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| 1452 | chris | 1 | #region --- License --- |
| 2 | /* |
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| 3 | Copyright (c) 2006 - 2008 The Open Toolkit library. |
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| 4 | |||
| 5 | Permission is hereby granted, free of charge, to any person obtaining a copy of |
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| 6 | this software and associated documentation files (the "Software"), to deal in |
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| 7 | the Software without restriction, including without limitation the rights to |
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| 8 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies |
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| 9 | of the Software, and to permit persons to whom the Software is furnished to do |
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| 10 | so, subject to the following conditions: |
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| 11 | |||
| 12 | The above copyright notice and this permission notice shall be included in all |
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| 13 | copies or substantial portions of the Software. |
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| 14 | |||
| 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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| 21 | SOFTWARE. |
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| 22 | */ |
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| 23 | #endregion |
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| 24 | |||
| 25 | using System; |
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| 26 | using System.Runtime.InteropServices; |
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| 27 | |||
| 28 | namespace OpenTK |
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| 29 | { |
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| 30 | /// <summary> |
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| 31 | /// Represents a 4x4 Matrix |
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| 32 | /// </summary> |
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| 33 | [Serializable] |
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| 34 | [StructLayout(LayoutKind.Sequential)] |
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| 35 | public struct Matrix4 : IEquatable<Matrix4> |
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| 36 | { |
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| 37 | #region Fields |
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| 38 | |||
| 39 | /// <summary> |
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| 40 | /// Top row of the matrix |
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| 41 | /// </summary> |
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| 42 | public Vector4 Row0; |
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| 43 | /// <summary> |
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| 44 | /// 2nd row of the matrix |
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| 45 | /// </summary> |
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| 46 | public Vector4 Row1; |
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| 47 | /// <summary> |
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| 48 | /// 3rd row of the matrix |
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| 49 | /// </summary> |
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| 50 | public Vector4 Row2; |
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| 51 | /// <summary> |
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| 52 | /// Bottom row of the matrix |
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| 53 | /// </summary> |
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| 54 | public Vector4 Row3; |
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| 55 | |||
| 56 | /// <summary> |
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| 57 | /// The identity matrix |
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| 58 | /// </summary> |
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| 59 | public static Matrix4 Identity = new Matrix4(Vector4.UnitX, Vector4.UnitY, Vector4.UnitZ, Vector4.UnitW); |
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| 60 | |||
| 61 | #endregion |
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| 62 | |||
| 63 | #region Constructors |
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| 64 | |||
| 65 | /// <summary> |
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| 66 | /// Constructs a new instance. |
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| 67 | /// </summary> |
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| 68 | /// <param name="row0">Top row of the matrix</param> |
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| 69 | /// <param name="row1">Second row of the matrix</param> |
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| 70 | /// <param name="row2">Third row of the matrix</param> |
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| 71 | /// <param name="row3">Bottom row of the matrix</param> |
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| 72 | public Matrix4(Vector4 row0, Vector4 row1, Vector4 row2, Vector4 row3) |
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| 73 | { |
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| 74 | Row0 = row0; |
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| 75 | Row1 = row1; |
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| 76 | Row2 = row2; |
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| 77 | Row3 = row3; |
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| 78 | } |
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| 79 | |||
| 80 | /// <summary> |
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| 81 | /// Constructs a new instance. |
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| 82 | /// </summary> |
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| 83 | /// <param name="m00">First item of the first row of the matrix.</param> |
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| 84 | /// <param name="m01">Second item of the first row of the matrix.</param> |
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| 85 | /// <param name="m02">Third item of the first row of the matrix.</param> |
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| 86 | /// <param name="m03">Fourth item of the first row of the matrix.</param> |
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| 87 | /// <param name="m10">First item of the second row of the matrix.</param> |
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| 88 | /// <param name="m11">Second item of the second row of the matrix.</param> |
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| 89 | /// <param name="m12">Third item of the second row of the matrix.</param> |
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| 90 | /// <param name="m13">Fourth item of the second row of the matrix.</param> |
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| 91 | /// <param name="m20">First item of the third row of the matrix.</param> |
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| 92 | /// <param name="m21">Second item of the third row of the matrix.</param> |
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| 93 | /// <param name="m22">Third item of the third row of the matrix.</param> |
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| 94 | /// <param name="m23">First item of the third row of the matrix.</param> |
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| 95 | /// <param name="m30">Fourth item of the fourth row of the matrix.</param> |
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| 96 | /// <param name="m31">Second item of the fourth row of the matrix.</param> |
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| 97 | /// <param name="m32">Third item of the fourth row of the matrix.</param> |
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| 98 | /// <param name="m33">Fourth item of the fourth row of the matrix.</param> |
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| 99 | public Matrix4( |
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| 100 | float m00, float m01, float m02, float m03, |
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| 101 | float m10, float m11, float m12, float m13, |
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| 102 | float m20, float m21, float m22, float m23, |
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| 103 | float m30, float m31, float m32, float m33) |
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| 104 | { |
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| 105 | Row0 = new Vector4(m00, m01, m02, m03); |
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| 106 | Row1 = new Vector4(m10, m11, m12, m13); |
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| 107 | Row2 = new Vector4(m20, m21, m22, m23); |
