forked from MarcusXie3D/Fox3D
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathXieMatrix.cpp
80 lines (68 loc) · 1.87 KB
/
XieMatrix.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
#include "XieMatrix.h"
void XieMatrix::identify() {
m[0][0] = 1.f; m[0][1] = 0.f; m[0][2] = 0.f; m[0][3] = 0.f;
m[1][0] = 0.f; m[1][1] = 1.f; m[1][2] = 0.f; m[1][3] = 0.f;
m[2][0] = 0.f; m[2][1] = 0.f; m[2][2] = 1.f; m[2][3] = 0.f;
m[3][0] = 0.f; m[3][1] = 0.f; m[3][2] = 0.f; m[3][3] = 1.f;
}
void XieMatrix::zeroOut() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
m[i][j] = 0.f;
}
}
}
XieMatrix& XieMatrix::operator=(const XieMatrix &mat) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
m[i][j] = mat.m[i][j];
}
}
return *this;
}
XieMatrix XieMatrix::operator+(XieMatrix &mat) {
XieMatrix oMat;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
oMat.m[i][j] = m[i][j] + mat.m[i][j];
}
}
return oMat;
}
XieMatrix XieMatrix::operator-(XieMatrix &mat) {
XieMatrix oMat;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
oMat.m[i][j] = m[i][j] - mat.m[i][j];
}
}
return oMat;
}
XieMatrix XieMatrix::operator*(XieMatrix &mat) {
XieMatrix oMat;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
oMat.m[i][j] = m[i][0] * mat.m[0][j] +
m[i][1] * mat.m[1][j] +
m[i][2] * mat.m[2][j] +
m[i][3] * mat.m[3][j] ;
}
}
return oMat;
}
XieVector XieMatrix::operator*(XieVector &vi) {
XieVector vo;
vo.x = m[0][0] * vi.x + m[0][1] * vi.y + m[0][2] * vi.z + m[0][3] * vi.w;
vo.y = m[1][0] * vi.x + m[1][1] * vi.y + m[1][2] * vi.z + m[1][3] * vi.w;
vo.z = m[2][0] * vi.x + m[2][1] * vi.y + m[2][2] * vi.z + m[2][3] * vi.w;
vo.w = m[3][0] * vi.x + m[3][1] * vi.y + m[3][2] * vi.z + m[3][3] * vi.w;
return vo;
}
XieVector mat3::operator*(XieVector &vi) {
XieVector vo;
vo.x = m[0][0] * vi.x + m[0][1] * vi.y + m[0][2] * vi.z;
vo.y = m[1][0] * vi.x + m[1][1] * vi.y + m[1][2] * vi.z;
vo.z = m[2][0] * vi.x + m[2][1] * vi.y + m[2][2] * vi.z;
vo.w = 0.f;
return vo;
}