From bd6ddd4917e5ae8410496d9f36adb7dd2f6484f6 Mon Sep 17 00:00:00 2001 From: leo Date: Sun, 31 Jul 2005 21:18:53 +0000 Subject: Added region selection. git-svn-id: http://svn.leocad.org/trunk@417 c7d43263-9d01-0410-8a33-9dba5d9f93d6 --- common/algebra.h | 307 ++++++++++++++++++++++++++++++++++--------------------- 1 file changed, 192 insertions(+), 115 deletions(-) (limited to 'common/algebra.h') diff --git a/common/algebra.h b/common/algebra.h index 36d5b7b..5d614c1 100644 --- a/common/algebra.h +++ b/common/algebra.h @@ -6,38 +6,50 @@ // // Simple math library and linear algebra functions. // -// Everything is based on the Float4 class, so changing that class should be enough +// Everything is based on the Vector4 class, so changing that class should be enough // to add support for compiler specific math intrinsics. // // Functions that end with 34 mean that they don't care what happens to the 4th // component, it can either be affected or not. // +// Matrices are represented as row-major, so we pre-multiply instead of post-multiplying +// like you would in a column major notation. +// +// OpenGL only expects a matrix to be an array of 16 floats so it doesn't matter what +// notation we use. +// +// v[0] v[1] v[2] v[3] <- x, y, z, w +// +// m[0] m[1] m[2] m[3] <- x axis +// m[4] m[5] m[6] m[7] <- y axis +// m[8] m[9] m[10] m[11] <- z axis +// m[12] m[13] m[14] m[15] <- translation +// // TODO: Move this define to config.h #define LC_MATH_FLOAT //#define LC_MATH_SSE // Classes defined in this file: -class Float4; class Point3; class Vector3; +class Vector4; class Quaternion; -class Matrix33; class Matrix44; // ============================================================================ -// Float4 class (float version). +// Vector4 class (float version). #ifdef LC_MATH_FLOAT -class Float4 +class Vector4 { public: // Constructors. - inline Float4() { } - inline explicit Float4(const float _x, const float _y, const float _z) + inline Vector4() { } + inline explicit Vector4(const float _x, const float _y, const float _z) : x(_x), y(_y), z(_z) { } - inline explicit Float4(const float _x, const float _y, const float _z, const float _w) + inline explicit Vector4(const float _x, const float _y, const float _z, const float _w) : x(_x), y(_y), z(_z), w(_w) { } // Get/Set functions. @@ -50,69 +62,81 @@ public: inline void SetZ(const float _z) { z = _z; } inline void SetW(const float _w) { w = _w; } - template - inline const float operator[](T i) const { return ((const float*)this)[i]; } + inline float& operator[](int i) const { return ((float*)this)[i]; } // Comparison. - friend inline bool operator==(const Float4& a, const Float4& b) + friend inline bool operator==(const Vector4& a, const Vector4& b) { return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w); } - friend inline bool Compare3(const Float4& a, const Float4& b) + friend inline bool Compare3(const Vector4& a, const Vector4& b) { return (a.x == b.x) && (a.y == b.y) && (a.z == b.z); } // Math operations for 4 components. - friend inline Float4 operator+(const Float4& a, const Float4& b) - { return Float4(a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w); } + friend inline Vector4 operator+(const Vector4& a, const Vector4& b) + { return Vector4(a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w); } - friend inline Float4 operator-(const Float4& a, const Float4& b) - { return Float4(a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w); } + friend inline Vector4 operator-(const Vector4& a, const Vector4& b) + { return Vector4(a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w); } - friend inline