298 lines
8.7 KiB
C
298 lines
8.7 KiB
C
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#include <math.h>
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#define MIN(a,b) ((a) < (b) ? (a) : (b))
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#define MAX(a,b) ((a) > (b) ? (a) : (b))
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static const double PI = 4.0*atan(1.0);
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struct vec4;
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// Declare vec3 and corrensponding operator overloading and functions
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// so that i don't have to include a separate library for it (glm.h)
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struct vec3 {
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float x, y, z;
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vec3();
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vec3(const float &, const float &, const float &);
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vec3(const vec4 &);
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};
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vec3 operator+(const vec3 &, const vec3 &);
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vec3 operator-(const vec3 &, const vec3 &);
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vec3 operator-(const vec3 &);
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vec3 operator*(const vec3 &, const float &);
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vec3 operator*(const float &, const vec3 &);
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vec3 normalize(const vec3 &);
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float dot(const vec3 &, const vec3 &);
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vec3 cross(const vec3 &, const vec3 &);
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// Declare vec4 and corrensponding operator overloading and functions
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struct vec4 {
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float x, y, z, w;
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vec4();
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vec4(const float &, const float &, const float &, const float &);
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vec4(const vec3 &, const float &);
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};
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vec4 operator+(const vec4 &, const vec4 &);
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vec4 operator-(const vec4 &, const vec4 &);
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vec4 operator-(const vec4 &);
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vec4 operator*(const vec4 &, const float &);
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vec4 operator*(const float &, const vec4 &);
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vec4 normalize(const vec4 &);
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float dot(const vec4 &, const vec4 &);
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// Declare mat4 and corrensponding operator overloading and functions
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struct mat4 {
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union {
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struct {float m11, m21, m31, m41, m12, m22, m32, m42, m13, m23, m33, m43, m14, m24, m34, m44;};
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float m[16];
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float M[4][4];
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};
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mat4(const float &);
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mat4(const vec4 &, const vec4 &, const vec4 &, const vec4 &);
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};
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vec4 operator*(const mat4 &, const vec4 &);
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mat4 operator*(const mat4 &, const mat4 &);
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mat4 translate(const vec3 &);
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mat4 scale(const vec3 &);
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mat4 rotate(const vec3 &, const float &);
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mat4 view(const vec3 &, const vec3 &, const vec3 &, const vec3 &);
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mat4 lookAt(const vec3 &, const vec3 &, const vec3 &);
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mat4 projection(const float &, const float &, const float &, const float &);
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mat4 ortho(float x1, float x2, float y1, float y2, float z1, float z2);
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vec3::vec3() : x(0.0f), y(0.0f), z(0.0f) {
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}
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vec3::vec3(const float &x, const float &y, const float &z) : x(x), y(y), z(z) {
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}
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vec3::vec3(const vec4 &v) : x(v.x), y(v.y), z(v.z) {
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}
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vec3 operator+(const vec3 &lhs, const vec3 &rhs) {
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return vec3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z);
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}
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vec3 operator-(const vec3 &lhs, const vec3 &rhs) {
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return vec3(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z);
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}
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vec3 operator-(const vec3 &lhs) {
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return vec3(-lhs.x, -lhs.y, -lhs.z);
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}
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vec3 operator*(const vec3 &lhs, const float &rhs) {
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return vec3(lhs.x*rhs, lhs.y*rhs, lhs.z*rhs);
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}
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vec3 operator*(const float &lhs, const vec3 &rhs) {
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return vec3(lhs*rhs.x, lhs*rhs.y, lhs*rhs.z);
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}
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float dot(const vec3 &a, const vec3 &b) {
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return a.x*b.x + a.y*b.y + a.z*b.z;
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}
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vec3 normalize(const vec3 &in) {
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float norm = 1.0/sqrt(dot(in, in));
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return in*norm;
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}
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vec3 cross(const vec3 &u, const vec3 &v) {