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| 108 | Row3 = new Vector4(m30, m31, m32, m33); |
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| 109 | } |
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| 110 | |||
| 111 | #endregion |
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| 112 | |||
| 113 | #region Public Members |
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| 114 | |||
| 115 | #region Properties |
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| 116 | |||
| 117 | /// <summary> |
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| 118 | /// The determinant of this matrix |
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| 119 | /// </summary> |
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| 120 | public float Determinant |
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| 121 | { |
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| 122 | get |
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| 123 | { |
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| 124 | return |
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| 125 | Row0.X * Row1.Y * Row2.Z * Row3.W - Row0.X * Row1.Y * Row2.W * Row3.Z + Row0.X * Row1.Z * Row2.W * Row3.Y - Row0.X * Row1.Z * Row2.Y * Row3.W |
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| 126 | + Row0.X * Row1.W * Row2.Y * Row3.Z - Row0.X * Row1.W * Row2.Z * Row3.Y - Row0.Y * Row1.Z * Row2.W * Row3.X + Row0.Y * Row1.Z * Row2.X * Row3.W |
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| 127 | - Row0.Y * Row1.W * Row2.X * Row3.Z + Row0.Y * Row1.W * Row2.Z * Row3.X - Row0.Y * Row1.X * Row2.Z * Row3.W + Row0.Y * Row1.X * Row2.W * Row3.Z |
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| 128 | + Row0.Z * Row1.W * Row2.X * Row3.Y - Row0.Z * Row1.W * Row2.Y * Row3.X + Row0.Z * Row1.X * Row2.Y * Row3.W - Row0.Z * Row1.X * Row2.W * Row3.Y |
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| 129 | + Row0.Z * Row1.Y * Row2.W * Row3.X - Row0.Z * Row1.Y * Row2.X * Row3.W - Row0.W * Row1.X * Row2.Y * Row3.Z + Row0.W * Row1.X * Row2.Z * Row3.Y |
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| 130 | - Row0.W * Row1.Y * Row2.Z * Row3.X + Row0.W * Row1.Y * Row2.X * Row3.Z - Row0.W * Row1.Z * Row2.X * Row3.Y + Row0.W * Row1.Z * Row2.Y * Row3.X; |
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| 131 | } |
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| 132 | } |
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| 133 | |||
| 134 | /// <summary> |
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| 135 | /// The first column of this matrix |
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| 136 | /// </summary> |
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| 137 | public Vector4 Column0 |
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| 138 | { |
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| 139 | get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); } |
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| 140 | } |
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| 141 | |||
| 142 | /// <summary> |
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| 143 | /// The second column of this matrix |
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| 144 | /// </summary> |
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| 145 | public Vector4 Column1 |
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| 146 | { |
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| 147 | get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.Y); } |
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| 148 | } |
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| 149 | |||
| 150 | /// <summary> |
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| 151 | /// The third column of this matrix |
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| 152 | /// </summary> |
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| 153 | public Vector4 Column2 |
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| 154 | { |
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| 155 | get { return new Vector4(Row0.Z, Row1.Z, Row2.Z, Row3.Z); } |
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| 156 | } |
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| 157 | |||
| 158 | /// <summary> |
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| 159 | /// The fourth column of this matrix |
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| 160 | /// </summary> |
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| 161 | public Vector4 Column3 |
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| 162 | { |
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| 163 | get { return new Vector4(Row0.W, Row1.W, Row2.W, Row3.W); } |
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| 164 | } |
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| 165 | |||
| 166 | /// <summary> |
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| 167 | /// Gets or sets the value at row 1, column 1 of this instance. |
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| 168 | /// </summary> |
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| 169 | public float M11 { get { return Row0.X; } set { Row0.X = value; } } |
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| 170 | |||
| 171 | /// <summary> |
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| 172 | /// Gets or sets the value at row 1, column 2 of this instance. |
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| 173 | /// </summary> |
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| 174 | public float M12 { get { return Row0.Y; } set { Row0.Y = value; } } |
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| 175 | |||
| 176 | /// <summary> |
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| 177 | /// Gets or sets the value at row 1, column 3 of this instance. |
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| 178 | /// </summary> |
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| 179 | public float M13 { get { return Row0.Z; } set { Row0.Z = value; } } |
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| 180 | |||
| 181 | /// <summary> |
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| 182 | /// Gets or sets the value at row 1, column 4 of this instance. |
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| 183 | /// </summary> |
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| 184 | public float M14 { get { return Row0.W; } set { Row0.W = value; } } |
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| 185 | |||
| 186 | /// <summary> |
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| 187 | /// Gets or sets the value at row 2, column 1 of this instance. |
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| 188 | /// </summary> |
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| 189 | public float M21 { get { return Row1.X; } set { Row1.X = value; } } |
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| 190 | |||
| 191 | /// <summary> |
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| 192 | /// Gets or sets the value at row 2, column 2 of this instance. |
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| 193 | /// </summary> |
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| 194 | public float M22 { get { return Row1.Y; } set { Row1.Y = value; } } |
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| 195 | |||
| 196 | /// <summary> |
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| 197 | /// Gets or sets the value at row 2, column 3 of this instance. |
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| 198 | /// </summary> |
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| 199 | public float M23 { get { return Row1.Z; } set { Row1.Z = value; } } |
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| 200 | |||
| 201 | /// <summary> |
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| 202 | /// Gets or sets the value at row 2, column 4 of this instance. |
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| 203 | /// </summary> |
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| 204 | public float M24 { get { return Row1.W; } set { Row1.W = value; } } |
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| 205 | |||
| 206 | /// <summary> |
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| 207 | /// Gets or sets the value at row 3, column 1 of this instance. |
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| 208 | /// </summary> |
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| 209 | public float M31 { get { return Row2.X; } set { Row2.X = value; } } |
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| 210 | |||
| 211 | /// <summary> |
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| 212 | /// Gets or sets the value at row 3, column 2 of this instance. |
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| 213 | /// </summary> |
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| 214 | public float M32 { get { return Row2.Y; } set { Row2.Y = value; } } |