Float4 operator*(const Float4& a, float f) - { return Float4(a.x*f, a.y*f, a.z*f, a.w*f); } + friend inline Vector4 operator*(const Vector4& a, float f) + { return Vector4(a.x*f, a.y*f, a.z*f, a.w*f); } - friend inline Float4 operator*(const Float4& a, const Float4& b) - { return Float4(a.x*b.x, a.y*b.y, a.z*b.z, a.w*b.w); } + friend inline Vector4 operator*(const Vector4& a, const Vector4& b) + { return Vector4(a.x*b.x, a.y*b.y, a.z*b.z, a.w*b.w); } - friend inline Float4 operator/(const Float4& a, float f) - { return Float4(a.x/f, a.y/f, a.z/f, a.w/f); } + friend inline Vector4 operator/(const Vector4& a, float f) + { return Vector4(a.x/f, a.y/f, a.z/f, a.w/f); } - friend inline Float4 operator-(const Float4& a) - { return Float4(-a.x, -a.y, -a.z, -a.w); } + friend inline Vector4 operator/=(Vector4& a, float f) + { a = Vector4(a.x/f, a.y/f, a.z/f, a.w/f); return a; } + + friend inline Vector4 operator-(const Vector4& a) + { return Vector4(-a.x, -a.y, -a.z, -a.w); } // Math operations ignoring the 4th component. - friend inline Float4 Add34(const Float4& a, const Float4& b) - { return Float4(a.x+b.x, a.y+b.y, a.z+b.z); } + friend inline Vector4 Add34(const Vector4& a, const Vector4& b) + { return Vector4(a.x+b.x, a.y+b.y, a.z+b.z); } - friend inline Float4 Subtract34(const Float4& a, const Float4& b) - { return Float4(a.x-b.x, a.y-b.y, a.z-b.z); } + friend inline Vector4 Subtract34(const Vector4& a, const Vector4& b) + { return Vector4(a.x-b.x, a.y-b.y, a.z-b.z); } - friend inline Float4 Multiply34(const Float4& a, float f) - { return Float4(a.x*f, a.y*f, a.z*f); } + friend inline Vector4 Multiply34(const Vector4& a, float f) + { return Vector4(a.x*f, a.y*f, a.z*f); } - friend inline Float4 Multiply34(const Float4& a, const Float4& b) - { return Float4(a.x*b.x, a.y*b.y, a.z*b.z); } + friend inline Vector4 Multiply34(const Vector4& a, const Vector4& b) + { return Vector4(a.x*b.x, a.y*b.y, a.z*b.z); } - friend inline Float4 Divide34(const Float4& a, float f) - { return Float4(a.x/f, a.y/f, a.z/f); } + friend inline Vector4 Divide34(const Vector4& a, float f) + { return Vector4(a.x/f, a.y/f, a.z/f); } - friend inline Float4 Negate34(const Float4& a) - { return Float4(-a.x, -a.y, -a.z, -a.w); } + friend inline Vector4 Negate34(const Vector4& a) + { return Vector4(-a.x, -a.y, -a.z, -a.w); } // Dot product. - friend inline float Dot3(const Float4& a, const Float4& b) + friend inline float Dot3(const Vector4& a, const Vector4& b) { return a.x*b.x + a.y*b.y + a.z*b.z; } + friend inline float Dot4(const Vector4& a, const Vector4& b) + { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w; } + // Cross product. - friend inline Float4 Cross3(const Float4& a, const Float4& b) - { return Float4(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x); } + friend inline Vector4 Cross3(const Vector4& a, const Vector4& b) + { return Vector4(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x); } // Other functions. inline float Length3() const { return sqrtf(Dot3(*this, *this)); } - inline void Normalize3() + inline void Normalize34() { *this = *this / Length3(); } + inline void Abs34() + { + if (x < 0.0f) x = -x; + if (y < 0.0f) y = -y; + if (z < 0.0f) z = -z; + } + inline void Abs() { if (x < 0.0f) x = -x; @@ -128,23 +152,23 @@ protected: #endif // ============================================================================ -// Float4 class (SSE version). +// Vector4 class (SSE version). #ifdef LC_MATH_SSE // If you can't find this file you need to install the VS6 Processor Pack. #include -class __declspec(align(16)) Float4 +class __declspec(align(16)) Vector4 { public: // Constructors. - inline Float4() { } - inline explicit Float4(const __m128& _xyzw) + inline Vector4() { } + inline explicit Vector4(const __m128& _xyzw) : xyzw(_xyzw) { } - inline explicit Float4(const float _x, const float _y, const float _z) + inline explicit Vector4(const float _x, const float _y, const float _z) : xyzw(_mm_setr_ps(_x, _y, _z, _z)) { } - inline explicit Float4(const float _x, const float _y, const float _z, const float _w) + inline explicit Vector4(const float _x, const float _y, const float _z, const float _w) : xyzw(_mm_setr_ps(_x, _y, _z, _w)) { } // Get/Set functions. @@ -173,59 +197,58 @@ public: xyzw = _mm_shuffle_ps(xyzw, zzww, _MM_SHUFFLE(2, 0, 1, 0)); } - template - inline const float operator[](T i) const { return ((const float*)this)[i]; } + inline float& operator[](int i) const { return ((const float*)this)[i]; } // Comparison. - friend inline bool operator==(const Float4& a, const Float4& b) + friend inline bool operator==(const Vector4& a, const Vector4& b) { return !_mm_movemask_ps(_mm_cmpneq_ps(a.xyzw, b.xyzw)); } - friend inline bool Compare3(const Float4& a, const Float4& b) + friend inline bool Compare3(const Vector4& a, const Vector4& b) { return (_mm_movemask_ps(_mm_cmpeq_ps(a.xyzw, b.xyzw)) & 0x7) == 0x7; } // Math operations for 4 components. - friend inline Float4 operator+(const Float4& a, const Float4& b) - { return Float4(_mm_add_ps(a.xyzw, b.xyzw)); } + friend inline Vector4 operator+(const Vector4& a, const Vector4& b) + { return Vector4(_mm_add_ps(a.xyzw, b.xyzw)); } - friend inline Float4 operator-(const Float4& a, const Float4& b) - { return Float4(_mm_sub_ps(a.xyzw, b.xyzw)); } + friend inline Vector4 operator-(const Vector4& a, const Vector4& b) + { return Vector4(_mm_sub_ps(a.xyzw, b.xyzw)); } - friend inline Float4 operator*(const Float4& a, float f) - { return Float4(_mm_mul_ps(a.xyzw, _mm_load_ps1(&f))); } + friend inline Vector4 operator*(const Vector4& a, float f) + { return Vector4(_mm_mul_ps(a.xyzw, _mm_load_ps1(&f))); } - friend inline Float4 operator*(const Float4& a, const Float4& b) - { return Float4(_mm_mul_ps(a.xyzw, b.xyzw)); } + friend inline Vector4 operator*(const Vector4& a, const Vector4& b) + { return Vector4(_mm_mul_ps(a.xyzw, b.xyzw)); } - friend inline Float4 operator/(const Float4& a, float f) - { return Float4(_mm_div_ps(a.xyzw, _mm_load_ps1(&f))); } + friend inline Vector4 operator/(const Vector4& a, float f) + { return Vector4(_mm_div_ps(a.xyzw, _mm_load_ps1(&f))); } - friend inline Float4 operator-(const Float4& a) + friend inline Vector4 operator-(const Vector4& a) { static const __declspec(align(16)) unsigned int Mask[4] = { 0x80000000, 0x80000000, 0x80000000, 0x80000000 } - return Float4(_mm_xor_ps(xyzw, *(__m128*)&Mask)); + return Vector4(_mm_xor_ps(xyzw, *(__m128*)&Mask)); } // Math operations ignoring the 4th component. - friend inline Float4 Add34(const Float4& a, const Float4& b) + friend inline Vector4 Add34(const Vector4& a, const Vector4& b) { return a*b } - friend inline Float4 Subtract34(const Float4& a, const Float4& b) + friend inline Vector4 Subtract34(const Vector4& a, const Vector4& b) { return a-b; } - friend inline Float4 Multiply34(const Float4& a, float f) + friend inline Vector4 Multiply34(const Vector4& a, float f) { return a*f; } - friend inline Float4 Multiply34(const Float4& a, const Float4& b) + friend inline Vector4 Multiply34(const Vector4& a, const Vector4& b) { return a*b; } - friend inline Float4 Divide34(const Float4& a, float f) + friend inline Vector4 Divide34(const Vector4& a, float f) { return a/f; } - friend inline Float4 Negate34(const Float4& a) + friend