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return vec3(u.y*v.z - u.z*v.y, u.z*v.x - u.x*v.z, u.x*v.y - u.y*v.x);
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}
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vec4::vec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) {
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// vec4 empty constructor
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}
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vec4::vec4(const float &x, const float &y, const float &z, const float &w) : x(x), y(y), z(z), w(w) {
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// vec4 constructor using explicit values
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}
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vec4::vec4(const vec3 &v, const float &w) : x(v.x), y(v.y), z(v.z), w(w) {
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// vec4 constructor using vec3
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}
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vec4 operator+(const vec4 &lhs, const vec4 &rhs) {
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return vec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w);
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}
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vec4 operator-(const vec4 &lhs, const vec4 &rhs) {
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return vec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w);
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}
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vec4 operator-(const vec4 &lhs) {
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return vec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w);
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}
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vec4 operator*(const vec4 &lhs, const float &rhs) {
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return vec4(lhs.x*rhs, lhs.y*rhs, lhs.z*rhs, lhs.w*rhs);
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}
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vec4 operator*(const float &lhs, const vec4 &rhs) {
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return vec4(lhs*rhs.x, lhs*rhs.y, lhs*rhs.z, lhs*rhs.w);
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}
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float dot(const vec4 &a, const vec4 &b) {
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return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
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}
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vec4 normalize(const vec4 in) {
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float norm = 1.0/sqrt(dot(in, in));
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return norm*in;
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}
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mat4::mat4(const float & diag = 1.0f) {
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// create diagonal matrix
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for (int i = 0; i < 16; i++)
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m[i] = ((i / 4) == (i % 4) ? diag : 0.0f);
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}
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mat4::mat4(const vec4 &a, const vec4 &b, const vec4 &c, const vec4 &d) {
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// create matrix from 4 column vectors
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m11 = a.x, m12 = b.x, m13 = c.x, m14 = d.x;
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m21 = a.y, m22 = b.y, m23 = c.y, m24 = d.y;
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m31 = a.z, m32 = b.z, m33 = c.z, m34 = d.z;
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m41 = a.w, m42 = b.w, m43 = c.w, m44 = d.w;
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}
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vec4 operator*(const mat4 &lhs, const vec4 &rhs) {
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// matrix-vector product
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vec4 out;
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out.x = lhs.m11*rhs.x + lhs.m12*rhs.y + lhs.m13*rhs.z + lhs.m14*rhs.w;
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out.y = lhs.m21*rhs.x + lhs.m22*rhs.y + lhs.m23*rhs.z + lhs.m24*rhs.w;
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out.z = lhs.m31*rhs.x + lhs.m32*rhs.y + lhs.m33*rhs.z + lhs.m34*rhs.w;
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out.w = lhs.m41*rhs.x + lhs.m42*rhs.y + lhs.m43*rhs.z + lhs.m44*rhs.w;
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return out;
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}
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mat4 operator*(const mat4 &lhs, const mat4 &rhs) {
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mat4 out(0.0f);
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for (int j = 0; j < 4; j++) {
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for (int i = 0; i < 4; i++) {
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for (int k = 0; k < 4; k++) {
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out.M[j][i] += lhs.M[k][i]*rhs.M[j][k];
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}
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}
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}
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return out;
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}
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mat4 translate(const vec3 &move) {
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// 1 0 0 x
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// 0 1 0 y
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// 0 0 1 z
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// 0 0 0 1
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mat4 out(1.0f);
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out.m14 = move.x, out.m24 = move.y, out.m34 = move.z;
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return out;
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}
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mat4 scale(const vec3 &scale) {
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// x 0 0 0
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// 0 y 0 0
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// 0 0 z 0
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// 0 0 0 1
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mat4 out(1.0f);
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out.m11 = scale.x;
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out.m22 = scale.y;
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out.m33 = scale.z;
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return out;
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}
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mat4 rotate(const vec3 &axis, const float &angle) {
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vec3 axis_ = normalize(axis);
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// Goggle: "Q38: How do I generate a rotation matrix for a selected axis and angle?""
