work on raytracing
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114
math/Matrix4.h
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114
math/Matrix4.h
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#ifndef MATRIX4_H
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#define MATRIX4_H
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#include <initializer_list>
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#include <cmath>
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class Matrix4 {
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private:
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float data[16];
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public:
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Matrix4(std::initializer_list<float> lst) {
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int idx = 0;
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for (float f : lst) {
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data[idx] = f; ++idx;
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}
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}
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static Matrix4 identity() {
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return Matrix4( {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1} );
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}
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static Matrix4 getRotationDeg(const float degX, const float degY, const float degZ) {
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return getRotationRad(degX/180.0f*M_PI, degY/180.0f*M_PI, degZ/180.0f*M_PI);
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}
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static Matrix4 getRotationRad(const float radX, const float radY, const float radZ) {
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const float g = radX; const float b = radY; const float a = radZ;
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const float a11 = std::cos(a)*std::cos(b);
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const float a12 = std::cos(a)*std::sin(b)*std::sin(g)-std::sin(a)*std::cos(g);
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const float a13 = std::cos(a)*std::sin(b)*std::cos(g)+std::sin(a)*std::sin(g);
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const float a21 = std::sin(a)*std::cos(b);
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const float a22 = std::sin(a)*std::sin(b)*std::sin(g)+std::cos(a)*std::cos(g);
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const float a23 = std::sin(a)*std::sin(b)*std::cos(g)-std::cos(a)*std::sin(g);
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const float a31 = -std::sin(b);
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const float a32 = std::cos(b)*std::sin(g);
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const float a33 = std::cos(b)*std::cos(g);
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return Matrix4({
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a11, a12, a13, 0,
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a21, a22, a23, 0,
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a31, a32, a33, 0,
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0, 0, 0, 1
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});
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}
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static Matrix4 getTranslation(const float x, const float y, const float z) {
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return Matrix4({
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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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});
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}
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static Matrix4 getScale(const float x, const float y, const float z) {
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return Matrix4({
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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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});
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}
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float operator [] (const int idx) const {return data[idx];}
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bool operator == (const Matrix4& o) const {
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for (int i = 0; i < 16; ++i) {
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if (data[i] != o.data[i]) {return false;}
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}
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return true;
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}
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};
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struct Vector4 {
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float x,y,z,w;
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Vector4() : x(0), y(0), z(0), w(0) {;}
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Vector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {;}
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bool operator == (const Vector4 o) const {
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return (x==o.x) && (y==o.y) && (z==o.z) && (w==o.w);
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}
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};
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inline Vector4 operator * (const Matrix4& mat, const Vector4& vec) {
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return Vector4(
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(mat[ 0]*vec.x + mat[ 1]*vec.y + mat[ 2]*vec.z + mat[ 3]*vec.w),
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(mat[ 4]*vec.x + mat[ 5]*vec.y + mat[ 6]*vec.z + mat[ 7]*vec.w),
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(mat[ 8]*vec.x + mat[ 9]*vec.y + mat[10]*vec.z + mat[11]*vec.w),
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(mat[12]*vec.x + mat[13]*vec.y + mat[14]*vec.z + mat[15]*vec.w)
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);
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}
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inline Matrix4 operator * (const Matrix4& m1, const Matrix4& m2) {
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return Matrix4({
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m1[ 0]*m2[ 0] + m1[ 1]*m2[ 4] + m1[ 2]*m2[ 8] + m1[ 3]*m2[12], m1[ 0]*m2[ 1] + m1[ 1]*m2[ 5] + m1[ 2]*m2[ 9] + m1[ 3]*m2[13], m1[ 0]*m2[ 2] + m1[ 1]*m2[ 6] + m1[ 2]*m2[10] + m1[ 3]*m2[14], m1[ 0]*m2[ 3] + m1[ 1]*m2[ 7] + m1[ 2]*m2[11] + m1[ 3]*m2[15],
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m1[ 4]*m2[ 0] + m1[ 5]*m2[ 4] + m1[ 6]*m2[ 8] + m1[ 7]*m2[12], m1[ 4]*m2[ 1] + m1[ 5]*m2[ 5] + m1[ 6]*m2[ 9] + m1[ 7]*m2[13], m1[ 4]*m2[ 2] + m1[ 5]*m2[ 6] + m1[ 6]*m2[10] + m1[ 7]*m2[14], m1[ 4]*m2[ 3] + m1[ 5]*m2[ 7] + m1[ 6]*m2[11] + m1[ 7]*m2[15],
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m1[ 8]*m2[ 0] + m1[ 9]*m2[ 4] + m1[10]*m2[ 8] + m1[11]*m2[12], m1[ 8]*m2[ 1] + m1[ 9]*m2[ 5] + m1[10]*m2[ 9] + m1[11]*m2[13], m1[ 8]*m2[ 2] + m1[ 9]*m2[ 6] + m1[10]*m2[10] + m1[11]*m2[14], m1[ 8]*m2[ 3] + m1[ 9]*m2[ 7] + m1[10]*m2[11] + m1[11]*m2[15],
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m1[12]*m2[ 0] + m1[13]*m2[ 4] + m1[14]*m2[ 8] + m1[15]*m2[12], m1[12]*m2[ 1] + m1[13]*m2[ 5] + m1[14]*m2[ 9] + m1[15]*m2[13], m1[12]*m2[ 2] + m1[13]*m2[ 6] + m1[14]*m2[10] + m1[15]*m2[14], m1[12]*m2[ 3] + m1[13]*m2[ 7] + m1[14]*m2[11] + m1[15]*m2[15]
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});
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}
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#endif // MATRIX4_H
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