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| 215 | |||
| 216 | /// <summary> |
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| 217 | /// Gets or sets the value at row 3, column 3 of this instance. |
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| 218 | /// </summary> |
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| 219 | public float M33 { get { return Row2.Z; } set { Row2.Z = value; } } |
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| 220 | |||
| 221 | /// <summary> |
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| 222 | /// Gets or sets the value at row 3, column 4 of this instance. |
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| 223 | /// </summary> |
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| 224 | public float M34 { get { return Row2.W; } set { Row2.W = value; } } |
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| 225 | |||
| 226 | /// <summary> |
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| 227 | /// Gets or sets the value at row 4, column 1 of this instance. |
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| 228 | /// </summary> |
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| 229 | public float M41 { get { return Row3.X; } set { Row3.X = value; } } |
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| 230 | |||
| 231 | /// <summary> |
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| 232 | /// Gets or sets the value at row 4, column 2 of this instance. |
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| 233 | /// </summary> |
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| 234 | public float M42 { get { return Row3.Y; } set { Row3.Y = value; } } |
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| 235 | |||
| 236 | /// <summary> |
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| 237 | /// Gets or sets the value at row 4, column 3 of this instance. |
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| 238 | /// </summary> |
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| 239 | public float M43 { get { return Row3.Z; } set { Row3.Z = value; } } |
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| 240 | |||
| 241 | /// <summary> |
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| 242 | /// Gets or sets the value at row 4, column 4 of this instance. |
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| 243 | /// </summary> |
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| 244 | public float M44 { get { return Row3.W; } set { Row3.W = value; } } |
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| 245 | |||
| 246 | #endregion |
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| 247 | |||
| 248 | #region Instance |
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| 249 | |||
| 250 | #region public void Invert() |
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| 251 | |||
| 252 | /// <summary> |
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| 253 | /// Converts this instance into its inverse. |
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| 254 | /// </summary> |
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| 255 | public void Invert() |
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| 256 | { |
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| 257 | this = Matrix4.Invert(this); |
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| 258 | } |
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| 259 | |||
| 260 | #endregion |
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| 261 | |||
| 262 | #region public void Transpose() |
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| 263 | |||
| 264 | /// <summary> |
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| 265 | /// Converts this instance into its transpose. |
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| 266 | /// </summary> |
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| 267 | public void Transpose() |
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| 268 | { |
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| 269 | this = Matrix4.Transpose(this); |
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| 270 | } |
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| 271 | |||
| 272 | #endregion |
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| 273 | |||
| 274 | #endregion |
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| 275 | |||
| 276 | #region Static |
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| 277 | |||
| 278 | #region CreateFromAxisAngle |
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| 279 | |||
| 280 | /// <summary> |
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| 281 | /// Build a rotation matrix from the specified axis/angle rotation. |
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| 282 | /// </summary> |
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| 283 | /// <param name="axis">The axis to rotate about.</param> |
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| 284 | /// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param> |
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| 285 | /// <param name="result">A matrix instance.</param> |
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| 286 | public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix4 result) |
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| 287 | { |
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| 288 | float cos = (float)System.Math.Cos(-angle); |
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| 289 | float sin = (float)System.Math.Sin(-angle); |
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| 290 | float t = 1.0f - cos; |
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| 291 | |||
| 292 | axis.Normalize(); |
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| 293 | |||
| 294 | result = new Matrix4(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0f, |
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| 295 | t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0f, |
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| 296 | t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0f, |
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| 297 | 0, 0, 0, 1); |
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| 298 | } |
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| 299 | |||
| 300 | /// <summary> |
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| 301 | /// Build a rotation matrix from the specified axis/angle rotation. |
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| 302 | /// </summary> |
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| 303 | /// <param name="axis">The axis to rotate about.</param> |
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| 304 | /// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param> |
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| 305 | /// <returns>A matrix instance.</returns> |
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| 306 | public static Matrix4 CreateFromAxisAngle(Vector3 axis, float angle) |
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| 307 | { |
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| 308 | Matrix4 result; |
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| 309 | CreateFromAxisAngle(axis, angle, out result); |
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| 310 | return result; |
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| 311 | } |
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| 312 | |||
| 313 | #endregion |
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| 314 | |||
| 315 | #region CreateRotation[XYZ] |
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| 316 | |||
| 317 | /// <summary> |
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| 318 | /// Builds a rotation matrix for a rotation around the x-axis. |
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| 319 | /// </summary> |
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| 320 | /// <param name="angle">The counter-clockwise angle in radians.</param> |
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| 321 | /// <param name="result">The resulting Matrix4 instance.</param> |
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| 322 | public static void CreateRotationX(float angle, out Matrix4 result) |
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| 323 | { |
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| 324 | float cos = (float)System.Math.Cos(angle); |
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| 325 | float sin = (float)System.Math.Sin(angle); |
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| 326 | |||
| 327 | result.Row0 = Vector4.UnitX; |
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| 328 | result.Row1 = new Vector4(0.0f, cos, sin, 0.0f); |
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| 329 | result.Row2 = new Vector4(0.0f, -sin, cos, 0.0f); |
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| 330 | result.Row3 = Vector4.UnitW; |
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| 331 | } |
