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include/testbed/framework/mat44.h
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include/testbed/framework/mat44.h
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef MAT44_H
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#define MAT44_H
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#include <bounce\bounce.h>
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struct Vec4
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{
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Vec4() { }
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Vec4(float32 _x, float32 _y, float32 _z, float32 _w) : x(_x), y(_y), z(_z), w(_w) { }
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void SetZero()
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{
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x = y = z = w = 0.0f;
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}
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void Set(float32 _x, float32 _y, float32 _z, float32 _w)
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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}
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float32 x, y, z, w;
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};
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inline Vec4 operator+(const Vec4& a, const Vec4& b)
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{
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return Vec4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
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}
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inline Vec4 operator*(float32 s, const Vec4& v)
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{
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return Vec4(s * v.x, s * v.y, s * v.z, s * v.w);
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}
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struct Mat44
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{
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Mat44() { }
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Mat44(const Vec4& _x, const Vec4& _y, const Vec4& _z, const Vec4& _w) : x(_x), y(_y), z(_z), w(_w) { }
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void SetIdentity()
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{
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x.Set(1.0f, 0.0f, 0.0f, 0.0f);
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y.Set(0.0f, 1.0f, 0.0f, 0.0f);
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z.Set(0.0f, 0.0f, 1.0f, 0.0f);
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w.Set(0.0f, 0.0f, 0.0f, 1.0f);
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}
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Vec4 x, y, z, w;
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};
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inline Vec4 operator*(const Mat44& A, const Vec4& v)
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{
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return v.x * A.x + v.y * A.y + v.z * A.z + v.w * A.w;
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}
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inline b3Vec3 operator*(const Mat44& A, const b3Vec3& v)
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{
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Vec4 q = v.x * A.x + v.y * A.y + v.z * A.z + A.w;
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return b3Vec3(q.x, q.y, q.z);
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}
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inline Mat44 operator*(const Mat44& A, const Mat44& B)
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{
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return Mat44(A * B.x, A * B.y, A * B.z, A * B.w);
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}
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inline Mat44 GetMat44(const b3Transform& T)
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{
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return Mat44(
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Vec4(T.rotation.x.x, T.rotation.x.y, T.rotation.x.z, 0.0f),
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Vec4(T.rotation.y.x, T.rotation.y.y, T.rotation.y.z, 0.0f),
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Vec4(T.rotation.z.x, T.rotation.z.y, T.rotation.z.z, 0.0f),
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Vec4(T.position.x, T.position.y, T.position.z, 1.0f));
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}
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inline b3Transform GetTransform(const Mat44& T)
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{
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b3Transform xf;
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xf.rotation.x.Set(T.x.x, T.x.y, T.x.z);
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xf.rotation.y.Set(T.y.x, T.y.y, T.y.z);
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xf.rotation.z.Set(T.z.x, T.z.y, T.z.z);
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xf.position.Set(T.w.x, T.w.y, T.w.z);
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return xf;
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}
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inline float32 RandomFloat(float32 a, float32 b)
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{
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float32 x = float32(rand()) / float32(RAND_MAX);
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float32 diff = b - a;
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float32 r = x * diff;
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return a + r;
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}
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struct Ray3
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{
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b3Vec3 Start() const
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{
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return origin;
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}
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b3Vec3 End() const
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{
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return origin + fraction * direction;
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}
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b3Vec3 direction;
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b3Vec3 origin;
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float32 fraction;
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};
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#endif
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