Files
go-game/geo/mat4.go

256 lines
7.8 KiB
Go

package geo
import (
"math"
)
// 4x4 column major matrix.
type Mat4 struct {
Values [16]float64
}
// Creates a new 4x4 matrix with initial values.
func NewMat4(m00, m10, m20, m30, m01, m11, m21, m31, m02, m12, m22, m32, m03, m13, m23, m33 float64) *Mat4 {
return &Mat4{[16]float64{m00, m10, m20, m30, m01, m11, m21, m31, m02, m12, m22, m32, m03, m13, m23, m33}}
}
// Creates a copy of actual matrix.
func (m *Mat4) Copy() *Mat4 {
return &Mat4{m.Values}
}
// Sets the matrix to zeros.
func (m *Mat4) Clear() {
for i := range m.Values {
m.Values[i] = 0
}
}
// Sets the matrix to identity matrix.
func (m *Mat4) Identity() {
m.Clear()
m.Values[0] = 1
m.Values[5] = 1
m.Values[10] = 1
m.Values[15] = 1
}
// Multiplies actual matrix with given matrix and saves result.
func (m *Mat4) Mult(mat *Mat4) {
this := m.Copy()
m.Values[0] = mat.Values[0]*this.Values[0] + mat.Values[1]*this.Values[4] + mat.Values[2]*this.Values[8] + mat.Values[3]*this.Values[12]
m.Values[1] = mat.Values[0]*this.Values[1] + mat.Values[1]*this.Values[5] + mat.Values[2]*this.Values[9] + mat.Values[3]*this.Values[13]
m.Values[2] = mat.Values[0]*this.Values[2] + mat.Values[1]*this.Values[6] + mat.Values[2]*this.Values[10] + mat.Values[3]*this.Values[14]
m.Values[3] = mat.Values[0]*this.Values[3] + mat.Values[1]*this.Values[7] + mat.Values[2]*this.Values[11] + mat.Values[3]*this.Values[15]
m.Values[4] = mat.Values[4]*this.Values[0] + mat.Values[5]*this.Values[4] + mat.Values[6]*this.Values[8] + mat.Values[7]*this.Values[12]
m.Values[5] = mat.Values[4]*this.Values[1] + mat.Values[5]*this.Values[5] + mat.Values[6]*this.Values[9] + mat.Values[7]*this.Values[13]
m.Values[6] = mat.Values[4]*this.Values[2] + mat.Values[5]*this.Values[6] + mat.Values[6]*this.Values[10] + mat.Values[7]*this.Values[14]
m.Values[7] = mat.Values[4]*this.Values[3] + mat.Values[5]*this.Values[7] + mat.Values[6]*this.Values[11] + mat.Values[7]*this.Values[15]
m.Values[8] = mat.Values[8]*this.Values[0] + mat.Values[9]*this.Values[4] + mat.Values[10]*this.Values[8] + mat.Values[11]*this.Values[12]
m.Values[9] = mat.Values[8]*this.Values[1] + mat.Values[9]*this.Values[5] + mat.Values[10]*this.Values[9] + mat.Values[11]*this.Values[13]
m.Values[10] = mat.Values[8]*this.Values[2] + mat.Values[9]*this.Values[6] + mat.Values[10]*this.Values[10] + mat.Values[11]*this.Values[14]
m.Values[11] = mat.Values[8]*this.Values[3] + mat.Values[9]*this.Values[7] + mat.Values[10]*this.Values[11] + mat.Values[11]*this.Values[15]
m.Values[12] = mat.Values[12]*this.Values[0] + mat.Values[13]*this.Values[4] + mat.Values[14]*this.Values[8] + mat.Values[15]*this.Values[12]
m.Values[13] = mat.Values[12]*this.Values[1] + mat.Values[13]*this.Values[5] + mat.Values[14]*this.Values[9] + mat.Values[15]*this.Values[13]
m.Values[14] = mat.Values[12]*this.Values[2] + mat.Values[13]*this.Values[6] + mat.Values[14]*this.Values[10] + mat.Values[15]*this.Values[14]
m.Values[15] = mat.Values[12]*this.Values[3] + mat.Values[13]*this.Values[7] + mat.Values[14]*this.Values[11] + mat.Values[15]*this.Values[15]
}
// Multiplies given vector with actual matrix and returns result.
func (m *Mat4) MultVec(v Vec3) Vec3 {
vec := Vec3{}
vec.X = m.Values[0]*v.X + m.Values[4]*v.X + m.Values[8]*v.X + m.Values[12]*v.X
vec.Y = m.Values[1]*v.Y + m.Values[5]*v.Y + m.Values[9]*v.Y + m.Values[13]*v.Y
vec.Z = m.Values[2]*v.Z + m.Values[6]*v.Z + m.Values[10]*v.Z + m.Values[14]*v.Z
return vec
}
// Returns the determinate of actual matrix.
func (m *Mat4) Determinate() float64 {
var d float64
d = m.Values[0]*m.Values[4]*m.Values[8] + m.Values[1]*m.Values[5]*m.Values[6] + m.Values[2]*m.Values[3]*m.Values[7]
d -= m.Values[2]*m.Values[4]*m.Values[6] + m.Values[0]*m.Values[5]*m.Values[7] + m.Values[1]*m.Values[3]*m.Values[8]
return d
}
// Sets the inverse of actual matrix.
