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-rw-r--r--task05_2D/Guschin/Matrix.h275
1 files changed, 275 insertions, 0 deletions
diff --git a/task05_2D/Guschin/Matrix.h b/task05_2D/Guschin/Matrix.h
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+++ b/task05_2D/Guschin/Matrix.h
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+#pragma once
+
+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
+{
+public:
+ float x, y, z;
+ vec3() {}
+ vec3(float a, float b, float c) : x(a), y(b), z(c) {}
+ vec3(vec2 v, float c) : vec3(v.x, v.y, c) {}
+
+ vec3& operator*=(const vec3& v)
+ {
+ x *= v.x;
+ y *= v.y;
+ z *= v.z;
+ return *this;
+ }
+
+ const vec3 operator*(const vec3& v)
+ {
+ return vec3(*this) *= v;
+ }
+
+ float& operator[](int i)
+ {
+ return ((float*)this)[i];
+ }
+};
+
+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;
+ a *= 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);
+ row3 = 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 < 3; ++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:
+ vec3 row1, row2, row3;
+ mat3() {}
+ mat3(vec3 r1, vec3 r2, vec3 r3) : row1(r1), row2(r2), row3(r3) {}
+ mat3(float a)
+ {
+ row1 = vec3(a, 0.f, 0.f);
+ 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)
+ {
+ return ((vec3*)this)[i];
+ }
+
+ mat3 transpose()
+ {
+ mat3 tmp(*this);
+ for (int i = 0; i < 3; ++i)
+ for (int j = 0; j < 3; ++j)
+ (*this)[i][j] = tmp[j][i];
+ return *this;
+ }
+
+ const vec3 operator*(const vec3& v)
+ {
+ vec3* res = new(vec3);
+ for (int i = 0; i < 3; ++i)
+ (*res)[i] = dot((*this)[i], v);
+ return *res;
+ }
+
+ mat3& operator*=(const mat3& m)
+ {
+ mat3 A(*this), B(m);
+ B.transpose();
+ for (int i = 0; i < 3; ++i)
+ (*this)[i] = A * B[i];
+ return (*this).transpose();
+ }
+
+ const mat3 operator*(const mat3& m)
+ {
+ return mat3(*this) *= m;
+ }
+};
+
+
+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);
+}
+