/** * $Id$ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #include "GEN_Matrix4x4.h" #ifdef HAVE_CONFIG_H #include #endif GEN_Matrix4x4::GEN_Matrix4x4() { Identity(); } GEN_Matrix4x4::GEN_Matrix4x4(const float value[4][4]) { for (int i=0;i<4;i++) { for (int j=0;j<4;j++) m_V[i][j] = value[i][j]; } } GEN_Matrix4x4::GEN_Matrix4x4(const double value[16]) { for (int i=0;i<16;i++) m_Vflat[i] = value[i]; } GEN_Matrix4x4::GEN_Matrix4x4(const GEN_Matrix4x4& other) { SetMatrix(other); } GEN_Matrix4x4::GEN_Matrix4x4(const MT_Point3& orig, const MT_Vector3& dir, const MT_Vector3 up) { MT_Vector3 z = -(dir.normalized()); MT_Vector3 x = (up.cross(z)).normalized(); MT_Vector3 y = (z.cross(x)); m_V[0][0] = x.x(); m_V[0][1] = y.x(); m_V[0][2] = z.x(); m_V[0][3] = 0.0f; m_V[1][0] = x.y(); m_V[1][1] = y.y(); m_V[1][2] = z.y(); m_V[1][3] = 0.0f; m_V[2][0] = x.z(); m_V[2][1] = y.z(); m_V[2][2] = z.z(); m_V[2][3] = 0.0f; m_V[3][0] = orig.x();//0.0f; m_V[3][1] = orig.y();//0.0f; m_V[3][2] = orig.z();//0.0f; m_V[3][3] = 1.0f; //Translate(-orig); } MT_Vector3 GEN_Matrix4x4::GetRight() const { return MT_Vector3(m_V[0][0], m_V[0][1], m_V[0][2]); } MT_Vector3 GEN_Matrix4x4::GetUp() const { return MT_Vector3(m_V[1][0], m_V[1][1], m_V[1][2]); } MT_Vector3 GEN_Matrix4x4::GetDir() const { return MT_Vector3(m_V[2][0], m_V[2][1], m_V[2][2]); } MT_Point3 GEN_Matrix4x4::GetPos() const { return MT_Point3(m_V[3][0], m_V[3][1], m_V[3][2]); } void GEN_Matrix4x4::Identity() { for (int i=0; i<4; i++) { for (int j=0; j<4; j++) m_V[i][j] = (i==j?1.0f:0.0f); } } void GEN_Matrix4x4::SetMatrix(const GEN_Matrix4x4& other) { for (int i=0; i<16; i++) m_Vflat[i] = other.m_Vflat[i]; } double* GEN_Matrix4x4::getPointer() { return &m_V[0][0]; } const double* GEN_Matrix4x4::getPointer() const { return &m_V[0][0]; } void GEN_Matrix4x4::setElem(int pos,double newvalue) { m_Vflat[pos] = newvalue; } GEN_Matrix4x4 GEN_Matrix4x4::Perspective(MT_Scalar inLeft, MT_Scalar inRight, MT_Scalar inBottom, MT_Scalar inTop, MT_Scalar inNear, MT_Scalar inFar) { GEN_Matrix4x4 mat; // Column 0 mat(0, 0) = -(2.0*inNear) / (inRight-inLeft); mat(1, 0) = 0; mat(2, 0) = 0; mat(3, 0) = 0; // Column 1 mat(0, 1) = 0; mat(1, 1) = (2.0*inNear) / (inTop-inBottom); mat(2, 1) = 0; mat(3, 1) = 0; // Column 2 mat(0, 2) = (inRight+inLeft) / (inRight-inLeft); mat(1, 2) = (inTop+inBottom) / (inTop-inBottom); mat(2, 2) = -(inFar+inNear) / (inFar-inNear); mat(3, 2) = -1; // Column 3 mat(0, 3) = 0; mat(1, 3) = 0; mat(2, 3) = -(2.0*inFar*inNear) / (inFar-inNear); mat(3, 3) = 0; return mat; }