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/*
* Copy_right 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* y_ou may_ not use this file ex_cept in compliance with the License.
* You may_ obtain a copy_ of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by_ applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either ex_press or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//--------------------------------------------------------------------------------
// vecmath.cpp
//--------------------------------------------------------------------------------
#include "vecmath.h"
namespace ndk_helper
{
//--------------------------------------------------------------------------------
// vec3
//--------------------------------------------------------------------------------
Vec3::Vec3( const Vec4& vec )
{
x_ = vec.x_;
y_ = vec.y_;
z_ = vec.z_;
}
//--------------------------------------------------------------------------------
// vec4
//--------------------------------------------------------------------------------
Vec4 Vec4::operator*( const Mat4& rhs ) const
{
Vec4 out;
out.x_ = x_ * rhs.f_[0] + y_ * rhs.f_[1] + z_ * rhs.f_[2] + w_ * rhs.f_[3];
out.y_ = x_ * rhs.f_[4] + y_ * rhs.f_[5] + z_ * rhs.f_[6] + w_ * rhs.f_[7];
out.z_ = x_ * rhs.f_[8] + y_ * rhs.f_[9] + z_ * rhs.f_[10] + w_ * rhs.f_[11];
out.w_ = x_ * rhs.f_[12] + y_ * rhs.f_[13] + z_ * rhs.f_[14] + w_ * rhs.f_[15];
return out;
}
//--------------------------------------------------------------------------------
// mat4
//--------------------------------------------------------------------------------
Mat4::Mat4()
{
for( int32_t i = 0; i < 16; ++i )
f_[i] = 0.f;
}
Mat4::Mat4( const float* mIn )
{
for( int32_t i = 0; i < 16; ++i )
f_[i] = mIn[i];
}
Mat4 Mat4::operator*( const Mat4& rhs ) const
{
Mat4 ret;
ret.f_[0] = f_[0] * rhs.f_[0] + f_[4] * rhs.f_[1] + f_[8] * rhs.f_[2]
+ f_[12] * rhs.f_[3];
ret.f_[1] = f_[1] * rhs.f_[0] + f_[5] * rhs.f_[1] + f_[9] * rhs.f_[2]
+ f_[13] * rhs.f_[3];
ret.f_[2] = f_[2] * rhs.f_[0] + f_[6] * rhs.f_[1] + f_[10] * rhs.f_[2]
+ f_[14] * rhs.f_[3];
ret.f_[3] = f_[3] * rhs.f_[0] + f_[7] * rhs.f_[1] + f_[11] * rhs.f_[2]
+ f_[15] * rhs.f_[3];
ret.f_[4] = f_[0] * rhs.f_[4] + f_[4] * rhs.f_[5] + f_[8] * rhs.f_[6]
+ f_[12] * rhs.f_[7];
ret.f_[5] = f_[1] * rhs.f_[4] + f_[5] * rhs.f_[5] + f_[9] * rhs.f_[6]
+ f_[13] * rhs.f_[7];
ret.f_[6] = f_[2] * rhs.f_[4] + f_[6] * rhs.f_[5] + f_[10] * rhs.f_[6]
+ f_[14] * rhs.f_[7];
ret.f_[7] = f_[3] * rhs.f_[4] + f_[7] * rhs.f_[5] + f_[11] * rhs.f_[6]
+ f_[15] * rhs.f_[7];
ret.f_[8] = f_[0] * rhs.f_[8] + f_[4] * rhs.f_[9] + f_[8] * rhs.f_[10]
+ f_[12] * rhs.f_[11];
ret.f_[9] = f_[1] * rhs.f_[8] + f_[5] * rhs.f_[9] + f_[9] * rhs.f_[10]
+ f_[13] * rhs.f_[11];
ret.f_[10] = f_[2] * rhs.f_[8] + f_[6] * rhs.f_[9] + f_[10] * rhs.f_[10]
+ f_[14] * rhs.f_[11];
ret.f_[11] = f_[3] * rhs.f_[8] + f_[7] * rhs.f_[9] + f_[11] * rhs.f_[10]
+ f_[15] * rhs.f_[11];
ret.f_[12] = f_[0] * rhs.f_[12] + f_[4] * rhs.f_[13] + f_[8] * rhs.f_[14]
