ladybird/Userland/Libraries/LibGfx/Matrix4x4.h
Hendiadyoin1 ed46d52252 Everywhere: Use AK/Math.h if applicable
AK's version should see better inlining behaviors, than the LibM one.
We avoid mixed usage for now though.

Also clean up some stale math includes and improper floatingpoint usage.
2021-07-19 16:34:21 +04:30

94 lines
2.8 KiB
C++

/*
* Copyright (c) 2020, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Math.h>
#include <LibGfx/Matrix.h>
#include <LibGfx/Vector3.h>
#include <LibGfx/Vector4.h>
namespace Gfx {
template<typename T>
using Matrix4x4 = Matrix<4, T>;
template<typename T>
constexpr static Vector4<T> operator*(const Matrix4x4<T>& m, const Vector4<T>& v)
{
auto const& elements = m.elements();
return Vector4<T>(
v.x() * elements[0][0] + v.y() * elements[0][1] + v.z() * elements[0][2] + v.w() * elements[0][3],
v.x() * elements[1][0] + v.y() * elements[1][1] + v.z() * elements[1][2] + v.w() * elements[1][3],
v.x() * elements[2][0] + v.y() * elements[2][1] + v.z() * elements[2][2] + v.w() * elements[2][3],
v.x() * elements[3][0] + v.y() * elements[3][1] + v.z() * elements[3][2] + v.w() * elements[3][3]);
}
template<typename T>
constexpr static Vector3<T> transform_point(const Matrix4x4<T>& m, const Vector3<T>& p)
{
auto const& elements = m.elements();
return Vector3<T>(
p.x() * elements[0][0] + p.y() * elements[0][1] + p.z() * elements[0][2] + elements[0][3],
p.x() * elements[1][0] + p.y() * elements[1][1] + p.z() * elements[1][2] + elements[1][3],
p.x() * elements[2][0] + p.y() * elements[2][1] + p.z() * elements[2][2] + elements[2][3]);
}
template<typename T>
constexpr static Vector3<T> transform_direction(const Matrix4x4<T>& m, const Vector3<T>& d)
{
auto const& elements = m.elements();
return Vector3<T>(
d.x() * elements[0][0] + d.y() * elements[0][1] + d.z() * elements[0][2],
d.x() * elements[1][0] + d.y() * elements[1][1] + d.z() * elements[1][2],
d.x() * elements[2][0] + d.y() * elements[2][1] + d.z() * elements[2][2]);
}
template<typename T>
constexpr static Matrix4x4<T> translation_matrix(const Vector3<T>& p)
{
return Matrix4x4<T>(
1, 0, 0, p.x(),
0, 1, 0, p.y(),
0, 0, 1, p.z(),
0, 0, 0, 1);
}
template<typename T>
constexpr static Matrix4x4<T> scale_matrix(const Vector3<T>& s)
{
return Matrix4x4<T>(
s.x(), 0, 0, 0,
0, s.y(), 0, 0,
0, 0, s.z(), 0,
0, 0, 0, 1);
}
template<typename T>
constexpr static Matrix4x4<T> rotation_matrix(const Vector3<T>& axis, T angle)
{
T c = AK::cos(angle);
T s = AK::sin(angle);
T t = 1 - c;
T x = axis.x();
T y = axis.y();
T z = axis.z();
return Matrix4x4<T>(
t * x * x + c, t * x * y - z * s, t * x * z + y * s, 0,
t * x * y + z * s, t * y * y + c, t * y * z - x * s, 0,
t * x * z - y * s, t * y * z + x * s, t * z * z + c, 0,
0, 0, 0, 1);
}
typedef Matrix4x4<float> FloatMatrix4x4;
typedef Matrix4x4<double> DoubleMatrix4x4;
}
using Gfx::DoubleMatrix4x4;
using Gfx::FloatMatrix4x4;
using Gfx::Matrix4x4;