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| 332 | |||
| 333 | /// <summary> |
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| 334 | /// Builds a rotation matrix for a rotation around the x-axis. |
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| 335 | /// </summary> |
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| 336 | /// <param name="angle">The counter-clockwise angle in radians.</param> |
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| 337 | /// <returns>The resulting Matrix4 instance.</returns> |
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| 338 | public static Matrix4 CreateRotationX(float angle) |
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| 339 | { |
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| 340 | Matrix4 result; |
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| 341 | CreateRotationX(angle, out result); |
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| 342 | return result; |
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| 343 | } |
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| 344 | |||
| 345 | /// <summary> |
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| 346 | /// Builds a rotation matrix for a rotation around the y-axis. |
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| 347 | /// </summary> |
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| 348 | /// <param name="angle">The counter-clockwise angle in radians.</param> |
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| 349 | /// <param name="result">The resulting Matrix4 instance.</param> |
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| 350 | public static void CreateRotationY(float angle, out Matrix4 result) |
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| 351 | { |
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| 352 | float cos = (float)System.Math.Cos(angle); |
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| 353 | float sin = (float)System.Math.Sin(angle); |
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| 354 | |||
| 355 | result.Row0 = new Vector4(cos, 0.0f, -sin, 0.0f); |
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| 356 | result.Row1 = Vector4.UnitY; |
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| 357 | result.Row2 = new Vector4(sin, 0.0f, cos, 0.0f); |
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| 358 | result.Row3 = Vector4.UnitW; |
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| 359 | } |
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| 360 | |||
| 361 | /// <summary> |
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| 362 | /// Builds a rotation matrix for a rotation around the y-axis. |
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| 363 | /// </summary> |
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| 364 | /// <param name="angle">The counter-clockwise angle in radians.</param> |
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| 365 | /// <returns>The resulting Matrix4 instance.</returns> |
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| 366 | public static Matrix4 CreateRotationY(float angle) |
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| 367 | { |
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| 368 | Matrix4 result; |
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| 369 | CreateRotationY(angle, out result); |
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| 370 | return result; |
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| 371 | } |
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| 372 | |||
| 373 | /// <summary> |
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| 374 | /// Builds a rotation matrix for a rotation around the z-axis. |
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| 375 | /// </summary> |
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| 376 | /// <param name="angle">The counter-clockwise angle in radians.</param> |
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| 377 | /// <param name="result">The resulting Matrix4 instance.</param> |
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| 378 | public static void CreateRotationZ(float angle, out Matrix4 result) |
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| 379 | { |
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| 380 | float cos = (float)System.Math.Cos(angle); |
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| 381 | float sin = (float)System.Math.Sin(angle); |
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| 382 | |||
| 383 | result.Row0 = new Vector4(cos, sin, 0.0f, 0.0f); |
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| 384 | result.Row1 = new Vector4(-sin, cos, 0.0f, 0.0f); |
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| 385 | result.Row2 = Vector4.UnitZ; |
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| 386 | result.Row3 = Vector4.UnitW; |
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| 387 | } |
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| 388 | |||
| 389 | /// <summary> |
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| 390 | /// Builds a rotation matrix for a rotation around the z-axis. |
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| 391 | /// </summary> |
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| 392 | /// <param name="angle">The counter-clockwise angle in radians.</param> |
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| 393 | /// <returns>The resulting Matrix4 instance.</returns> |
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| 394 | public static Matrix4 CreateRotationZ(float angle) |
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| 395 | { |
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| 396 | Matrix4 result; |
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| 397 | CreateRotationZ(angle, out result); |
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| 398 | return result; |
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| 399 | } |
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| 400 | |||
| 401 | #endregion |
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| 402 | |||
| 403 | #region CreateTranslation |
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| 404 | |||
| 405 | /// <summary> |
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| 406 | /// Creates a translation matrix. |
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| 407 | /// </summary> |
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| 408 | /// <param name="x">X translation.</param> |
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| 409 | /// <param name="y">Y translation.</param> |
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| 410 | /// <param name="z">Z translation.</param> |
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| 411 | /// <param name="result">The resulting Matrix4 instance.</param> |
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| 412 | public static void CreateTranslation(float x, float y, float z, out Matrix4 result) |
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| 413 | { |
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| 414 | result = Identity; |
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| 415 | result.Row3 = new Vector4(x, y, z, 1); |
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| 416 | } |
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| 417 | |||
| 418 | /// <summary> |
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| 419 | /// Creates a translation matrix. |
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| 420 | /// </summary> |
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| 421 | /// <param name="vector">The translation vector.</param> |
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| 422 | /// <param name="result">The resulting Matrix4 instance.</param> |
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| 423 | public static void CreateTranslation(ref Vector3 vector, out Matrix4 result) |
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| 424 | { |
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| 425 | result = Identity; |
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| 426 | result.Row3 = new Vector4(vector.X, vector.Y, vector.Z, 1); |
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| 427 | } |
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| 428 | |||
| 429 | /// <summary> |
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| 430 | /// Creates a translation matrix. |
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| 431 | /// </summary> |
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| 432 | /// <param name="x">X translation.</param> |
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| 433 | /// <param name="y">Y translation.</param> |
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| 434 | /// <param name="z">Z translation.</param> |
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| 435 | /// <returns>The resulting Matrix4 instance.</returns> |
