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Diffstat (limited to 'task05_2D/Guschin/Matrix.h')
| -rw-r--r-- | task05_2D/Guschin/Matrix.h | 275 |
1 files changed, 275 insertions, 0 deletions
diff --git a/task05_2D/Guschin/Matrix.h b/task05_2D/Guschin/Matrix.h new file mode 100644 index 0000000..a47ee6e --- /dev/null +++ b/task05_2D/Guschin/Matrix.h @@ -0,0 +1,275 @@ +#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); +} + |