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