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| 436 | public static Matrix4 CreateTranslation(float x, float y, float z) |
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| 437 | { |
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| 438 | Matrix4 result; |
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| 439 | CreateTranslation(x, y, z, out result); |
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| 440 | return result; |
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| 441 | } |
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| 442 | |||
| 443 | /// <summary> |
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| 444 | /// Creates a translation matrix. |
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| 445 | /// </summary> |
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| 446 | /// <param name="vector">The translation vector.</param> |
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| 447 | /// <returns>The resulting Matrix4 instance.</returns> |
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| 448 | public static Matrix4 CreateTranslation(Vector3 vector) |
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| 449 | { |
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| 450 | Matrix4 result; |
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| 451 | CreateTranslation(vector.X, vector.Y, vector.Z, out result); |
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| 452 | return result; |
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| 453 | } |
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| 454 | |||
| 455 | #endregion |
||
| 456 | |||
| 457 | #region CreateOrthographic |
||
| 458 | |||
| 459 | /// <summary> |
||
| 460 | /// Creates an orthographic projection matrix. |
||
| 461 | /// </summary> |
||
| 462 | /// <param name="width">The width of the projection volume.</param> |
||
| 463 | /// <param name="height">The height of the projection volume.</param> |
||
| 464 | /// <param name="zNear">The near edge of the projection volume.</param> |
||
| 465 | /// <param name="zFar">The far edge of the projection volume.</param> |
||
| 466 | /// <param name="result">The resulting Matrix4 instance.</param> |
||
| 467 | public static void CreateOrthographic(float width, float height, float zNear, float zFar, out Matrix4 result) |
||
| 468 | { |
||
| 469 | CreateOrthographicOffCenter(-width / 2, width / 2, -height / 2, height / 2, zNear, zFar, out result); |
||
| 470 | } |
||
| 471 | |||
| 472 | /// <summary> |
||
| 473 | /// Creates an orthographic projection matrix. |
||
| 474 | /// </summary> |
||
| 475 | /// <param name="width">The width of the projection volume.</param> |
||
| 476 | /// <param name="height">The height of the projection volume.</param> |
||
| 477 | /// <param name="zNear">The near edge of the projection volume.</param> |
||
| 478 | /// <param name="zFar">The far edge of the projection volume.</param> |
||
| 479 | /// <rereturns>The resulting Matrix4 instance.</rereturns> |
||
| 480 | public static Matrix4 CreateOrthographic(float width, float height, float zNear, float zFar) |
||
| 481 | { |
||
| 482 | Matrix4 result; |
||
| 483 | CreateOrthographicOffCenter(-width / 2, width / 2, -height / 2, height / 2, zNear, zFar, out result); |
||
| 484 | return result; |
||
| 485 | } |
||
| 486 | |||
| 487 | #endregion |
||
| 488 | |||
| 489 | #region CreateOrthographicOffCenter |
||
| 490 | |||
| 491 | /// <summary> |
||
| 492 | /// Creates an orthographic projection matrix. |
||
| 493 | /// </summary> |
||
| 494 | /// <param name="left">The left edge of the projection volume.</param> |
||
| 495 | /// <param name="right">The right edge of the projection volume.</param> |
||
| 496 | /// <param name="bottom">The bottom edge of the projection volume.</param> |
||
| 497 | /// <param name="top">The top edge of the projection volume.</param> |
||
| 498 | /// <param name="zNear">The near edge of the projection volume.</param> |
||
| 499 | /// <param name="zFar">The far edge of the projection volume.</param> |
||
| 500 | /// <param name="result">The resulting Matrix4 instance.</param> |
||
| 501 | public static void CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result) |
||
| 502 | { |
||
| 503 | result = new Matrix4(); |
||
| 504 | |||
| 505 | float invRL = 1 / (right - left); |
||
| 506 | float invTB = 1 / (top - bottom); |
||
| 507 | float invFN = 1 / (zFar - zNear); |
||
| 508 | |||
| 509 | result.M11 = 2 * invRL; |
||
| 510 | result.M22 = 2 * invTB; |
||
| 511 | result.M33 = -2 * invFN; |
||
| 512 | |||
| 513 | result.M41 = -(right + left) * invRL; |
||
| 514 | result.M42 = -(top + bottom) * invTB; |
||
| 515 | result.M43 = -(zFar + zNear) * invFN; |
||
| 516 | result.M44 = 1; |
||
| 517 | } |
||
| 518 | |||
| 519 | /// <summary> |
||
| 520 | /// Creates an orthographic projection matrix. |
||
| 521 | /// </summary> |
||
| 522 | /// <param name="left">The left edge of the projection volume.</param> |
||
| 523 | /// <param name="right">The right edge of the projection volume.</param> |
||
| 524 | /// <param name="bottom">The bottom edge of the projection volume.</param> |
||
| 525 | /// <param name="top">The top edge of the projection volume.</param> |
||
| 526 | /// <param name="zNear">The near edge of the projection volume.</param> |
||
| 527 | /// <param name="zFar">The far edge of the projection volume.</param> |
||
| 528 | /// <returns>The resulting Matrix4 instance.</returns> |
||
| 529 | public static Matrix4 CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar) |
||
| 530 | { |
||
| 531 | Matrix4 result; |
||
| 532 | CreateOrthographicOffCenter(left, right, bottom, top, zNear, zFar, out result); |
||
| 533 | return result; |
||
| 534 | } |
||
| 535 | |||
| 536 | #endregion |
||
| 537 | |||
| 538 | #region CreatePerspectiveFieldOfView |
||
| 539 | |||
| 540 | /// <summary> |
||
| 541 | /// Creates a perspective projection matrix. |
||
| 542 | /// </summary> |
||
| 543 | /// <param name="fovy">Angle of the field of view in the y direction (in radians)</param> |
||
| 544 | /// <param name="aspect">Aspect ratio of the view (width / height)</param> |
||
| 545 | /// <param name="zNear">Distance to the near clip plane</param> |
||
| 546 | /// <param name="zFar">Distance to the far clip plane</param> |
||
| 547 | /// <param name="result">A projection matrix that transforms camera space to raster space</param> |
||
| 548 | /// <exception cref="System.ArgumentOutOfRangeException"> |
||
| 549 | /// Thrown under the following conditions: |
||
| 550 | /// <list type="bullet"> |
||
| 551 | /// <item>fovy is zero, less than zero or larger than Math.PI</item> |
||
| 552 | /// <item>aspect is negative or zero</item> |
||
| 553 | /// <item>zNear is negative or zero</item> |
||
| 554 | /// <item>zFar is negative or zero</item> |
||
| 555 | /// <item>zNear is larger than zFar</item> |
||
| 556 | /// </list> |
||
| 557 | /// </exception> |
||
| 558 | public static void CreatePerspectiveFieldOfView(float fovy, float aspect, float zNear, float zFar, out Matrix4 result) |
||
| 559 | { |
||
| 560 | if (fovy <= 0 || fovy > Math.PI) |
||
| 561 | throw new ArgumentOutOfRangeException("fovy"); |
||
| 562 | if (aspect <= 0) |
||
| 563 | throw new ArgumentOutOfRangeException("aspect"); |
||
| 564 | if (zNear <= 0) |
||
| 565 | throw new ArgumentOutOfRangeException("zNear"); |
||
| 566 | if (zFar <= 0) |
||
| 567 | throw new ArgumentOutOfRangeException("zFar"); |
||
| 568 | if (zNear >= zFar) |
||
| 569 | throw new ArgumentOutOfRangeException("zNear"); |
||
| 570 | |||
| 571 | float yMax = zNear * (float)System.Math.Tan(0.5f * fovy); |
||
| 572 | float yMin = -yMax; |
||
| 573 | float xMin = yMin * aspect; |
||
| 574 | float xMax = yMax * aspect; |
||
| 575 | |||
| 576 | CreatePerspectiveOffCenter(xMin, xMax, yMin, yMax, zNear, zFar, out result); |
||
| 577 | } |
||
| 578 | |||
| 579 | /// <summary> |
||
| 580 | /// Creates a perspective projection matrix. |
||
| 581 | /// </summary> |
||
| 582 | /// <param name="fovy">Angle of the field of view in the y direction (in radians)</param> |
||
| 583 | /// <param name="aspect">Aspect ratio of the view (width / height)</param> |
||
| 584 | /// <param name="zNear">Distance to the near clip plane</param> |
||
| 585 | /// <param name="zFar">Distance to the far clip plane</param> |
||
| 586 | /// <returns>A projection matrix that transforms camera space to raster space</returns> |
||
| 587 | /// <exception cref="System.ArgumentOutOfRangeException"> |
||
| 588 | /// Thrown under the following conditions: |
||
| 589 | /// <list type="bullet"> |
||
| 590 | /// <item>fovy is zero, less than zero or larger than Math.PI</item> |
||
| 591 | /// <item>aspect is negative or zero</item> |
||
| 592 | /// <item>zNear is negative or zero</item> |
||
| 593 | /// <item>zFar is negative or zero</item> |
||
| 594 | /// <item>zNear is larger than zFar</item> |
||
| 595 | /// </list> |
||
| 596 | /// </exception> |
||
| 597 | public static Matrix4 CreatePerspectiveFieldOfView(float fovy, float aspect, float zNear, float zFar) |
||
| 598 | { |
||
| 599 | Matrix4 result; |
||
