computer-grafik-1/u06-2/matrixMath.c

200 lines
4.5 KiB
C

#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <GL/glew.h>
#include <string.h>
#include "matrixMath.h"
// MATRICES IN COLUMN MAJOR
void vec3Zero(vec3* out) {
for (int i = 0; i < 3; i++) {
((GLfloat*)out)[i] = 0;
}
}
void vec3Add(vec3* out, vec3* a, vec3* b) {
for (int i = 0; i < 3; i++) {
((GLfloat*)out)[i] = ((GLfloat*)a)[i] + ((GLfloat*)b)[i];
}
}
void vec3Multiply(vec3* out, vec3* a, GLfloat x) {
for (int i = 0; i < 3; i++) {
((GLfloat*)out)[i] = ((GLfloat*)a)[i] * x;
}
}
void vec3Subtract(vec3* out, vec3* a, vec3* b) {
vec3 minusB;
vec3Multiply(&minusB, b, -1);
vec3Add(out, a, &minusB);
}
void vec3Cross(vec3* out, vec3* a, vec3* b) {
vec3 result;
result.x = a->y * b->z - a->z * b->y;
result.y = a->z * b->x - a->x * b->z;
result.z = a->x * b->y - a->y * b->x;
memcpy(out, &result, sizeof(vec3));
}
GLfloat vec3Length(vec3* a) {
return (GLfloat)sqrt(a->x * a->x + a->y * a->y + a->z * a->z);
}
GLfloat vec3Dot(vec3* a, vec3* b) {
return a->x * b->x + a->y * b->y + a->z * b->z;
}
void vec3Normalise(vec3* out, vec3* a) {
vec3Multiply(out, a, 1 / vec3Length(a));
}
// CREATE 4x4 IDENTITY MATRIX
void identity(mat4* out) {
for (int i = 0; i < 16; i++) {
((GLfloat*)out)[i] = (i % 4 == i / 4);
}
}
// CREATE 4x4 TRANSLATION MATRIX
void translation(mat4* out, vec3* v) {
identity(out);
out->m03 = v->x;
out->m13 = v->y;
out->m23 = v->z;
}
// CREATE 4x4 SCALING MATRIX
void scaling(mat4* out, vec3* v) {
identity(out);
out->m00 = v->x;
out->m11 = v->y;
out->m22 = v->z;
}
// CREATE 4x4 ROTATION MATRIX AROUND Z AXIS
/* cos a -sin a 0 0
* sin a cos a 0 0
* 0 0 1 0
* 0 0 0 1
*/
void rotationZ(mat4* out, GLfloat angle) {
identity(out);
out->m00 = cos(angle);
out->m10 = sin(angle);
out->m01 = -sin(angle);
out->m11 = cos(angle);
}
// CREATE 4x4 ROTATION MATRIX AROUND Y AXIS
void rotationY(mat4* out, GLfloat angle) {
identity(out);
out->m00 = cos(angle);
out->m20 = -sin(angle);
out->m02 = sin(angle);
out->m22 = cos(angle);
}
// CREATE 4x4 ROTATION MATRIX AROUND Y AXIS
void rotationX(mat4* out, GLfloat angle) {
identity(out);
out->m11 = cos(angle);
out->m21 = sin(angle);
out->m12 = -sin(angle);
out->m22 = cos(angle);
}
// MULTIPLY ANY TO MATRICES
void multiplyAny(GLfloat* out, GLfloat* A, GLfloat* B, int wA, int hA, int wB) {
int sizeOut = hA * wB;
GLfloat* result = (GLfloat*) malloc(sizeOut * sizeof(GLfloat));
for (int i = 0; i < sizeOut; i++) {
result[i] = 0;
for (int j = 0; j < wA; j++) {
result[i] += A[j * hA + i % hA] * B[j + i / hA * wB];
}
}
memcpy(out, result, sizeOut * sizeof(GLfloat));
free(result);
result = NULL;
}
// MULTIPLY TWO 4x4 MATRICES
void multiply(mat4* out, mat4* A, mat4* B) {
multiplyAny((GLfloat*)out, (GLfloat*)A, (GLfloat*)B, 4, 4, 4);
}
// MULTIPLY in WITH TRANSLATION MATRIX OF v
void translate(mat4* out, mat4* in, vec3* v) {
mat4 translationMatrix;
translation(&translationMatrix, v);
multiply(out, &translationMatrix, in);
}
// MULTIPLY in WITH SCALING MATRIX OF v
void scale(mat4* out, mat4* in, vec3* v) {
mat4 scalingMatrix;
scaling(&scalingMatrix, v);
multiply(out, &scalingMatrix, in);
}
// MULTIPLY in WITH ROTATION MATRIX OF a AROUND Z AXIS
void rotateZ(mat4* out, mat4* in, GLfloat angle) {
mat4 rotationMatrix;
rotationZ(&rotationMatrix, angle);
multiply(out, &rotationMatrix, in);
}
// MULTIPLY in WITH ROTATION MATRIX OF a AROUND Y AXIS
void rotateY(mat4* out, mat4* in, GLfloat angle) {
mat4 rotationMatrix;
rotationY(&rotationMatrix, angle);
multiply(out, &rotationMatrix, in);
}
// MULTIPLY in WITH ROTATION MATRIX OF a AROUND X AXIS
void rotateX(mat4* out, mat4* in, GLfloat angle) {
mat4 rotationMatrix;
rotationX(&rotationMatrix, angle);
multiply(out, &rotationMatrix, in);
}
void transposeAny(GLfloat* out, GLfloat* in, int w, int h) {
int size = w * h;
GLfloat* result = (GLfloat*) malloc(size * sizeof(GLfloat));
for (int i = 0; i < size; i++) {
result[i] = in[(i % w) * h + i / w];
}
memcpy(out, result, size * sizeof(GLfloat));
free(result);
result = NULL;
}
void transpose(mat4* out, mat4* in) {
transposeAny((GLfloat*)out, (GLfloat*)in, 4, 4);
}
void printAny(GLfloat* M, int w, int h) {
GLfloat* transposed = (GLfloat*) malloc(w * h * sizeof(GLfloat));
transposeAny(transposed, M, w, h);
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
printf("%.4f ", transposed[i * w + j]);
}
printf("\n");
}
free(transposed);
transposed = NULL;
}
void vec3Print(vec3* a) {
printAny((GLfloat*)a, 1, 3);
}
void mat4Print(mat4* m) {
printAny((GLfloat*)m, 4, 4);
}