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// need to negate the angle
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float rcos = cos(-angle*PI/180.0f);
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float rsin = sin(-angle*PI/180.0f);
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float u = axis_.x;
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float v = axis_.y;
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float w = axis_.z;
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mat4 mat = mat4(1.0f);
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mat.m11 = rcos + u*u*(1.0f - rcos);
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mat.m12 = w * rsin + v*u*(1.0f - rcos);
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mat.m13 = -v * rsin + w*u*(1.0f - rcos);
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mat.m21 = -w * rsin + u*v*(1.0f - rcos);
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mat.m22 = rcos + v*v*(1.0f - rcos);
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mat.m23 = u * rsin + w*v*(1.0f - rcos);
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mat.m31 = v * rsin + u*w*(1.0f - rcos);
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mat.m32 = -u * rsin + v*w*(1.0f - rcos);
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mat.m33 = rcos + w*w*(1.0f - rcos);
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return mat;
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}
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mat4 view(const vec3 &r, const vec3 &u, const vec3 &f, const vec3 &p) {
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// multiply the model matrix by this matrix to transform a vertex
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// into camera space
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//
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// rx ry rz -dot(r,p)
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// ux uy uz -dot(u,p)
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// -fx -fy -fz dot(f,p)
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// 0 0 0 1
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mat4 mat(1.0f);
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mat.m11 = r.x, mat.m12 = r.y, mat.m13 = r.z, mat.m14 = -dot(r, p);
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mat.m21 = u.x, mat.m22 = u.y, mat.m23 = u.z, mat.m24 = -dot(u, p);
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mat.m31 = -f.x, mat.m32 = -f.y, mat.m33 = -f.z, mat.m34 = dot(f, p);
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return mat;
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}
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mat4 lookAt(const vec3 &eye, const vec3 ¢er, const vec3 &up) {
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// Convert camera direction to a right handed coordinate system
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// with one vector pointing in the direction of the camera (y-axis),
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// one vector poiting to the "right" of this one (x-axis)
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// and one orthogonal to these two, the "up" axis (z-axis). r x f = u
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//
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// These are automatically normalized. "Easily" derived by hand.
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// Physicist notation is used, i.e. theta is the polar axis.
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vec3 f = normalize(vec3(center.x - eye.x, center.y - eye.y, center.z - eye.z));
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vec3 u = normalize(up);
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vec3 r = normalize(cross(f,u));
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u = cross(r,f);
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return view(r, u ,f, eye);
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}
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mat4 projection(const float &fov, const float &ratio, const float &zmin, const float &zmax) {
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// transforms camera space into clip space, perspective projection.
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// Multiply with modelView to make modelViewProjection matrix (MVP)
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//
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// f/ratio 0 0 0
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// 0 f 0 0
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// 0 0 (zmax + zmin)/(zmin - zmax) 2*zmax*zmin/(zmin - zmax)
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// 0 0 -1 0
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mat4 out(0.0f);
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float f = 1.0/tan(fov*PI/180.0/2.0);
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out.m11 = f/ratio;
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out.m22 = f;
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out.m33 = (zmax + zmin)/(zmin - zmax);
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out.m34 = 2*zmax*zmin/(zmin - zmax);
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out.m43 = -1.0;
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return out;
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}
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// https://msdn.microsoft.com/en-us/library/windows/desktop/dd373965(v=vs.85).aspx
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mat4 ortho(float l, float r, float b, float t, float n, float f) {
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mat4 out(1.0f);
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out.m11 = 2/(r-l);
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out.m22 = 2/(t-b);
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out.m33 = -2/(f-n);
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out.m14 = -(r+l)/(r-l);
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out.m24 = -(t+b)/(t-b);
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out.m34 = -(f+n)/(f-n);
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return out;
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}
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