| 600 | CreatePerspectiveFieldOfView(fovy, aspect, zNear, zFar, out result); |
||
| 601 | return result; |
||
| 602 | } |
||
| 603 | |||
| 604 | #endregion |
||
| 605 | |||
| 606 | #region CreatePerspectiveOffCenter |
||
| 607 | |||
| 608 | /// <summary> |
||
| 609 | /// Creates an perspective projection matrix. |
||
| 610 | /// </summary> |
||
| 611 | /// <param name="left">Left edge of the view frustum</param> |
||
| 612 | /// <param name="right">Right edge of the view frustum</param> |
||
| 613 | /// <param name="bottom">Bottom edge of the view frustum</param> |
||
| 614 | /// <param name="top">Top edge of the view frustum</param> |
||
| 615 | /// <param name="zNear">Distance to the near clip plane</param> |
||
| 616 | /// <param name="zFar">Distance to the far clip plane</param> |
||
| 617 | /// <param name="result">A projection matrix that transforms camera space to raster space</param> |
||
| 618 | /// <exception cref="System.ArgumentOutOfRangeException"> |
||
| 619 | /// Thrown under the following conditions: |
||
| 620 | /// <list type="bullet"> |
||
| 621 | /// <item>zNear is negative or zero</item> |
||
| 622 | /// <item>zFar is negative or zero</item> |
||
| 623 | /// <item>zNear is larger than zFar</item> |
||
| 624 | /// </list> |
||
| 625 | /// </exception> |
||
| 626 | public static void CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result) |
||
| 627 | { |
||
| 628 | if (zNear <= 0) |
||
| 629 | throw new ArgumentOutOfRangeException("zNear"); |
||
| 630 | if (zFar <= 0) |
||
| 631 | throw new ArgumentOutOfRangeException("zFar"); |
||
| 632 | if (zNear >= zFar) |
||
| 633 | throw new ArgumentOutOfRangeException("zNear"); |
||
| 634 | |||
| 635 | float x = (2.0f * zNear) / (right - left); |
||
| 636 | float y = (2.0f * zNear) / (top - bottom); |
||
| 637 | float a = (right + left) / (right - left); |
||
| 638 | float b = (top + bottom) / (top - bottom); |
||
| 639 | float c = -(zFar + zNear) / (zFar - zNear); |
||
| 640 | float d = -(2.0f * zFar * zNear) / (zFar - zNear); |
||
| 641 | |||
| 642 | result = new Matrix4(x, 0, 0, 0, |
||
| 643 | 0, y, 0, 0, |
||
| 644 | a, b, c, -1, |
||
| 645 | 0, 0, d, 0); |
||
| 646 | } |
||
| 647 | |||
| 648 | /// <summary> |
||
| 649 | /// Creates an perspective projection matrix. |
||
| 650 | /// </summary> |
||
| 651 | /// <param name="left">Left edge of the view frustum</param> |
||
| 652 | /// <param name="right">Right edge of the view frustum</param> |
||
| 653 | /// <param name="bottom">Bottom edge of the view frustum</param> |
||
| 654 | /// <param name="top">Top edge of the view frustum</param> |
||
| 655 | /// <param name="zNear">Distance to the near clip plane</param> |
||
| 656 | /// <param name="zFar">Distance to the far clip plane</param> |
||
| 657 | /// <returns>A projection matrix that transforms camera space to raster space</returns> |
||
| 658 | /// <exception cref="System.ArgumentOutOfRangeException"> |
||
| 659 | /// Thrown under the following conditions: |
||
| 660 | /// <list type="bullet"> |
||
| 661 | /// <item>zNear is negative or zero</item> |
||
| 662 | /// <item>zFar is negative or zero</item> |
||
| 663 | /// <item>zNear is larger than zFar</item> |
||
| 664 | /// </list> |
||
| 665 | /// </exception> |
||
| 666 | public static Matrix4 CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar) |
||
| 667 | { |
||
| 668 | Matrix4 result; |
||
| 669 | CreatePerspectiveOffCenter(left, right, bottom, top, zNear, zFar, out result); |
||
| 670 | return result; |
||
| 671 | } |
||
| 672 | |||
| 673 | #endregion |
||
| 674 | |||
| 675 | #region Obsolete Functions |
||
| 676 | |||
| 677 | #region Translation Functions |
||
| 678 | |||
| 679 | /// <summary> |
||
| 680 | /// Builds a translation matrix. |
||
| 681 | /// </summary> |
||
| 682 | /// <param name="trans">The translation vector.</param> |
||
| 683 | /// <returns>A new Matrix4 instance.</returns> |
||
| 684 | [Obsolete("Use CreateTranslation instead.")] |
||
| 685 | public static Matrix4 Translation(Vector3 trans) |
||
| 686 | { |
||
| 687 | return Translation(trans.X, trans.Y, trans.Z); |
||
| 688 | } |
||
| 689 | |||
| 690 | /// <summary> |
||
| 691 | /// Build a translation matrix with the given translation |
||
| 692 | /// </summary> |
||
| 693 | /// <param name="x">X translation</param> |
||
| 694 | /// <param name="y">Y translation</param> |
||
| 695 | /// <param name="z">Z translation</param> |
||
| 696 | /// <returns>A Translation matrix</returns> |
||
| 697 | [Obsolete("Use CreateTranslation instead.")] |
||
| 698 | public static Matrix4 Translation(float x, float y, float z) |
||
| 699 | { |
||
| 700 | Matrix4 result = Identity; |
||
| 701 | result.Row3 = new Vector4(x, y, z, 1.0f); |
||
| 702 | return result; |
||
| 703 | } |
||
| 704 | |||
| 705 | #endregion |
||
| 706 | |||
| 707 | #endregion |
||
| 708 | |||
| 709 | #region Scale Functions |
||
| 710 | |||
| 711 | /// <summary> |
||
| 712 | /// Build a scaling matrix |
||
| 713 | /// </summary> |
||
| 714 | /// <param name="scale">Single scale factor for x,y and z axes</param> |
||
| 715 | /// <returns>A scaling matrix</returns> |
||
| 716 | public static Matrix4 Scale(float scale) |
||
| 717 | { |
||
| 718 | return Scale(scale, scale, scale); |
||
| 719 | } |
||
| 720 | |||
| 721 | /// <summary> |
||
| 722 | /// Build a scaling matrix |
||
| 723 | /// </summary> |
||
| 724 | /// <param name="scale">Scale factors for x,y and z axes</param> |
||
| 725 | /// <returns>A scaling matrix</returns> |
||
| 726 | public static Matrix4 Scale(Vector3 scale) |
||
| 727 | { |
||
| 728 | return Scale(scale.X, scale.Y, scale.Z); |
||
| 729 | } |
||
| 730 | |||
| 731 | /// <summary> |
||
| 732 | /// Build a scaling matrix |
||
| 733 | /// </summary> |
||
| 734 | /// <param name="x">Scale factor for x-axis</param> |
||
| 735 | /// <param name="y">Scale factor for y-axis</param> |
||
| 736 | /// <param name="z">Scale factor for z-axis</param> |
||
| 737 | /// <returns>A scaling matrix</returns> |
||
| 738 | public static Matrix4 Scale(float x, float y, float z) |
||
| 739 | { |
||
| 740 | Matrix4 result; |
||
| 741 | result.Row0 = Vector4.UnitX * x; |
||
| 742 | result.Row1 = Vector4.UnitY * y; |
||
| 743 | result.Row2 = Vector4.UnitZ * z; |
||
| 744 | result.Row3 = Vector4.UnitW; |
||
| 745 | return result; |
||
| 746 | } |
||
| 747 | |||
| 748 | #endregion |
||
| 749 | |||
| 750 | #region Rotation Functions |
||
| 751 | |||
| 752 | /// <summary> |
||
| 753 | /// Build a rotation matrix that rotates about the x-axis |
||
| 754 | /// </summary> |
||
| 755 | /// <param name="angle">angle in radians to rotate counter-clockwise around the x-axis</param> |
||
| 756 | /// <returns>A rotation matrix</returns> |
||
| 757 | [Obsolete("Use CreateRotationX instead.")] |
||
| 758 | public static Matrix4 RotateX(float angle) |
||
| 759 | { |
||
| 760 | float cos = (float)System.Math.Cos(angle); |
||
| 761 | float sin = (float)System.Math.Sin(angle); |
||
| 762 | |||
| 763 | Matrix4 result; |
||
| 764 | result.Row0 = Vector4.UnitX; |
||
| 765 | result.Row1 = new Vector4(0.0f, cos, sin, 0.0f); |
||
| 766 | result.Row2 = new Vector4(0.0f, -sin, cos, 0.0f); |
||
| 767 | result.Row3 = Vector4.UnitW; |
||
| 768 | return result; |
||
| 769 | } |
||
| 770 | |||
| 771 | /// <summary> |
||
| 772 | /// Build a rotation matrix that rotates about the y-axis |
||
| 773 | /// </summary> |
||
| 774 | /// <param name="angle">angle in radians to rotate counter-clockwise around the y-axis</param> |
||
| 775 | /// <returns>A rotation matrix</returns> |
||
| 776 | [Obsolete("Use CreateRotationY instead.")] |
||
| 777 | public static Matrix4 RotateY(float angle) |
||
| 778 | { |
||
| 779 | float cos = (float)System.Math.Cos(angle); |
||
| 780 | float sin = (float)System.Math.Sin(angle); |
||
| 781 | |||
| 782 | Matrix4 result; |
||
| 783 | result.Row0 = new Vector4(cos, 0.0f, -sin, 0.0f); |
||
| 784 | result.Row1 = Vector4.UnitY; |
||
| 785 | result.Row2 = new Vector4(sin, 0.0f, cos, 0.0f); |
||
| 786 | result.Row3 = Vector4.UnitW; |
||
| 787 | return result; |
||
| 788 | } |
||
| 789 | |||
| 790 | /// <summary> |
||
| 791 | /// Build a rotation matrix that rotates about the z-axis |
||
| 792 | /// </summary> |
||
| 793 | /// <param name="angle">angle in radians to rotate counter-clockwise around the z-axis</param> |
||
| 794 | /// <returns>A rotation matrix</returns> |
||
| 795 | [Obsolete("Use CreateRotationZ instead.")] |
||
| 796 | public static Matrix4 RotateZ(float angle) |
||
| 797 | { |
||
| 798 | float cos = (float)System.Math.Cos(angle); |
||
| 799 | float sin = (float)System.Math.Sin(angle); |
||
| 800 | |||
| 801 | Matrix4 result; |
||
| 802 | result.Row0 = new Vector4(cos, sin, 0.0f, 0.0f); |
||
| 803 | result.Row1 = new Vector4(-sin, cos, 0.0f, 0.0f); |
||
| 804 | result.Row2 = Vector4.UnitZ; |
||
| 805 | result.Row3 = Vector4.UnitW; |
||
| 806 | return result; |
||
| 807 | } |
||
| 808 | |||
| 809 | /// <summary> |
||
| 810 | /// Build a rotation matrix to rotate about the given axis |
||
| 811 | /// </summary> |
||
| 812 | /// <param name="axis">the axis to rotate about</param> |
||