+ f_[12] * rhs.f_[15];
ret.f_[13] = f_[1] * rhs.f_[12] + f_[5] * rhs.f_[13] + f_[9] * rhs.f_[14]
+ f_[13] * rhs.f_[15];
ret.f_[14] = f_[2] * rhs.f_[12] + f_[6] * rhs.f_[13] + f_[10] * rhs.f_[14]
+ f_[14] * rhs.f_[15];
ret.f_[15] = f_[3] * rhs.f_[12] + f_[7] * rhs.f_[13] + f_[11] * rhs.f_[14]
+ f_[15] * rhs.f_[15];
return ret;
}
Vec4 Mat4::operator*( const Vec4& rhs ) const
{
Vec4 ret;
ret.x_ = rhs.x_ * f_[0] + rhs.y_ * f_[4] + rhs.z_ * f_[8] + rhs.w_ * f_[12];
ret.y_ = rhs.x_ * f_[1] + rhs.y_ * f_[5] + rhs.z_ * f_[9] + rhs.w_ * f_[13];
ret.z_ = rhs.x_ * f_[2] + rhs.y_ * f_[6] + rhs.z_ * f_[10] + rhs.w_ * f_[14];
ret.w_ = rhs.x_ * f_[3] + rhs.y_ * f_[7] + rhs.z_ * f_[11] + rhs.w_ * f_[15];
return ret;
}
Mat4 Mat4::Inverse()
{
Mat4 ret;
float det_1;
float pos = 0;
float neg = 0;
float temp;
temp = f_[0] * f_[5] * f_[10];
if( temp >= 0 )
pos += temp;
else
neg += temp;
temp = f_[4] * f_[9] * f_[2];
if( temp >= 0 )
pos += temp;
else
neg += temp;
temp = f_[8] * f_[1] * f_[6];
if( temp >= 0 )
pos += temp;
else
neg += temp;
temp = -f_[8] * f_[5] * f_[2];
if( temp >= 0 )
pos += temp;
else
neg += temp;
temp = -f_[4] * f_[1] * f_[10];
if( temp >= 0 )
pos += temp;
else
neg += temp;
temp = -f_[0] * f_[9] * f_[6];
if( temp >= 0 )
pos += temp;
else
neg += temp;
det_1 = pos + neg;
if( det_1 == 0.0 )
{
//Error
}
else
{
det_1 = 1.0f / det_1;
ret.f_[0] = (f_[5] * f_[10] - f_[9] * f_[6]) * det_1;
ret.f_[1] = -(f_[1] * f_[10] - f_[9] * f_[2]) * det_1;
ret.f_[2] = (f_[1] * f_[6] - f_[5] * f_[2]) * det_1;
ret.f_[4] = -(f_[4] * f_[10] - f_[8] * f_[6]) * det_1;
ret.f_[5] = (f_[0] * f_[10] - f_[8] * f_[2]) * det_1;
ret.f_[6] = -(f_[0] * f_[6] - f_[4] * f_[2]) * det_1;
ret.f_[8] = (f_[4] * f_[9] - f_[8] * f_[5]) * det_1;
ret.f_[9] = -(f_[0] * f_[9] - f_[8] * f_[1]) * det_1;
ret.f_[10] = (f_[0] * f_[5] - f_[4] * f_[1]) * det_1;
/* Calculate -C * inverse(A) */
ret.f_[12] = -(f_[12] * ret.f_[0] + f_[13] * ret.f_[4] + f_[14] * ret.f_[8]);
ret.f_[13] = -(f_[12] * ret.f_[1] + f_[13] * ret.f_[5] + f_[14] * ret.f_[9]);
ret.f_[14] = -(f_[12] * ret.f_[2] + f_[13] * ret.f_[6] + f_[14] * ret.f_[10]);
ret.f_[3] = 0.0f;
ret.f_[7] = 0.0f;
ret.f_[11] = 0.0f;
ret.f_[15] = 1.0f;
}
*this = ret;
return *this;
}
//--------------------------------------------------------------------------------
// Misc
//--------------------------------------------------------------------------------
Mat4 Mat4::RotationX( const float fAngle )
{
Mat4 ret;
float fCosine, fSine;
fCosine = cosf( fAngle );
fSine = sinf( fAngle );
ret.f_[0] = 1.0f;
ret.f_[4] = 0.0f;
ret.f_[8] = 0.0f;
ret.f_[12] = 0.0f;
ret.f_[1] = 0.0f;
ret.f_[5] = fCosine;
ret.f_[9] = fSine;
ret.f_[13] = 0.0f;
ret.f_[2] = 0.0f;
ret.f_[6] = -fSine;
ret.f_[10] = fCosine;
ret.f_[14] = 0.0f;
ret.f_[3] = 0.0f;
ret.f_[7] = 0.0f;
ret.f_[11] = 0.0f;
ret.f_[15] = 1.0f;
return ret;
}
Mat4 Mat4::RotationY( const float fAngle )
{
Mat4 ret;
float fCosine, fSine;
fCosine = cosf( fAngle );
fSine = sinf( fAngle );
ret.f_[0] = fCosine;
