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-rw-r--r--task06/Guschin/Matrix.h179
-rw-r--r--task06/Guschin/Transform.h18
2 files changed, 197 insertions, 0 deletions
diff --git a/task06/Guschin/Matrix.h b/task06/Guschin/Matrix.h
index 3aa0bbf..2334edf 100644
--- a/task06/Guschin/Matrix.h
+++ b/task06/Guschin/Matrix.h
@@ -1,11 +1,31 @@
#pragma once
+class vec3;
+class vec4;
+
class vec2
{
public:
float x, y;
vec2() {}
vec2(float a, float b) : x(a), y(b) {}
+
+ vec2& operator*=(const vec2& v)
+ {
+ x *= v.x;
+ y *= v.y;
+ return *this;
+ }
+
+ const vec2 operator*(const vec2& v)
+ {
+ return vec2(*this) *= v;
+ }
+
+ float& operator[](int i)
+ {
+ return ((float*)this)[i];
+ }
};
class vec3
@@ -35,12 +55,103 @@ public:
}
};
+class vec4
+{
+public:
+ float x, y, z, a;
+ vec4() {}
+ vec4(float a, float b, float c, float d) : x(a), y(b), z(c), a(d) {}
+ vec4(vec3 v, float c) : vec4(v.x, v.y, v.z, c) {}
+
+ vec4& operator *= (const vec4& v)
+ {
+ x *= v.x;
+ y *= v.y;
+ z *= v.z;
+ a *= v.a;
+ return *this;
+ }
+
+ const vec4 operator* (const vec4& v)
+ {
+ return vec4(*this) *= v;
+ }
+
+ float& operator[] (int i)
+ {
+ return ((float*)this)[i];
+ }
+};
+
+float dot(vec2 v1, vec2 v2)
+{
+ vec2 tmp = v1 * v2;
+ return tmp.x + tmp.y;
+}
+
float dot(vec3 v1, vec3 v2)
{
vec3 tmp = v1 * v2;
return tmp.x + tmp.y + tmp.z;
}
+float dot(vec4 v1, vec4 v2)
+{
+ vec4 tmp = v1 * v2;
+ return tmp.x + tmp.y + tmp.z + tmp.a;
+}
+
+class mat4
+{
+public:
+ vec4 row1, row2, row3, row4;
+ mat4() {}
+ mat4(vec4 r1, vec4 r2, vec4 r3, vec4 r4) : row1(r1), row2(r2), row3(r3), row4(r4) {}
+ mat4(float a)
+ {
+ row1 = vec4(a, 0.f, 0.f, 0.f);
+ row2 = vec4(0.f, a, 0.f, 0.f);
+ row3 = vec4(0.f, 0.f, a, 0.f);
+ row4 = vec4(0.f, 0.f, 0.f, a);
+ }
+
+ vec4& operator[](int i)
+ {
+ return ((vec4*)this)[i];
+ }
+
+ mat4 transpose()
+ {
+ mat4 tmp(*this);
+ for (int i = 0; i < 4; ++i)
+ for (int j = 0; j < 4; ++j)
+ (*this)[i][j] = tmp[j][i];
+ return *this;
+ }
+
+ const vec4 operator*(const vec4& v)
+ {
+ vec4* res = new(vec4);
+ for (int i = 0; i < 4; ++i)
+ (*res)[i] = dot((*this)[i], v);
+ return *res;
+ }
+
+ mat4& operator*=(const mat4& m)
+ {
+ mat4 A(*this), B(m);
+ B.transpose();
+ for (int i = 0; i < 4; ++i)
+ (*this)[i] = A * B[i];
+ return (*this).transpose();
+ }
+
+ const mat4 operator*(const mat4& m)
+ {
+ return mat4(*this) *= m;
+ }
+};
+
class mat3
{
public:
@@ -53,6 +164,11 @@ public:
row2 = vec3(0.f, a, 0.f);
row3 = vec3(0.f, 0.f, a);
}
+ mat3(mat4 m) {
+ row1 = vec3(m.row1.x, m.row1.y, m.row1.z);
+ row2 = vec3(m.row2.x, m.row2.y, m.row2.z);
+ row3 = vec3(m.row3.x, m.row3.y, m.row3.z);
+ }
vec3& operator[](int i)
{
@@ -91,8 +207,71 @@ public:
}
};
+class mat2
+{
+public:
+ vec2 row1, row2;
+
+ mat2(vec2 r1, vec2 r2) : row1(r1), row2(r2) {}
+ mat2(float a)
+ {
+ row1 = vec2(a, 0.f);
+ row2 = vec2(0.f, a);
+ }
+ mat2() {}
+ mat2(mat3 m)
+ {
+ row1 = vec2(m[0][0], m[0][1]);
+ row2 = vec2(m[1][0], m[1][1]);
+ }
+
+ vec2& operator[](int i)
+ {
+ return ((vec2*)this)[i];
+ }
+
+ mat2 transpose()
+ {
+ mat2 tmp(*this);
+ for (int i = 0; i < 2; i++)
+ for (int j = 0; j < 2; j++)
+ (*this)[i][j] = tmp[j][i];
+ return *this;
+ }
+
+ const vec2 operator* (const vec2 &v)
+ {
+ vec2* res = new(vec2);
+ for (int i = 0; i < 2; i++)
+ {
+ (*res)[i] = dot((*this)[i], v);
+ }
+ return *res;
+ }
+
+ mat2& operator*= (const mat2 &m)
+ {
+ mat2 A(*this), B(m);
+ B.transpose();
+ for (int i = 0; i < 2; i++)
+ (*this)[i] = A * B[i];
+
+ return (*this).transpose();
+ }
+
+ const mat2 operator* (const mat2 &m)
+ {
+ return mat2(*this) *= m;
+ }
+};
+
vec2 normalize(vec3 v)
{
return vec2(v.x / v.z, v.y / v.z);
}
+vec3 normalize(vec4 v)
+{
+ return vec3(v.x / v.a, v.y / v.a, v.z / v.a);
+}
+
diff --git a/task06/Guschin/Transform.h b/task06/Guschin/Transform.h
index d606647..d1b0af5 100644
--- a/task06/Guschin/Transform.h
+++ b/task06/Guschin/Transform.h
@@ -8,6 +8,15 @@ mat3 translate(float Tx, float Ty)
return *res;
}
+mat4 translate(float Tx, float Ty, float Tz)
+{
+ mat4* res = new mat4(1.f);
+ (*res)[0][3] = Tx;
+ (*res)[1][3] = Ty;
+ (*res)[2][3] = Tz;
+ return *res;
+}
+
mat3 scale(float Sx, float Sy)
{
mat3* res = new mat3(1.f);
@@ -16,6 +25,15 @@ mat3 scale(float Sx, float Sy)
return *res;
}
+mat4 scale(float Sx, float Sy, float Sz)
+{
+ mat4* res = new mat4(1.f);
+ (*res)[0][0] = Sx;
+ (*res)[1][1] = Sy;
+ (*res)[2][2] = Sz;
+ return *res;
+}
+
mat3 scale(float S)
{
return scale(S, S);