UltimateZoneBuilder/Source/Core/Rendering/Matrix.cs
2019-08-15 14:49:49 +02:00

238 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
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;
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 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 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);
}
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;
}
}
}