func (m *Mat4) Inverse() {
mat := m.Copy()
m.Values[0] = mat.Values[0]
m.Values[1] = mat.Values[4]
m.Values[2] = mat.Values[8]
m.Values[4] = mat.Values[1]
m.Values[6] = mat.Values[9]
m.Values[8] = mat.Values[2]
m.Values[9] = mat.Values[6]
m.Values[12] = m.Values[0]*-mat.Values[12] + m.Values[4]*-mat.Values[13] + m.Values[8]*-mat.Values[14]
m.Values[13] = m.Values[1]*-mat.Values[12] + m.Values[5]*-mat.Values[13] + m.Values[9]*-mat.Values[14]
m.Values[14] = m.Values[2]*-mat.Values[12] + m.Values[6]*-mat.Values[13] + m.Values[10]*-mat.Values[14]
m.Values[3] = 0
m.Values[7] = 0
m.Values[11] = 0
m.Values[15] = 1
}
// Calculates and saves the transpose of actual matrix.
func (m *Mat4) Transpose() {
mat := m.Copy()
m.Values[1] = mat.Values[4]
m.Values[2] = mat.Values[8]
m.Values[3] = mat.Values[12]
m.Values[4] = mat.Values[1]
m.Values[6] = mat.Values[9]
m.Values[7] = mat.Values[13]
m.Values[8] = mat.Values[2]
m.Values[9] = mat.Values[6]
m.Values[11] = mat.Values[14]
m.Values[12] = mat.Values[3]
m.Values[13] = mat.Values[2]
m.Values[14] = mat.Values[11]
}
// Translates and saves actual matrix by given vector.
func (m *Mat4) Translate(v Vec3) {
mat := Mat4{}
mat.Identity()
mat.Values[12] = v.X
mat.Values[13] = v.Y
mat.Values[14] = v.Z
m.Mult(&mat)
}
// Scales and saves actual matrix by given vector.
func (m *Mat4) Scale(v Vec3) {
mat := Mat4{}
mat.Identity()
mat.Values[0] = v.X
mat.Values[5] = v.Y
mat.Values[10] = v.Z
m.Mult(&mat)
}
// Rotates and saves actual matrix by given vector.
func (m *Mat4) Rotate(angle float64, axis Vec3) {
mat := Mat4{}
var co, si float64
axis.Normalize()
angle = angle * (math.Pi / 180)
si = float64(math.Sin(float64(angle)))
co = float64(math.Cos(float64(angle)))
mat.Values[0] = axis.X*axis.X*(1-co) + co
mat.Values[1] = axis.Y*axis.X*(1-co) + axis.Z*si
mat.Values[2] = axis.X*axis.Z*(1-co) - axis.Y*si
mat.Values[3] = 0
mat.Values[4] = axis.X*axis.Y*(1-co) - axis.Z*si
mat.Values[5] = axis.Y*axis.Y*(1-co) + co
mat.Values[6] = axis.Y*axis.Z*(1-co) + axis.X*si
mat.Values[7] = 0
mat.Values[8] = axis.X*axis.Z*(1-co) + axis.Y*si
mat.Values[9] = axis.Y*axis.Z*(1-co) - axis.X*si
mat.Values[10] = axis.Z*axis.Z*(1-co) + co
mat.Values[11] = 0
mat.Values[12] = 0
mat.Values[13] = 0
mat.Values[14] = 0
mat.Values[15] = 1
m.Mult(&mat)
}
// Sets actual matrix to orthogonal projection with given viewport.
func (m *Mat4) Ortho(viewport Vec4, znear, zfar float64) {
if viewport.X != viewport.Z && viewport.Y != viewport.W && znear != zfar {
m.Identity()
m.Values[0] = 2 / (viewport.Z - viewport.X)
m.Values[5] = 2 / (viewport.W - viewport.Y)
m.Values[10] = -2 / (zfar - znear)
m.Values[12] = -(viewport.Z + viewport.X) / (viewport.Z - viewport.X)
m.Values[13] = -(viewport.W + viewport.Y) / (viewport.W - viewport.Y)
m.Values[14] = -(zfar + znear) / (zfar - znear)
m.Values[15] = 1
}
}
// Sets actual matrix to project to specified locations with given upper axis.
func (m *Mat4) LookAt(pos, lookAt, up Vec3) {
dir := lookAt.Copy()
dir.Sub(pos)
dir.Normalize()
right := CrossVec3(dir, up)
right.Normalize()
up = CrossVec3(right, dir)
up.Normalize()
mat := Mat4{}
mat.Values[0] = right.X
mat.Values[4] = right.Y
mat.Values[8] = right.Z
mat.Values[12] = -right.DotVec(pos)
mat.Values[1] = up.X
mat.Values[5] = up.Y
mat.Values[9] = up.Z
mat.Values[13] = -up.DotVec(pos)
mat.Values[2] = -dir.X
mat.Values[6] = -dir.Y
mat.Values[10] = -dir.Z
mat.Values[14] = dir.DotVec(pos)
mat.Values[3] = 0
mat.Values[7] = 0
mat.Values[11] = 0
mat.Values[15] = 1
m.Mult(&mat)
}
// Sets actual matrix to perspective projection with given viewport.
func (m *Mat4) Perspective(fov, ratio, znear, zfar float64) {
f := 1 / math.Tan(float64(fov*(math.Pi/360)))
m.Identity()
m.Values[0] = f / ratio
m.Values[5] = f
m.Values[10] = (zfar + znear) / (znear - zfar)
m.Values[11] = -1
m.Values[14] = (2 * zfar * znear) / (znear - zfar)
m.Values[15] = 0
}
// Multiplies both matrices and returns a new Mat4.
func MultMat4(a, b *Mat4) *Mat4 {
c := a.Copy()
c.Mult(b)
return c
}