inline Vector4 Negate34(const Vector4& a) { return -a; } // Dot product. - friend inline float Dot3(const Float4& a, const Float4& b) + friend inline float Dot3(const Vector4& a, const Vector4& b) { __m128 tmp = _mm_mul_ps(a.xyzw, b.xyzw); __m128 yz = _mm_add_ss(_mm_shuffle_ps(tmp, tmp, _MM_SHUFFLE(1, 1, 1, 1)), _mm_shuffle_ps(tmp, tmp, _MM_SHUFFLE(2, 2, 2, 2))); @@ -235,13 +258,13 @@ public: } // Cross product. - friend inline Float4 Cross3(const Float4& a, const Float4& b) + friend inline Vector4 Cross3(const Vector4& a, const Vector4& b) { // a(yzx)*b(zxy)-a(zxy)*b(yzx) __m128 r1 = _mm_mul_ps(_mm_shuffle_ps(a.xyzw, a.xyzw, _MM_SHUFFLE(0, 0, 2, 1)), _mm_shuffle_ps(b.xyzw, b.xyzw, _MM_SHUFFLE(0, 1, 0, 2))); __m128 r2 = _mm_mul_ps(_mm_shuffle_ps(a.xyzw, a.xyzw, _MM_SHUFFLE(0, 1, 0, 2)), _mm_shuffle_ps(b.xyzw, b.xyzw, _MM_SHUFFLE(0, 0, 2, 1))); - return Float4(_mm_sub_ps(r1, r2)); + return Vector4(_mm_sub_ps(r1, r2)); } // Other functions. @@ -255,7 +278,7 @@ public: return *(const float*)&tmp; } - inline void Normalize3() + inline void Normalize34() { __m128 tmp = _mm_mul_ps(xyzw, xyzw); __m128 yz = _mm_add_ss(_mm_shuffle_ps(tmp, tmp, _MM_SHUFFLE(1, 1, 1, 1)), _mm_shuffle_ps(tmp, tmp, _MM_SHUFFLE(2, 2, 2, 2))); @@ -285,13 +308,13 @@ class Point3 public: // Constructors. inline Point3() { } - inline explicit Point3(const Float4& _v) + inline explicit Point3(const Vector4& _v) : m_Value(_v) { } inline explicit Point3(const float _x, const float _y, const float _z) : m_Value(_x, _y, _z) { } // Get/Set functions. - inline const Float4& GetValue() const { return m_Value; } + inline const Vector4& GetValue() const { return m_Value; } inline float GetX() const { return m_Value.GetX(); } inline float GetY() const { return m_Value.GetY(); } inline float GetZ() const { return m_Value.GetZ(); } @@ -299,17 +322,15 @@ public: inline void SetY(const float _y) { m_Value.SetY(_y); } inline void SetZ(const float _z) { m_Value.SetZ(_z); } - template - inline const float operator[](T i) const { return m_Value[i]; } + inline operator const Vector4() const + { return Vector4(m_Value[0], m_Value[1], m_Value[2], 1.0f); } + + inline float& operator[](int i) const { return m_Value[i]; } // Math operations. - template inline Point3& operator+=(const T& a) { return *this = *this + a; } - template inline Point3& operator-=(const T& a) { return *this = *this - a; } - template inline Point3& operator/=(const T& a) { return *this = *this / a; } - template inline Point3& operator*=(const T& a) { return *this = *this * a; } protected: - Float4 m_Value; + Vector4 m_Value; }; @@ -322,13 +343,13 @@ public: // Constructors. inline Vector3() { } - inline explicit Vector3(const Float4& _v) + inline explicit Vector3(const Vector4& _v) : m_Value(_v) { } inline explicit Vector3(const float _x, const float _y, const float _z) : m_Value(_x, _y, _z) { } // Get/Set functions. - inline const Float4& GetValue() const { return m_Value; } + inline const Vector4& GetValue() const { return m_Value; } inline float GetX() const { return m_Value.GetX(); } inline float GetY() const { return m_Value.GetY(); } inline float GetZ() const { return m_Value.GetZ(); } @@ -336,14 +357,17 @@ public: inline void SetY(const float _y) { m_Value.SetY(_y); } inline void SetZ(const float _z) { m_Value.SetZ(_z); } - template - inline const float operator[](T i) const { return m_Value[i]; } + inline operator const Vector4() const + { return Vector4(m_Value[0], m_Value[1], m_Value[2], 0.0f); } + + inline float& operator[](int i) const { return m_Value[i]; } // Math operations. - template inline Vector3& operator+=(const T& a) { return *this = *this + a; } - template inline Vector3& operator-=(const T& a) { return *this = *this - a; } - template inline Vector3& operator/=(const T& a) { return *this = *this / a; } - template inline Vector3& operator*=(const T& a) { return *this = *this * a; } + friend inline Vector3 operator+=(Vector3& a, const Vector3& b) + { a.m_Value = a.m_Value + b.m_Value; return a; } + + friend inline Vector3 operator*=(Vector3& a, float b) + { a.m_Value = a.m_Value * b; return a; } // Other functions. inline float Length() const @@ -352,14 +376,14 @@ public: inline float LengthSquared() const { return Dot3(m_Value, m_Value); } - inline void Normalize() - { m_Value.Normalize3(); } + inline const Vector3& Normalize() + { m_Value.Normalize34(); return *this; } inline void Abs() - { m_Value.Abs(); } + { m_Value.Abs34(); } protected: - Float4 m_Value; + Vector4 m_Value; }; @@ -450,7 +474,7 @@ public: // Constructors. inline Quaternion() { } - inline explicit Quaternion(const Float4& _v) + inline explicit Quaternion(const Vector4& _v) : m_Value(_v) { } inline explicit Quaternion(const float _x, const float _y, const float _z, const float _w) : m_Value(_x, _y, _z, _w) { } @@ -469,24 +493,24 @@ public: inline const float operator[](T i) const { return m_Value[i]; } // Conversions. - inline void FromAxisAngle(const Float4& AxisAngle) + inline void FromAxisAngle(const Vector4& AxisAngle) { float s = sinf(AxisAngle[3] / 2.0f); - m_Value = Float4(AxisAngle[0] * s, AxisAngle[1] * s, AxisAngle[2] * s, cosf(AxisAngle[3] / 2.0f)); + m_Value = Vector4(AxisAngle[0] * s, AxisAngle[1] * s, AxisAngle[2] * s, cosf(AxisAngle[3] / 2.0f)); } - inline void ToAxisAngle(Float4& AxisAngle) const + inline void ToAxisAngle(Vector4& AxisAngle) const { float Len = m_Value[0]*m_Value[0] + m_Value[1]*m_Value[1] + m_Value[2]*m_Value[2]; if (Len > 0.001f) { float f = 1.0f / sqrtf(Len); - AxisAngle = Float4(m_Value[0] * f, m_Value[1] * f, m_Value[2] * f, acosf(m_Value[3]) * 2.0f); + AxisAngle = Vector4(m_Value[0] * f, m_Value[1] * f, m_Value[2] * f, acosf(m_Value[3]) * 2.0f); } else { - AxisAngle = Float4(0, 0, 1, 0); + AxisAngle = Vector4(0, 0, 1, 0); } } @@ -526,7 +550,7 @@ public: } protected: - Float4 m_Value; + Vector4 m_Value; }; @@ -588,43 +612,96 @@ protected: Vector3 m_Rows[3]; }; +// ============================================================================ +// 4x3 Matrix class. +/* +class Matrix43 +{ +public: + inline Matrix43() + { } + inline Matrix43(const Vector4& Row0, const Vector4& Row1, const Vector4& Row2, const Vector4& Row3) + { m_Rows[0] = Row0; m_Rows[1] = Row1; m_Rows[2] = Row2; m_Rows[3] = Row3; } + + inline void SetTranslation(const Point3& a) + { m_Rows[3] = Vector4(a.GetX(), a.GetY(), a.GetZ(), 0.0f); } + + void CreateLookAt(const Point3& Eye, const Point3& Target, const Vector3& Up); + void CreatePerspective(float FoVy, float Aspect, float Near, float Far); + friend inline Point3 operator*(const Point3& a, const Matrix43& b) + { return Point3(b.m_Rows[0]*a.GetX() + b.m_Rows[1]*a.GetY() + b.m_Rows[2]*a.GetZ() + b.m_Rows[3]); } + + friend inline Vector4 operator*(const Vector4& a, const Matrix43& b) + { return Point3(b.m_Rows[0]*a.GetX() + b.m_Rows[1]*a.GetY() + b.m_Rows[2]*a.GetZ() + b.m_Rows[3]*a.GetW()); } + +protected: + Vector4 m_Rows[4]; +}; +*/ // ============================================================================ -// 4x4 Matrix class (actually 4x3). +// 4x4 Matrix class. class Matrix44 { public: inline Matrix44() - { } - inline Matrix44(const Float4& Row0, const Float4& Row1, const Float4& Row2, const Float4& Row3) - { m_Rows[0] = Row0; m_Rows[1] = Row1; m_Rows[2] = Row2; m_Rows[3] = Row3; } + { } + inline