Math.sin(x);rx.m[1][3] = 0;
rx.m[2][0] = 0; rx.m[2][1] = (float)Math.sin(x);rx.m[2][2] = (float)Math.cos(x);rx.m[2][3] = 0;
rx.m[3][0] = 0; rx.m[3][1] = 0; rx.m[3][2] = 0; rx.m[3][3] = 1;
ry.m[0][0] = (float)Math.cos(y);ry.m[0][1] = 0; ry.m[0][2] = -(float)Math.sin(y);ry.m[0][3] = 0;
ry.m[1][0] = 0; ry.m[1][1] = 1; ry.m[1][2] = 0; ry.m[1][3] = 0;
ry.m[2][0] = (float)Math.sin(y);ry.m[2][1] = 0; ry.m[2][2] = (float)Math.cos(y);ry.m[2][3] = 0;
ry.m[3][0] = 0; ry.m[3][1] = 0; ry.m[3][2] = 0; ry.m[3][3] = 1;
m = rz.Mul(ry.Mul(rx)).GetM();
return this;
}
public Matrix4f InitScale(float x, float y, float z)
{
m[0][0] = x; m[0][1] = 0; m[0][2] = 0; m[0][3] = 0;
m[1][0] = 0; m[1][1] = y; m[1][2] = 0; m[1][3] = 0;
m[2][0] = 0; m[2][1] = 0; m[2][2] = z; m[2][3] = 0;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
return this;
}
public Matrix4f InitPerspective(float fov, float aspectRatio, float zNear, float zFar)
{
float tanHalfFOV = (float)Math.tan(fov / 2);
float zRange = zNear - zFar;
m[0][0] = 1.0f / (tanHalfFOV * aspectRatio); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0;
m[1][0] = 0; m[1][1] = 1.0f / tanHalfFOV; m[1][2] = 0; m[1][3] = 0;
m[2][0] = 0; m[2][1] = 0; m[2][2] = (-zNear -zFar)/zRange; m[2][3] = 2 * zFar * zNear / zRange;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 1; m[3][3] = 0;
return this;
}
public Matrix4f InitOrthographic(float left, float right, float bottom, float top, float near, float far)
{
float width = right - left;
float height = top - bottom;
float depth = far - near;
m[0][0] = 2/width;m[0][1] = 0; m[0][2] = 0; m[0][3] = -(right + left)/width;
m[1][0] = 0; m[1][1] = 2/height;m[1][2] = 0; m[1][3] = -(top + bottom)/height;
m[2][0] = 0; m[2][1] = 0; m[2][2] = -2/depth;m[2][3] = -(far + near)/depth;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
return this;
}
public Matrix4f InitRotation(Vector4f forward, Vector4f up)
{
Vector4f f = forward.Normalized();
Vector4f r = up.Normalized();
r = r.Cross(f);
Vector4f u = f.Cross(r);
return InitRotation(f, u, r);
}
public Matrix4f InitRotation(Vector4f forward, Vector4f up, Vector4f right)
{
Vector4f f = forward;
Vector4f r = right;
Vector4f u = up;
m[0][0] = r.GetX(); m[0][1] = r.GetY(); m[0][2] = r.GetZ(); m[0][3] = 0;
m[1][0] = u.GetX(); m[1][1] = u.GetY(); m[1][2] = u.GetZ(); m[1][3] = 0;
m[2][0] = f.GetX(); m[2][1] = f.GetY(); m[2][2] = f.GetZ(); m[2][3] = 0;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
return this;
}
public Vector4f Transform(Vector4f r)
{
return new Vector4f(m[0][0] * r.GetX() + m[0][1] * r.GetY() + m[0][2] * r.GetZ() + m[0][3] * r.GetW(),
m[1][0] * r.GetX() + m[1][1] * r.GetY() + m[1][2] * r.GetZ() + m[1][3] * r.GetW(),
m[2][0] * r.GetX() + m[2][1] * r.GetY() + m[2][2] * r.GetZ() + m[2][3] * r.GetW(),
m[3][0] * r.GetX() + m[3][1] * r.GetY() + m[3][2] * r.GetZ() + m[3][3] * r.GetW());
}
public Matrix4f Mul(Matrix4f r)
{
Matrix4f res = new Matrix4f();
for(int i = 0; i < 4; i++)
{
for(int j = 0; j < 4; j++)
{
res.Set(i, j, m[i][0] * r.Get(0, j) +
m[i][1] * r.Get(1, j) +
m[i][2] * r.Get(2, j) +
m[i][3] * r.Get(3, j));
}
}
return res;
}
public float[][] GetM()
{
float[][] res = new float[4][4];
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
res[i][j] = m[i][j];
return res;
}
public float Get(int x, int y)
{
return m[x][y];
}
public void SetM(float[][] m)
{
this.m = m;
}
public void Set(int x, int y, float value)
{
m[x][y] = value;
}
}