| 813 | /// <param name="angle">angle in radians to rotate counter-clockwise (looking in the direction of the given axis)</param> |
||
| 814 | /// <returns>A rotation matrix</returns> |
||
| 815 | [Obsolete("Use CreateFromAxisAngle instead.")] |
||
| 816 | public static Matrix4 Rotate(Vector3 axis, float angle) |
||
| 817 | { |
||
| 818 | float cos = (float)System.Math.Cos(-angle); |
||
| 819 | float sin = (float)System.Math.Sin(-angle); |
||
| 820 | float t = 1.0f - cos; |
||
| 821 | |||
| 822 | axis.Normalize(); |
||
| 823 | |||
| 824 | Matrix4 result; |
||
| 825 | result.Row0 = new Vector4(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0f); |
||
| 826 | result.Row1 = new Vector4(t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0f); |
||
| 827 | result.Row2 = new Vector4(t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0f); |
||
| 828 | result.Row3 = Vector4.UnitW; |
||
| 829 | return result; |
||
| 830 | } |
||
| 831 | |||
| 832 | /// <summary> |
||
| 833 | /// Build a rotation matrix from a quaternion |
||
| 834 | /// </summary> |
||
| 835 | /// <param name="q">the quaternion</param> |
||
| 836 | /// <returns>A rotation matrix</returns> |
||
| 837 | public static Matrix4 Rotate(Quaternion q) |
||
| 838 | { |
||
| 839 | Vector3 axis; |
||
| 840 | float angle; |
||
| 841 | q.ToAxisAngle(out axis, out angle); |
||
| 842 | return CreateFromAxisAngle(axis, angle); |
||
| 843 | } |
||
| 844 | |||
| 845 | #endregion |
||
| 846 | |||
| 847 | #region Camera Helper Functions |
||
| 848 | |||
| 849 | /// <summary> |
||
| 850 | /// Build a world space to camera space matrix |
||
| 851 | /// </summary> |
||
| 852 | /// <param name="eye">Eye (camera) position in world space</param> |
||
| 853 | /// <param name="target">Target position in world space</param> |
||
| 854 | /// <param name="up">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param> |
||
| 855 | /// <returns>A Matrix4 that transforms world space to camera space</returns> |
||
| 856 | public static Matrix4 LookAt(Vector3 eye, Vector3 target, Vector3 up) |
||
| 857 | { |
||
| 858 | Vector3 z = Vector3.Normalize(eye - target); |
||
| 859 | Vector3 x = Vector3.Normalize(Vector3.Cross(up, z)); |
||
| 860 | Vector3 y = Vector3.Normalize(Vector3.Cross(z, x)); |
||
| 861 | |||
| 862 | Matrix4 rot = new Matrix4(new Vector4(x.X, y.X, z.X, 0.0f), |
||
| 863 | new Vector4(x.Y, y.Y, z.Y, 0.0f), |
||
| 864 | new Vector4(x.Z, y.Z, z.Z, 0.0f), |
||
| 865 | Vector4.UnitW); |
||
| 866 | |||
| 867 | Matrix4 trans = Matrix4.CreateTranslation(-eye); |
||
| 868 | |||
| 869 | return trans * rot; |
||
| 870 | } |
||
| 871 | |||
| 872 | /// <summary> |
||
| 873 | /// Build a world space to camera space matrix |
||
| 874 | /// </summary> |
||
| 875 | /// <param name="eyeX">Eye (camera) position in world space</param> |
||
| 876 | /// <param name="eyeY">Eye (camera) position in world space</param> |
||
| 877 | /// <param name="eyeZ">Eye (camera) position in world space</param> |
||
| 878 | /// <param name="targetX">Target position in world space</param> |
||
| 879 | /// <param name="targetY">Target position in world space</param> |
||
| 880 | /// <param name="targetZ">Target position in world space</param> |
||
| 881 | /// <param name="upX">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param> |
||
| 882 | /// <param name="upY">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param> |
||
| 883 | /// <param name="upZ">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param> |
||
| 884 | /// <returns>A Matrix4 that transforms world space to camera space</returns> |
||
| 885 | public static Matrix4 LookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ) |
||
| 886 | { |
||
| 887 | return LookAt(new Vector3(eyeX, eyeY, eyeZ), new Vector3(targetX, targetY, targetZ), new Vector3(upX, upY, upZ)); |
||
| 888 | } |
||
| 889 | |||
| 890 | /// <summary> |
||
| 891 | /// Build a projection matrix |
||
| 892 | /// </summary> |
||
| 893 | /// <param name="left">Left edge of the view frustum</param> |
||
| 894 | /// <param name="right">Right edge of the view frustum</param> |
||
| 895 | /// <param name="bottom">Bottom edge of the view frustum</param> |
||
| 896 | /// <param name="top">Top edge of the view frustum</param> |
||
| 897 | /// <param name="near">Distance to the near clip plane</param> |
||
| 898 | /// <param name="far">Distance to the far clip plane</param> |
||
| 899 | /// <returns>A projection matrix that transforms camera space to raster space</returns> |
||
| 900 | [Obsolete("Use CreatePerspectiveOffCenter instead.")] |
||
| 901 | public static Matrix4 Frustum(float left, float right, float bottom, float top, float near, float far) |
||
| 902 | { |
||
| 903 | float invRL = 1.0f / (right - left); |
||
| 904 | float invTB = 1.0f / (top - bottom); |
||
| 905 | float invFN = 1.0f / (far - near); |
||
| 906 | return new Matrix4(new Vector4(2.0f * near * invRL, 0.0f, 0.0f, 0.0f), |
||
| 907 | new Vector4(0.0f, 2.0f * near * invTB, 0.0f, 0.0f), |
||
| 908 | new Vector4((right + left) * invRL, (top + bottom) * invTB, -(far + near) * invFN, -1.0f), |
||
| 909 | new Vector4(0.0f, 0.0f, -2.0f * far * near * invFN, 0.0f)); |
||
| 910 | } |
||
| 911 | |||
| 912 | /// <summary> |
||
| 913 | /// Build a projection matrix |
||
| 914 | /// </summary> |
||
| 915 | /// <param name="fovy">Angle of the field of view in the y direction (in radians)</param> |
||
| 916 | /// <param name="aspect">Aspect ratio of the view (width / height)</param> |
||
| 917 | /// <param name="near">Distance to the near clip plane</param> |
||
| 918 | /// <param name="far">Distance to the far clip plane</param> |
||
| 919 | /// <returns>A projection matrix that transforms camera space to raster space</returns> |
||
| 920 | [Obsolete("Use CreatePerspectiveFieldOfView instead.")] |
||
| 921 | public static Matrix4 Perspective(float fovy, float aspect, float near, float far) |
||
| 922 | { |
||
| 923 | float yMax = near * (float)System.Math.Tan(0.5f * fovy); |
||
| 924 | float yMin = -yMax; |
||
| 925 | float xMin = yMin * aspect; |
||
| 926 | float xMax = yMax * aspect; |
||
| 927 | |||
| 928 | return Frustum(xMin, xMax, yMin, yMax, near, far); |
||
| 929 | } |
||
| 930 | |||
| 931 | #endregion |
||
| 932 | |||
| 933 | #region Multiply Functions |
||
| 934 | |||
| 935 | /// <summary> |
||
| 936 | /// Multiplies two instances. |
||
| 937 | /// </summary> |
||
| 938 | /// <param name="left">The left operand of the multiplication.</param> |
||
| 939 | /// <param name="right">The right operand of the multiplication.</param> |
||
| 940 | /// <returns>A new instance that is the result of the multiplication</returns> |
||
| 941 | public static Matrix4 Mult(Matrix4 left, Matrix4 right) |
||
| 942 | { |
||
| 943 | Matrix4 result; |
||
| 944 | Mult(ref left, ref right, out result); |
||
| 945 | return result; |
||
| 946 | } |
||
| 947 | |||
| 948 | /// <summary> |
||
| 949 | /// Multiplies two instances. |
||
| 950 | /// </summary> |
||
| 951 | /// <param name="left">The left operand of the multiplication.</param> |
||
| 952 | /// <param name="right">The right operand of the multiplication.</param> |
||
| 953 | /// <param name="result">A new instance that is the result of the multiplication</param> |
||
| 954 | public static void Mult(ref Matrix4 left, ref Matrix4 right, out Matrix4 result) |
||
| 955 | { |
||
| 956 | result = new Matrix4( |
||
| 957 | left.M11 * right.M11 + left.M12 * right.M21 + left.M13 * right.M31 + left.M14 * right.M41, |
||
| 958 | left.M11 * right.M12 + left.M12 * right.M22 + left.M13 * right.M32 + left.M14 * right.M42, |
||
| 959 | left.M11 * right.M13 + left.M12 * right.M23 + left.M13 * right.M33 + left.M14 * right.M43, |
||
| 960 | left.M11 * right.M14 + left.M12 * right.M24 + left.M13 * right.M34 + left.M14 * right.M44, |
||
| 961 | left.M21 * right.M11 + left.M22 * right.M21 + left.M23 * right.M31 + left.M24 * right.M41, |
||
| 962 | left.M21 * right.M12 + left.M22 * right.M22 + left.M23 * right.M32 + left.M24 * right.M42, |
||
| 963 | left.M21 * right.M13 + left.M22 * right.M23 + left.M23 * right.M33 + left.M24 * right.M43, |
||
| 964 | left.M21 * right.M14 + left.M22 * right.M24 + left.M23 * right.M34 + left.M24 * right.M44, |
||
| 965 | left.M31 * right.M11 + left.M32 * right.M21 + left.M33 * right.M31 + left.M34 * right.M41, |
||
| 966 | left.M31 * right.M12 + left.M32 * right.M22 + left.M33 * right.M32 + left.M34 * right.M42, |
||
| 967 | left.M31 * right.M13 + left.M32 * right.M23 + left.M33 * right.M33 + left.M34 * right.M43, |
||
| 968 | left.M31 * right.M14 + left.M32 * right.M24 + left.M33 * right.M34 + left.M34 * right.M44, |
||
| 969 | left.M41 * right.M11 + left.M42 * right.M21 + left.M43 * right.M31 + left.M44 * right.M41, |
||
| 970 | left.M41 * right.M12 + left.M42 * right.M22 + left.M43 * right.M32 + left.M44 * right.M42, |
||
| 971 | left.M41 * right.M13 + left.M42 * right.M23 + left.M43 * right.M33 + left.M44 * right.M43, |
||
| 972 | left.M41 * right.M14 + left.M42 * right.M24 + left.M43 * right.M34 + left.M44 * right.M44); |
||
| 973 | } |
||
| 974 | |||
| 975 | #endregion |
||
| 976 | |||
| 977 | #region Invert Functions |
