using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; namespace CodeImp.DoomBuilder.Rendering { [System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 4)] public struct Matrix { public float M11, M12, M13, M14; public float M21, M22, M23, M24; public float M31, M32, M33, M34; public float M41, M42, M43, M44; #if USE_CSHARP_MATH public static Matrix Null { get { Matrix m = new Matrix(); m.M11 = 0.0f; m.M12 = 0.0f; m.M13 = 0.0f; m.M14 = 0.0f; m.M21 = 0.0f; m.M22 = 0.0f; m.M23 = 0.0f; m.M24 = 0.0f; m.M31 = 0.0f; m.M32 = 0.0f; m.M33 = 0.0f; m.M34 = 0.0f; m.M41 = 0.0f; m.M42 = 0.0f; m.M43 = 0.0f; m.M44 = 0.0f; return m; } } public static Matrix Identity { get { Matrix m = Null; m.M11 = 1.0f; m.M22 = 1.0f; m.M33 = 1.0f; m.M44 = 1.0f; return m; } } public static Matrix Translation(Vector3 v) { Matrix m = Identity; m.M41 = v.X; m.M42 = v.Y; m.M43 = v.Z; return m; } public static Matrix Translation(float x, float y, float z) { Matrix m = Identity; m.M41 = x; m.M42 = y; m.M43 = z; return m; } public static Matrix RotationX(float angle) { float cos = (float)Math.Cos(angle); float sin = (float)Math.Sin(angle); Matrix result = Null; result.M11 = 1.0f; result.M22 = cos; result.M23 = sin; result.M32 = -sin; result.M33 = cos; result.M44 = 1.0f; return result; } public static Matrix RotationY(float angle) { float cos = (float)Math.Cos(angle); float sin = (float)Math.Sin(angle); Matrix result = Null; result.M11 = cos; result.M13 = -sin; result.M22 = 1.0f; result.M31 = sin; result.M33 = cos; result.M44 = 1.0f; return result; } public static Matrix RotationZ(float angle) { float cos = (float)Math.Cos(angle); float sin = (float)Math.Sin(angle); Matrix result = Null; result.M11 = cos; result.M12 = sin; result.M21 = -sin; result.M22 = cos; result.M33 = 1.0f; result.M44 = 1.0f; return result; } public static Matrix Scaling(float x, float y, float z) { Matrix result = Null; result.M11 = x; result.M22 = y; result.M33 = z; result.M44 = 1.0f; return result; } public static Matrix Scaling(Vector3 v) { Matrix result = Null; result.M11 = v.X; result.M22 = v.Y; result.M33 = v.Z; result.M44 = 1.0f; return result; } public static Matrix Multiply(Matrix left, Matrix right) { Matrix result = new Matrix(); result.M11 = (left.M11 * right.M11) + (left.M12 * right.M21) + (left.M13 * right.M31) + (left.M14 * right.M41); result.M12 = (left.M11 * right.M12) + (left.M12 * right.M22) + (left.M13 * right.M32) + (left.M14 * right.M42); result.M13 = (left.M11 * right.M13) + (left.M12 * right.M23) + (left.M13 * right.M33) + (left.M14 * right.M43); result.M14 = (left.M11 * right.M14) + (left.M12 * right.M24) + (left.M13 * right.M34) + (left.M14 * right.M44); result.M21 = (left.M21 * right.M11) + (left.M22 * right.M21) + (left.M23 * right.M31) + (left.M24 * right.M41); result.M22 = (left.M21 * right.M12) + (left.M22 * right.M22) + (left.M23 * right.M32) + (left.M24 * right.M42); result.M23 = (left.M21 * right.M13) + (left.M22 * right.M23) + (left.M23 * right.M33) + (left.M24 * right.M43); result.M24 = (left.M21 * right.M14) + (left.M22 * right.M24) + (left.M23 * right.M34) + (left.M24 * right.M44); result.M31 = (left.M31 * right.M11) + (left.M32 * right.M21) + (left.M33 * right.M31) + (left.M34 * right.M41); result.M32 = (left.M31 * right.M12) + (left.M32 * right.M22) + (left.M33 * right.M32) + (left.M34 * right.M42); result.M33 = (left.M31 * right.M13) + (left.M32 * right.M23) + (left.M33 * right.M33) + (left.M34 * right.M43); result.M34 = (left.M31 * right.M14) + (left.M32 * right.M24) + (left.M33 * right.M34) + (left.M34 * right.M44); result.M41 = (left.M41 * right.M11) + (left.M42 * right.M21) + (left.M43 * right.M31) + (left.M44 * right.M41); result.M42 = (left.M41 * right.M12) + (left.M42 * right.M22) + (left.M43 * right.M32) + (left.M44 * right.M42); result.M43 = (left.M41 * right.M13) + (left.M42 * right.M23) + (left.M43 * right.M33) + (left.M44 * right.M43); result.M44 = (left.M41 * right.M14) + (left.M42 * right.M24) + (left.M43 * right.M34) + (left.M44 * right.M44); return result; } public static Matrix operator *(Matrix a, Matrix b) { return Matrix.Multiply(a, b); } #else public static Matrix Null { get { Matrix result = new Matrix(); Matrix_Null(out result); return result; } } public static Matrix Identity { get { Matrix result = new Matrix(); Matrix_Identity(out result); return result; } } public static Matrix