// This is an incomplete port of http://glmatrix.net/ // // Copyright (c) 2013 Brandon Jones, Colin MacKenzie IV // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the // use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not claim // that you wrote the original software. If you use this software in a // product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. #include #include namespace mbgl { namespace matrix { void identity(mat4& out) { out[0] = 1.0f; out[1] = 0.0f; out[2] = 0.0f; out[3] = 0.0f; out[4] = 0.0f; out[5] = 1.0f; out[6] = 0.0f; out[7] = 0.0f; out[8] = 0.0f; out[9] = 0.0f; out[10] = 1.0f; out[11] = 0.0f; out[12] = 0.0f; out[13] = 0.0f; out[14] = 0.0f; out[15] = 1.0f; } bool invert(mat4& out, const mat4& a) { double a00 = a[0]; double a01 = a[1]; double a02 = a[2]; double a03 = a[3]; double a10 = a[4]; double a11 = a[5]; double a12 = a[6]; double a13 = a[7]; double a20 = a[8]; double a21 = a[9]; double a22 = a[10]; double a23 = a[11]; double a30 = a[12]; double a31 = a[13]; double a32 = a[14]; double a33 = a[15]; double b00 = a00 * a11 - a01 * a10; double b01 = a00 * a12 - a02 * a10; double b02 = a00 * a13 - a03 * a10; double b03 = a01 * a12 - a02 * a11; double b04 = a01 * a13 - a03 * a11; double b05 = a02 * a13 - a03 * a12; double b06 = a20 * a31 - a21 * a30; double b07 = a20 * a32 - a22 * a30; double b08 = a20 * a33 - a23 * a30; double b09 = a21 * a32 - a22 * a31; double b10 = a21 * a33 - a23 * a31; double b11 = a22 * a33 - a23 * a32; double // Calculate the determinant det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; if (!det) { return true; } det = 1.0 / det; out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; return false; } void ortho(mat4& out, double left, double right, double bottom, double top, double near, double far) { double lr = 1.0f / (left - right); double bt = 1.0f / (bottom - top); double nf = 1.0f / (near - far); out[0] = -2.0f * lr; out[1] = 0.0f; out[2] = 0.0f; out[3] = 0.0f; out[4] = 0.0f; out[5] = -2.0f * bt; out[6] = 0.0f; out[7] = 0.0f; out[8] = 0.0f; out[9] = 0.0f; out[10] = 2.0f * nf; out[11] = 0.0f; out[12] = (left + right) * lr; out[13] = (top + bottom) * bt; out[14] = (far + near) * nf; out[15] = 1.0f; } void perspective(mat4& out, double fovy, double aspect, double near, double far) { double f = 1.0f / std::tan(fovy / 2.0f); double nf = 1.0f / (near - far); out[0] = f / aspect; out[1] = 0.0f; out[2] = 0.0f; out[3] = 0.0f; out[4] = 0.0f; out[5] = f; out[6] = 0.0f; out[7] = 0.0f; out[8] = 0.0f; out[9] = 0.0f; out[10] = (far + near) * nf; out[11] = -1.0f; out[12] = 0.0f; out[13] = 0.0f; out[14] = (2.0f * far * near) * nf; out[15] = 0.0f; } void copy(mat4& out, const mat4& a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } void translate(mat4& out, const mat4& a, double x, double y, double z) { if (&a == &out) { out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; } else { double a00; double a01; double a02; double a03; double a10; double a11; double a12; double a13; double a20; double a21; double a22; double a23; a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; out[12] = a00 * x + a10 * y + a20 * z + a[12]; out[13] = a01 * x + a11 * y + a21 * z + a[13]; out[14] = a02 * x + a12 * y + a22 * z + a[14]; out[15] = a03 * x + a13 * y + a23 * z + a[15]; } } void rotate_x(mat4& out, const mat4& a, double rad) { double s = std::sin(rad); double c = std::cos(rad); double a10 = a[4]; double a11 = a[5]; double a12 = a[6]; double a13 = a[7]; double a20 = a[8]; double a21 = a[9]; double a22 = a[10]; double a23 = a[11]; if (&a != &out) { // If the source and destination differ, copy the unchanged rows out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[4] = a10 * c + a20 * s; out[5] = a11 * c + a21 * s; out[6] = a12 * c + a22 * s; out[7] = a13 * c + a23 * s; out[8] = a20 * c - a10 * s; out[9] = a21 * c - a11 * s; out[10] = a22 * c - a12 * s; out[11] = a23 * c - a13 * s; } void rotate_y(mat4& out, const mat4& a, double rad) { double s = std::sin(rad); double c = std::cos(rad); double a00 = a[0]; double a01 = a[1]; double a02 = a[2]; double a03 = a[3]; double a20 = a[8]; double a21 = a[9]; double a22 = a[10]; double a23 = a[11]; if (&a != &out) { // If the source and destination differ, copy the unchanged rows out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[0] = a00 * c - a20 * s; out[1] = a01 * c - a21 * s; out[2] = a02 * c - a22 * s; out[3] = a03 * c - a23 * s; out[8] = a00 * s + a20 * c; out[9] = a01 * s + a21 * c; out[10] = a02 * s + a22 * c; out[11] = a03 * s + a23 * c; } void rotate_z(mat4& out, const mat4& a, double rad) { double s = std::sin(rad); double c = std::cos(rad); double a00 = a[0]; double a01 = a[1]; double a02 = a[2]; double a03 = a[3]; double a10 = a[4]; double a11 = a[5]; double a12 = a[6]; double a13 = a[7]; if (&a != &out) { // If the source and destination differ, copy the unchanged last row out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[0] = a00 * c + a10 * s; out[1] = a01 * c + a11 * s; out[2] = a02 * c + a12 * s; out[3] = a03 * c + a13 * s; out[4] = a10 * c - a00 * s; out[5] = a11 * c - a01 * s; out[6] = a12 * c - a02 * s; out[7] = a13 * c - a03 * s; } void scale(mat4& out, const mat4& a, double x, double y, double z) { out[0] = a[0] * x; out[1] = a[1] * x; out[2] = a[2] * x; out[3] = a[3] * x; out[4] = a[4] * y; out[5] = a[5] * y; out[6] = a[6] * y; out[7] = a[7] * y; out[8] = a[8] * z; out[9] = a[9] * z; out[10] = a[10] * z; out[11] = a[11] * z; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } void multiply(mat4& out, const mat4& a, const mat4& b) { double a00 = a[0]; double a01 = a[1]; double a02 = a[2]; double a03 = a[3]; double a10 = a[4]; double a11 = a[5]; double a12 = a[6]; double a13 = a[7]; double a20 = a[8]; double a21 = a[9]; double a22 = a[10]; double a23 = a[11]; double a30 = a[12]; double a31 = a[13]; double a32 = a[14]; double a33 = a[15]; // Cache only the current line of the second matrix double b0 = b[0]; double b1 = b[1]; double b2 = b[2]; double b3 = b[3]; out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; } void transformMat4(vec4& out, const vec4& a, const mat4& m) { double x = a[0]; double y = a[1]; double z = a[2]; double w = a[3]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; } } // namespace matrix } // namespace mbgl