97 lines
2.2 KiB
C++
97 lines
2.2 KiB
C++
//
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// Created by bakee on 03.11.2025.
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//
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#include "gamematrix.h"
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#include <cmath>
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namespace Matrix3D
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{
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Mat4 gameMatrix::identity()
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{
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return {{
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{1.0, 0.0, 0.0, 0.0},
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{0.0, 1.0, 0.0, 0.0},
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{0.0, 0.0, 1.0, 0.0},
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{0.0, 0.0, 0.0, 1.0}
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}};
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}
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Mat4 gameMatrix::matmul(const Mat4& A, const Mat4& B)
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{
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const int N = 4;
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Mat4 result = {};
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for (int i = 0; i < N; ++i)
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{
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for (int j = 0; j < N; ++j)
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{
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for (int k = 0; k < N; ++k)
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{
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result[i][j] += A[i][k] * B[k][j];
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}
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}
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}
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return result;
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}
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Mat4 gameMatrix::translate(const Vec3& pos)
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{
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Mat4 result = identity();
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result[0][3] = pos[0]; // x
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result[1][3] = pos[1]; // y
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result[2][3] = pos[2]; // z
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return result;
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}
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Mat4 gameMatrix::rot3D(double angle_deg, char axis)
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{
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const double angle_rad = angle_deg * M_PI / 180.0;
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Mat4 result = identity();
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const double c = std::cos(angle_rad);
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const double s = std::sin(angle_rad);
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switch (axis)
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{
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case 'x':
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result[1][1] = c; result[1][2] = -s;
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result[2][1] = s; result[2][2] = c;
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break;
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case 'y':
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result[0][0] = c; result[0][2] = s;
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result[2][0] = -s; result[2][2] = c;
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break;
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case 'z':
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result[0][0] = c; result[0][1] = -s;
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result[1][0] = s; result[1][1] = c;
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break;
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default:
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break;
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}
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return result;
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}
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Mat4 operator*(const Mat4& A, const Mat4& B)
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{
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return gameMatrix::matmul(A, B);
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}
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Vec3 operator*(const Mat4& m, const Vec3& v)
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{
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Vec4 v_hom = {v[0], v[1], v[2], 1.0};
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Vec4 res_hom = {};
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res_hom[i] += m[i][j] * v_hom[j];
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}
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}
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return {res_hom[0], res_hom[1], res_hom[2]};
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}
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} |