||
| 978 | |||
| 979 | /// <summary> |
||
| 980 | /// Calculate the inverse of the given matrix |
||
| 981 | /// </summary> |
||
| 982 | /// <param name="mat">The matrix to invert</param> |
||
| 983 | /// <returns>The inverse of the given matrix if it has one, or the input if it is singular</returns> |
||
| 984 | /// <exception cref="InvalidOperationException">Thrown if the Matrix4 is singular.</exception> |
||
| 985 | public static Matrix4 Invert(Matrix4 mat) |
||
| 986 | { |
||
| 987 | int[] colIdx = { 0, 0, 0, 0 }; |
||
| 988 | int[] rowIdx = { 0, 0, 0, 0 }; |
||
| 989 | int[] pivotIdx = { -1, -1, -1, -1 }; |
||
| 990 | |||
| 991 | // convert the matrix to an array for easy looping |
||
| 992 | float[,] inverse = {{mat.Row0.X, mat.Row0.Y, mat.Row0.Z, mat.Row0.W}, |
||
| 993 | {mat.Row1.X, mat.Row1.Y, mat.Row1.Z, mat.Row1.W}, |
||
| 994 | {mat.Row2.X, mat.Row2.Y, mat.Row2.Z, mat.Row2.W}, |
||
| 995 | {mat.Row3.X, mat.Row3.Y, mat.Row3.Z, mat.Row3.W} }; |
||
| 996 | int icol = 0; |
||
| 997 | int irow = 0; |
||
| 998 | for (int i = 0; i < 4; i++) |
||
| 999 | { |
||
| 1000 | // Find the largest pivot value |
||
| 1001 | float maxPivot = 0.0f; |
||
| 1002 | for (int j = 0; j < 4; j++) |
||
| 1003 | { |
||
| 1004 | if (pivotIdx[j] != 0) |
||
| 1005 | { |
||
| 1006 | for (int k = 0; k < 4; ++k) |
||
| 1007 | { |
||
| 1008 | if (pivotIdx[k] == -1) |
||
| 1009 | { |
||
| 1010 | float absVal = System.Math.Abs(inverse[j, k]); |
||
| 1011 | if (absVal > maxPivot) |
||
| 1012 | { |
||
| 1013 | maxPivot = absVal; |
||
| 1014 | irow = j; |
||
| 1015 | icol = k; |
||
| 1016 | } |
||
| 1017 | } |
||
| 1018 | else if (pivotIdx[k] > 0) |
||
| 1019 | { |
||
| 1020 | return mat; |
||
| 1021 | } |
||
| 1022 | } |
||
| 1023 | } |
||
| 1024 | } |
||
| 1025 | |||
| 1026 | ++(pivotIdx[icol]); |
||
| 1027 | |||
| 1028 | // Swap rows over so pivot is on diagonal |
||
| 1029 | if (irow != icol) |
||
| 1030 | { |
||
| 1031 | for (int k = 0; k < 4; ++k) |
||
| 1032 | { |
||
| 1033 | float f = inverse[irow, k]; |
||
| 1034 | inverse[irow, k] = inverse[icol, k]; |
||
| 1035 | inverse[icol, k] = f; |
||
| 1036 | } |
||
| 1037 | } |
||
| 1038 | |||
| 1039 | rowIdx[i] = irow; |
||
| 1040 | colIdx[i] = icol; |
||
| 1041 | |||
| 1042 | float pivot = inverse[icol, icol]; |
||
| 1043 | // check for singular matrix |
||
| 1044 | if (pivot == 0.0f) |
||
| 1045 | { |
||
| 1046 | throw new InvalidOperationException("Matrix is singular and cannot be inverted."); |
||
| 1047 | //return mat; |
||
| 1048 | } |
||
| 1049 | |||
| 1050 | // Scale row so it has a unit diagonal |
||
| 1051 | float oneOverPivot = 1.0f / pivot; |
||
| 1052 | inverse[icol, icol] = 1.0f; |
||
| 1053 | for (int k = 0; k < 4; ++k) |
||
| 1054 | inverse[icol, k] *= oneOverPivot; |
||
| 1055 | |||
| 1056 | // Do elimination of non-diagonal elements |
||
| 1057 | for (int j = 0; j < 4; ++j) |
||
| 1058 | { |
||
| 1059 | // check this isn't on the diagonal |
||
| 1060 | if (icol != j) |
||
| 1061 | { |
||
| 1062 | float f = inverse[j, icol]; |
||
| 1063 | inverse[j, icol] = 0.0f; |
||
| 1064 | for (int k = 0; k < 4; ++k) |
||
| 1065 | inverse[j, k] -= inverse[icol, k] * f; |
||
| 1066 | } |
||
| 1067 | } |
||
| 1068 | } |
||
| 1069 | |||
| 1070 | for (int j = 3; j >= 0; --j) |
||
| 1071 | { |
||
| 1072 | int ir = rowIdx[j]; |
||
| 1073 | int ic = colIdx[j]; |
||
| 1074 | for (int k = 0; k < 4; ++k) |
||
| 1075 | { |
||
| 1076 | float f = inverse[k, ir]; |
||
| 1077 | inverse[k, ir] = inverse[k, ic]; |
||
| 1078 | inverse[k, ic] = f; |
||
| 1079 | } |
||
| 1080 | } |
||
| 1081 | |||
| 1082 | mat.Row0 = new Vector4(inverse[0, 0], inverse[0, 1], inverse[0, 2], inverse[0, 3]); |
||
| 1083 | mat.Row1 = new Vector4(inverse[1, 0], inverse[1, 1], inverse[1, 2], inverse[1, 3]); |
||
| 1084 | mat.Row2 = new Vector4(inverse[2, 0], inverse[2, 1], inverse[2, 2], inverse[2, 3]); |
||
| 1085 | mat.Row3 = new Vector4(inverse[3, 0], inverse[3, 1], inverse[3, 2], inverse[3, 3]); |
||
| 1086 | return mat; |
||
| 1087 | } |
||
| 1088 | |||
| 1089 | #endregion |
||
| 1090 | |||
| 1091 | #region Transpose |
||
| 1092 | |||
| 1093 | /// <summary> |
||
| 1094 | /// Calculate the transpose of the given matrix |
||
| 1095 | /// </summary> |
||
| 1096 | /// <param name="mat">The matrix to transpose</param> |
||
| 1097 | /// <returns>The transpose of the given matrix</returns> |
||
| 1098 | public static Matrix4 Transpose(Matrix4 mat) |
||
| 1099 | { |
||
| 1100 | return new Matrix4(mat.Column0, mat.Column1, mat.Column2, mat.Column3); |
||
| 1101 | } |
||
| 1102 | |||
| 1103 | |||
| 1104 | /// <summary> |
||
| 1105 | /// Calculate the transpose of the given matrix |
||
| 1106 | /// </summary> |
||
| 1107 | /// <param name="mat">The matrix to transpose</param> |
||
| 1108 | /// <param name="result">The result of the calculation</param> |
||
| 1109 | public static void Transpose(ref Matrix4 mat, out Matrix4 result) |
||
| 1110 | { |
||
| 1111 | result.Row0 = mat.Column0; |
||
| 1112 | result.Row1 = mat.Column1; |
||
| 1113 | result.Row2 = mat.Column2; |
||
| 1114 | result.Row3 = mat.Column3; |
||
| 1115 | } |
||
| 1116 | |||
| 1117 | #endregion |
||
| 1118 | |||
| 1119 | #endregion |
||
| 1120 | |||
| 1121 | #region Operators |
||
| 1122 | |||
| 1123 | /// <summary> |
||
| 1124 | /// Matrix multiplication |
||
| 1125 | /// </summary> |
||
| 1126 | /// <param name="left">left-hand operand</param> |
||
| 1127 | /// <param name="right">right-hand operand</param> |
||
| 1128 | /// <returns>A new Matrix44 which holds the result of the multiplication</returns> |
||
| 1129 | public static Matrix4 operator *(Matrix4 left, Matrix4 right) |
||
| 1130 | { |
||
| 1131 | return Matrix4.Mult(left, right); |
||
| 1132 | } |
||
| 1133 | |||
| 1134 | /// <summary> |
||
| 1135 | /// Compares two instances for equality. |
||
| 1136 | /// </summary> |
||
| 1137 | /// <param name="left">The first instance.</param> |
||
| 1138 | /// <param name="right">The second instance.</param> |
||
| 1139 | /// <returns>True, if left equals right; false otherwise.</returns> |
||
| 1140 | public static bool operator ==(Matrix4 left, Matrix4 right) |
||
| 1141 | { |
||
| 1142 | return left.Equals(right); |
||
| 1143 | } |
||
| 1144 | |||
| 1145 | /// <summary> |
||
| 1146 | /// Compares two instances for inequality. |
||
| 1147 | /// </summary> |
||
| 1148 | /// <param name="left">The first instance.</param> |
||
| 1149 | /// <param name="right">The second instance.</param> |
||
| 1150 | /// <returns>True, if left does not equal right; false otherwise.</returns> |
||
| 1151 | public static bool operator !=(Matrix4 left, Matrix4 right) |
||
| 1152 | { |
||
| 1153 | return !left.Equals(right); |
||
| 1154 | } |
||
| 1155 | |||
| 1156 | #endregion |
||
| 1157 | |||
| 1158 | #region Overrides |
||
| 1159 | |||
| 1160 | #region public override string ToString() |
||
| 1161 | |||
| 1162 | /// <summary> |
||
| 1163 | /// Returns a System.String that represents the current Matrix44. |
||
| 1164 | /// </summary> |
||
| 1165 | /// <returns></returns> |
||
| 1166 | public override string ToString() |
||
| 1167 | { |
||
| 1168 | return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3); |
||
| 1169 | } |
||
| 1170 | |||
| 1171 | #endregion |
||
| 1172 | |||
| 1173 | #region public override int GetHashCode() |
||
| 1174 | |||
| 1175 | /// <summary> |
||
| 1176 | /// Returns the hashcode for this instance. |
||
| 1177 | /// </summary> |
||
| 1178 | /// <returns>A System.Int32 containing the unique hashcode for this instance.</returns> |
||
| 1179 | public override int GetHashCode() |
||
| 1180 | { |
||
| 1181 | return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode() ^ Row3.GetHashCode(); |
||
| 1182 | } |
||
| 1183 | |||
| 1184 | #endregion |
||
| 1185 | |||
| 1186 | #region public override bool Equals(object obj) |
||
| 1187 | |||
| 1188 | /// <summary> |
||
| 1189 | /// Indicates whether this instance and a specified object are equal. |
||
| 1190 | /// </summary> |
||
| 1191 | /// <param name="obj">The object to compare tresult.</param> |
||
| 1192 | /// <returns>True if the instances are equal; false otherwise.</returns> |
||
| 1193 | public override bool Equals(object obj) |
||
| 1194 | { |
||
| 1195 | if (!(obj is Matrix4)) |
||
| 1196 | return false; |
||
| 1197 | |||
| 1198 | return this.Equals((Matrix4)obj); |
||
| 1199 | } |
||
| 1200 | |||
| 1201 | #endregion |
||
| 1202 | |||
| 1203 | #endregion |
||
| 1204 | |||
| 1205 | #endregion |
||
| 1206 | |||
| 1207 | #region IEquatable<Matrix4> Members |
||
| 1208 | |||
| 1209 | /// <summary>Indicates whether the current matrix is equal to another matrix.</summary> |
||
| 1210 | /// <param name="other">An matrix to compare with this matrix.</param> |
||
| 1211 | /// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns> |
||
| 1212 | public bool Equals(Matrix4 other) |
||
| 1213 | { |
||
| 1214 | return |
||
| 1215 | Row0 == other.Row0 && |
||
| 1216 | Row1 == other.Row1 && |
||
| 1217 | Row2 == other.Row2 && |
||
| 1218 | Row3 == other.Row3; |
||
| 1219 | } |
||
| 1220 | |||
| 1221 | #endregion |
||
| 1222 | } |
||
| 1223 | } |