Matrix44(const Vector4& Row0, const Vector4& Row1, const Vector4& Row2, const Vector4& Row3) + { m_Rows[0] = Row0; m_Rows[1] = Row1; m_Rows[2] = Row2; m_Rows[3] = Row3; } + + // Math operations. + friend inline Point3 operator*(const Point3& a, const Matrix44& b) + { return Point3(b.m_Rows[0]*a.GetX() + b.m_Rows[1]*a.GetY() + b.m_Rows[2]*a.GetZ() + b.m_Rows[3]); } + + friend inline Vector3 operator*(const Vector3& a, const Matrix44& b) + { return Vector3(b.m_Rows[0]*a.GetX() + b.m_Rows[1]*a.GetY() + b.m_Rows[2]*a.GetZ()); } + + friend inline Vector4 operator*(const Vector4& a, const Matrix44& b) + { return Vector4(b.m_Rows[0]*a.GetX() + b.m_Rows[1]*a.GetY() + b.m_Rows[2]*a.GetZ() + b.m_Rows[3]*a.GetW()); } + + friend inline Matrix44 operator*(const Matrix44& a, const Matrix44& b) + { + Vector4 Col0(b.m_Rows[0][0], b.m_Rows[1][0], b.m_Rows[2][0], b.m_Rows[3][0]); + Vector4 Col1(b.m_Rows[0][1], b.m_Rows[1][1], b.m_Rows[2][1], b.m_Rows[3][1]); + Vector4 Col2(b.m_Rows[0][2], b.m_Rows[1][2], b.m_Rows[2][2], b.m_Rows[3][2]); + Vector4 Col3(b.m_Rows[0][3], b.m_Rows[1][3], b.m_Rows[2][3], b.m_Rows[3][3]); + + Vector4 Ret0(Dot4(a.m_Rows[0], Col0), Dot4(a.m_Rows[0], Col1), Dot4(a.m_Rows[0], Col2), Dot4(a.m_Rows[0], Col3)); + Vector4 Ret1(Dot4(a.m_Rows[1], Col0), Dot4(a.m_Rows[1], Col1), Dot4(a.m_Rows[1], Col2), Dot4(a.m_Rows[1], Col3)); + Vector4 Ret2(Dot4(a.m_Rows[2], Col0), Dot4(a.m_Rows[2], Col1), Dot4(a.m_Rows[2], Col2), Dot4(a.m_Rows[2], Col3)); + Vector4 Ret3(Dot4(a.m_Rows[3], Col0), Dot4(a.m_Rows[3], Col1), Dot4(a.m_Rows[3], Col2), Dot4(a.m_Rows[3], Col3)); + + return Matrix44(Ret0, Ret1, Ret2, Ret3); + } inline void Transpose3() { - Float4 a = m_Rows[0], b = m_Rows[1], c = m_Rows[2]; - m_Rows[0] = Float4(a.GetX(), b.GetX(), c.GetX(), a.GetW()); - m_Rows[1] = Float4(a.GetY(), b.GetY(), c.GetY(), b.GetW()); - m_Rows[2] = Float4(a.GetZ(), b.GetZ(), c.GetZ(), c.GetW()); + Vector4 a = m_Rows[0], b = m_Rows[1], c = m_Rows[2]; + m_Rows[0] = Vector4(a.GetX(), b.GetX(), c.GetX(), a.GetW()); + m_Rows[1] = Vector4(a.GetY(), b.GetY(), c.GetY(), b.GetW()); + m_Rows[2] = Vector4(a.GetZ(), b.GetZ(), c.GetZ(), c.GetW()); } inline void SetTranslation(const Point3& a) - { m_Rows[3] = Float4(a.GetX(), a.GetY(), a.GetZ(), 0.0f); } + { m_Rows[3] = Vector4(a.GetX(), a.GetY(), a.GetZ(), 1.0f); } + friend Matrix44 Inverse(const Matrix44& m); void CreateLookAt(const Point3& Eye, const Point3& Target, const Vector3& Up); void CreatePerspective(float FoVy, float Aspect, float Near, float Far); - friend inline Point3 operator*(const Point3& a, const Matrix44& b) - { return Point3(b.m_Rows[0]*a.GetX() + b.m_Rows[1]*a.GetY() + b.m_Rows[2]*a.GetZ() + b.m_Rows[3]); } - protected: - Float4 m_Rows[4]; + Vector4 m_Rows[4]; }; - // ============================================================================ // Other Functions. -Point3 ProjectPoint(const Point3& Pt, const Matrix44& ModelView, const Matrix44& Projection, const int Viewport[4]); +Point3 ProjectPoint(const Point3& Point, const Matrix44& ModelView, const Matrix44& Projection, const int Viewport[4]); +Point3 UnprojectPoint(const Point3& Point, const Matrix44& ModelView, const Matrix44& Projection, const int Viewport[4]); +void UnprojectPoints(Point3* Points, int NumPoints, const Matrix44& ModelView, const Matrix44& Projection, const int Viewport[4]); + +void PolygonPlaneClip(Point3* InPoints, int NumInPoints, Point3* OutPoints, int* NumOutPoints, const Vector4& Plane); +bool LinePlaneIntersection(Point3& Intersection, const Point3& Start, const Point3& End, const Vector4& Plane); #endif -- cgit v1.2.3