ret.f_[4] = 0.0f;
ret.f_[8] = -fSine;
ret.f_[12] = 0.0f;
ret.f_[1] = 0.0f;
ret.f_[5] = 1.0f;
ret.f_[9] = 0.0f;
ret.f_[13] = 0.0f;
ret.f_[2] = fSine;
ret.f_[6] = 0.0f;
ret.f_[10] = fCosine;
ret.f_[14] = 0.0f;
ret.f_[3] = 0.0f;
ret.f_[7] = 0.0f;
ret.f_[11] = 0.0f;
ret.f_[15] = 1.0f;
return ret;
}
Mat4 Mat4::RotationZ( const float fAngle )
{
Mat4 ret;
float fCosine, fSine;
fCosine = cosf( fAngle );
fSine = sinf( fAngle );
ret.f_[0] = fCosine;
ret.f_[4] = fSine;
ret.f_[8] = 0.0f;
ret.f_[12] = 0.0f;
ret.f_[1] = -fSine;
ret.f_[5] = fCosine;
ret.f_[9] = 0.0f;
ret.f_[13] = 0.0f;
ret.f_[2] = 0.0f;
ret.f_[6] = 0.0f;
ret.f_[10] = 1.0f;
ret.f_[14] = 0.0f;
ret.f_[3] = 0.0f;
ret.f_[7] = 0.0f;
ret.f_[11] = 0.0f;
ret.f_[15] = 1.0f;
return ret;
}
Mat4 Mat4::Translation( const float fX, const float fY, const float fZ )
{
Mat4 ret;
ret.f_[0] = 1.0f;
ret.f_[4] = 0.0f;
ret.f_[8] = 0.0f;
ret.f_[12] = fX;
ret.f_[1] = 0.0f;
ret.f_[5] = 1.0f;
ret.f_[9] = 0.0f;
ret.f_[13] = fY;
ret.f_[2] = 0.0f;
ret.f_[6] = 0.0f;
ret.f_[10] = 1.0f;
ret.f_[14] = fZ;
ret.f_[3] = 0.0f;
ret.f_[7] = 0.0f;
ret.f_[11] = 0.0f;
ret.f_[15] = 1.0f;
return ret;
}
Mat4 Mat4::Translation( const Vec3 vec )
{
Mat4 ret;
ret.f_[0] = 1.0f;
ret.f_[4] = 0.0f;
ret.f_[8] = 0.0f;
ret.f_[12] = vec.x_;
ret.f_[1] = 0.0f;
ret.f_[5] = 1.0f;
ret.f_[9] = 0.0f;
ret.f_[13] = vec.y_;
ret.f_[2] = 0.0f;
ret.f_[6] = 0.0f;
ret.f_[10] = 1.0f;
ret.f_[14] = vec.z_;
ret.f_[3] = 0.0f;
ret.f_[7] = 0.0f;
ret.f_[11] = 0.0f;
ret.f_[15] = 1.0f;
return ret;
}
Mat4 Mat4::Perspective( float width, float height, float nearPlane, float farPlane )
{
float n2 = 2.0f * nearPlane;
float rcpnmf = 1.f / (nearPlane - farPlane);
Mat4 result;
result.f_[0] = n2 / width;
result.f_[4] = 0;
result.f_[8] = 0;
result.f_[12] = 0;
result.f_[1] = 0;
result.f_[5] = n2 / height;
result.f_[9] = 0;
result.f_[13] = 0;
result.f_[2] = 0;
result.f_[6] = 0;
result.f_[10] = (farPlane + nearPlane) * rcpnmf;
result.f_[14] = farPlane * rcpnmf * n2;
result.f_[3] = 0;
result.f_[7] = 0;
result.f_[11] = -1.0;
result.f_[15] = 0;
return result;
}
Mat4 Mat4::LookAt( const Vec3& vec_eye, const Vec3& vec_at, const Vec3& vec_up )
{
Vec3 vec_forward, vec_up_norm, vec_side;
Mat4 result;
vec_forward.x_ = vec_eye.x_ - vec_at.x_;
vec_forward.y_ = vec_eye.y_ - vec_at.y_;
vec_forward.z_ = vec_eye.z_ - vec_at.z_;
vec_forward.Normalize();
vec_up_norm = vec_up;
vec_up_norm.Normalize();
vec_side = vec_up_norm.Cross( vec_forward );
vec_up_norm = vec_forward.Cross( vec_side );
result.f_[0] = vec_side.x_;
result.f_[4] = vec_side.y_;
result.f_[8] = vec_side.z_;
result.f_[12] = 0;
result.f_[1] = vec_up_norm.x_;
result.f_[5] = vec_up_norm.y_;
result.f_[9] = vec_up_norm.z_;
result.f_[13] = 0;
result.f_[2] = vec_forward.x_;
result.f_[6] = vec_forward.y_;
result.f_[10] = vec_forward.z_;
result.f_[14] = 0;
result.f_[3] = 0;
result.f_[7] = 0;
result.f_[11] = 0;
result.f_[15] = 1.0;
result.PostTranslate( -vec_eye.x_, -vec_eye.y_, -vec_eye.z_ );
return result;
}
} //namespace ndkHelper