moved some Matrix and Transform functionality into header files

git-svn-id: svn://anubis/fart/trunk@310 7f9b0f55-74a9-4bce-be96-3c2cd072584d
This commit is contained in:
Josh Holtrop 2010-09-28 18:18:42 +00:00
parent 9fd9c5774e
commit ad6ef8f315
4 changed files with 76 additions and 95 deletions

View File

@ -206,49 +206,6 @@ Matrix & Matrix::operator*=(const Matrix & other)
return (*this);
}
Matrix operator*(const Matrix & m1, const Matrix & m2)
{
Matrix res;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
res[i][j] = m1[i][0] * m2[0][j]
+ m1[i][1] * m2[1][j]
+ m1[i][2] * m2[2][j]
+ m1[i][3] * m2[3][j];
}
}
return res;
}
/* transform a point */
Vector operator*(const Matrix & m, const Vector & v)
{
Vector res;
for (int i = 0; i < 3; i++)
{
res[i] = m[i][0] * v[0]
+ m[i][1] * v[1]
+ m[i][2] * v[2]
+ m[i][3]; /* v[3] is implicitly 1.0 */
}
return res;
}
/* transform a direction */
Vector operator%(const Matrix & m, const Vector & v)
{
Vector res;
for (int i = 0; i < 3; i++)
{
res[i] = m[i][0] * v[0]
+ m[i][1] * v[1]
+ m[i][2] * v[2];
}
return res;
}
bool operator==(const Matrix & m1, const Matrix & m2)
{
for (int i = 0; i < 4; i++)

View File

@ -17,6 +17,49 @@ class Matrix
Matrix getInverse();
Matrix & operator*=(const Matrix & other);
Matrix operator*(const Matrix & m2) const
{
Matrix res;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
res[i][j] = m_matrix[i][0] * m2.m_matrix[0][j]
+ m_matrix[i][1] * m2.m_matrix[1][j]
+ m_matrix[i][2] * m2.m_matrix[2][j]
+ m_matrix[i][3] * m2.m_matrix[3][j];
}
}
return res;
}
/* transform a point */
Vector operator*(const Vector & v)
{
Vector res;
for (int i = 0; i < 3; i++)
{
res[i] = m_matrix[i][0] * v[0]
+ m_matrix[i][1] * v[1]
+ m_matrix[i][2] * v[2]
+ m_matrix[i][3]; /* v[3] is implicitly 1.0 */
}
return res;
}
/* transform a direction */
Vector operator%(const Vector & v)
{
Vector res;
for (int i = 0; i < 3; i++)
{
res[i] = m_matrix[i][0] * v[0]
+ m_matrix[i][1] * v[1]
+ m_matrix[i][2] * v[2];
}
return res;
}
protected:
double m_matrix[4][4];
double m_inverse[4][4];
@ -25,9 +68,6 @@ class Matrix
void calculateInverse();
};
Matrix operator*(const Matrix & m1, const Matrix & m2);
Vector operator*(const Matrix & m, const Vector & v); /* transform point */
Vector operator%(const Matrix & m, const Vector & v); /* transform direction */
bool operator==(const Matrix & m1, const Matrix & m2);
std::ostream & operator<<(std::ostream & out, const Matrix & m);

View File

@ -2,17 +2,6 @@
#include "Transform.h"
#include <math.h>
Transform::Transform()
{
}
Transform Transform::getInverse()
{
Transform inv;
inv.m_matrix = m_matrix.getInverse();
return inv;
}
void Transform::lookAt(const Vector & eye,
const Vector & focus,
const Vector & up)
@ -81,33 +70,3 @@ void Transform::scale(double xs, double ys, double zs)
t[2][2] = zs;
m_matrix *= t;
}
Vector Transform::transform_point(const Vector & v)
{
return m_matrix * v;
}
Vector Transform::transform_direction(const Vector & v)
{
return m_matrix % v;
}
Vector Transform::transform_normal(const Vector & v)
{
return (m_matrix % v).normalize();
}
Ray Transform::transform_ray(const Ray & r)
{
Vector newPosition = m_matrix * r.getOrigin();
Vector newDirection = m_matrix % r.getDirection();
Ray res(newPosition, newDirection);
return res;
}
Transform Transform::operator*(const Transform & other) const
{
Transform t;
t.m_matrix = m_matrix * other.m_matrix;
return t;
}

View File

@ -11,8 +11,13 @@
class Transform
{
public:
Transform();
Transform getInverse();
Transform getInverse()
{
Transform inv;
inv.m_matrix = m_matrix.getInverse();
return inv;
}
void lookAt(const Vector & eye,
const Vector & focus,
const Vector & up);
@ -32,16 +37,36 @@ class Transform
scale((*vec)[0], (*vec)[1], (*vec)[2]);
}
Matrix & getMatrix() { return m_matrix; }
Vector transform_point(const Vector & v);
Vector transform_direction(const Vector & v);
Vector transform_normal(const Vector & v);
Ray transform_ray(const Ray & r);
Transform operator*(const Transform & other) const;
Vector transform_point(const Vector & v)
{
return m_matrix * v;
}
Vector transform_direction(const Vector & v)
{
return m_matrix % v;
}
Vector transform_normal(const Vector & v)
{
return (m_matrix % v).normalize();
}
Ray transform_ray(const Ray & r)
{
return Ray(m_matrix * r.getOrigin(), m_matrix % r.getDirection());
}
Transform operator*(const Transform & other) const
{
Transform t;
t.m_matrix = m_matrix * other.m_matrix;
return t;
}
protected:
Matrix m_matrix;
};
#endif