Translation(Vector3 v) { Matrix result = new Matrix(); Matrix_Translation(v.X, v.Y, v.Z, out result); return result; } public static Matrix Translation(float x, float y, float z) { Matrix result = new Matrix(); Matrix_Translation(x, y, z, out result); return result; } public static Matrix RotationX(float angle) { Matrix result = new Matrix(); Matrix_RotationX(angle, out result); return result; } public static Matrix RotationY(float angle) { Matrix result = new Matrix(); Matrix_RotationY(angle, out result); return result; } public static Matrix RotationZ(float angle) { Matrix result = new Matrix(); Matrix_RotationZ(angle, out result); return result; } public static Matrix Scaling(float x, float y, float z) { Matrix result = new Matrix(); Matrix_Scaling(x, y, z, out result); return result; } public static Matrix Scaling(Vector3 v) { Matrix result = new Matrix(); Matrix_Scaling(v.X, v.Y, v.Z, out result); return result; } public static Matrix Multiply(Matrix left, Matrix right) { Matrix result = new Matrix(); Matrix_Multiply(ref left, ref right, out result); return result; } public static Matrix operator *(Matrix a, Matrix b) { Matrix result = new Matrix(); Matrix_Multiply(ref a, ref b, out result); return result; } [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void Matrix_Null(out Matrix c); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void Matrix_Identity(out Matrix c); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void Matrix_Translation(float x, float y, float z, out Matrix c); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void Matrix_RotationX(float angle, out Matrix c); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void Matrix_RotationY(float angle, out Matrix c); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void Matrix_RotationZ(float angle, out Matrix c); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void Matrix_Scaling(float x, float y, float z, out Matrix c); [DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)] static extern void Matrix_Multiply(ref Matrix a, ref Matrix b, out Matrix c); #endif public static Matrix LookAt(Vector3 eye, Vector3 target, Vector3 up) { Vector3 zaxis = Vector3.Normalize(target - eye); Vector3 xaxis = Vector3.Normalize(Vector3.Cross(up, zaxis)); Vector3 yaxis = Vector3.Cross(zaxis, xaxis); Matrix result = Null; result.M11 = -xaxis.X; result.M12 = yaxis.X; result.M13 = -zaxis.X; result.M21 = -xaxis.Y; result.M22 = yaxis.Y; result.M23 = -zaxis.Y; result.M31 = -xaxis.Z; result.M32 = yaxis.Z; result.M33 = -zaxis.Z; result.M44 = 1.0f; return Matrix.Translation(-eye) * result; } public static Matrix PerspectiveFov(float fov, float aspect, float znear, float zfar) { float f = (float)(1.0 / Math.Tan(fov * 0.5f)); Matrix result = Null; result.M11 = f / aspect; result.M22 = f; result.M33 = (zfar + znear) / (znear - zfar); result.M34 = 2.0f * zfar * znear / (znear - zfar); result.M43 = -1.0f; return result; } public override bool Equals(object o) { if (o is Matrix) { Matrix v = (Matrix)o; return this == v; } else { return false; } } public override int GetHashCode() { return M11.GetHashCode() + M12.GetHashCode() + M13.GetHashCode() + M14.GetHashCode() + M21.GetHashCode() + M22.GetHashCode() + M23.GetHashCode() + M24.GetHashCode() + M31.GetHashCode() + M32.GetHashCode() + M33.GetHashCode() + M34.GetHashCode() + M41.GetHashCode() + M42.GetHashCode() + M43.GetHashCode() + M44.GetHashCode(); } public static bool operator ==(Matrix left, Matrix right) { return left.M11 == right.M11 && left.M12 == right.M12 && left.M13 == right.M13 && left.M14 == right.M14 && left.M21 == right.M21 && left.M22 == right.M22 && left.M23 == right.M23 && left.M24 == right.M24 && left.M31 == right.M31 && left.M32 == right.M32 && left.M33 == right.M33 && left.M34 == right.M34 && left.M41 == right.M41 && left.M42 == right.M42 && left.M43 == right.M43 && left.M44 == right.M44; } public static bool operator !=(Matrix left, Matrix right) { return left.M11 != right.M11 || left.M12 != right.M12 || left.M13 != right.M13 || left.M14 != right.M14 || left.M21 != right.M21 || left.M22 != right.M22 || left.M23 != right.M23 || left.M24 != right.M24 || left.M31 != right.M31 || left.M32 != right.M32 || left.M33 != right.M33 || left.M34 != right.M34 || left.M41 != right.M41 || left.M42 != right.M42 || left.M43 != right.M43 || left.M44 != right.M44; } } }