openclonk/src/lib/StdMeshMath.cpp

816 lines
24 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
#include "C4Include.h"
#include "lib/StdMeshMath.h"
StdMeshVector StdMeshVector::Zero()
{
StdMeshVector v;
v.x = 0.0f;
v.y = 0.0f;
v.z = 0.0f;
return v;
}
StdMeshVector StdMeshVector::UnitScale()
{
StdMeshVector v;
v.x = 1.0f;
v.y = 1.0f;
v.z = 1.0f;
return v;
}
StdMeshVector StdMeshVector::Translate(float dx, float dy, float dz)
{
StdMeshVector v;
v.x = dx;
v.y = dy;
v.z = dz;
return v;
}
StdMeshVector StdMeshVector::Cross(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = lhs.y*rhs.z - lhs.z*rhs.y;
v.y = lhs.z*rhs.x - lhs.x*rhs.z;
v.z = lhs.x*rhs.y - lhs.y*rhs.x;
return v;
}
void StdMeshVector::Normalize()
{
const float len = sqrt(x*x + y*y + z*z);
x /= len; y /= len; z /= len;
}
StdMeshQuaternion StdMeshQuaternion::Zero()
{
StdMeshQuaternion q;
q.w = 0.0f;
q.x = 0.0f;
q.y = 0.0f;
q.z = 0.0f;
return q;
}
StdMeshQuaternion StdMeshQuaternion::AngleAxis(float theta, const StdMeshVector& axis)
{
StdMeshQuaternion q;
const float theta2 = theta/2.0f;
const float s = sin(theta2);
q.w = cos(theta2);
q.x = s*axis.x;
q.y = s*axis.y;
q.z = s*axis.z;
return q;
}
void StdMeshQuaternion::Normalize()
{
float length = sqrt(LenSqr());
w /= length;
x /= length;
y /= length;
z /= length;
}
StdMeshQuaternion StdMeshQuaternion::Nlerp(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs, float w)
{
StdMeshQuaternion q;
float c = lhs.w * rhs.w + lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z;
if (c < 0.0f)
q = lhs + w * (-rhs - lhs);
else
q = lhs + w * ( rhs - lhs);
q.Normalize();
return q;
}
StdMeshTransformation StdMeshTransformation::Zero()
{
StdMeshTransformation t;
t.scale = StdMeshVector::Zero();
t.rotate = StdMeshQuaternion::Zero();
t.translate = StdMeshVector::Zero();
return t;
}
StdMeshTransformation StdMeshTransformation::Identity()
{
StdMeshTransformation t;
t.scale = StdMeshVector::UnitScale();
t.rotate.w = 1.0f;
t.rotate.x = t.rotate.y = t.rotate.z = 0.0f;
t.translate = StdMeshVector::Zero();
return t;
}
StdMeshTransformation StdMeshTransformation::Inverse(const StdMeshTransformation& transform)
{
StdMeshTransformation t;
t.scale = 1.0f/transform.scale;
t.rotate.w = transform.rotate.w;
t.rotate.x = -transform.rotate.x;
t.rotate.y = -transform.rotate.y;
t.rotate.z = -transform.rotate.z;
t.translate = t.rotate * (t.scale * -transform.translate);
return t;
}
StdMeshTransformation StdMeshTransformation::Translate(float dx, float dy, float dz)
{
StdMeshTransformation t;
t.scale = StdMeshVector::UnitScale();
t.rotate.w = 1.0f;
t.rotate.x = t.rotate.y = t.rotate.z = 0.0f;
t.translate = StdMeshVector::Translate(dx, dy, dz);
return t;
}
StdMeshTransformation StdMeshTransformation::Scale(float sx, float sy, float sz)
{
StdMeshTransformation t;
t.scale = StdMeshVector::Translate(sx, sy, sz);
t.rotate.w = 1.0f;
t.rotate.x = t.rotate.y = t.rotate.z = 0.0f;
t.translate = StdMeshVector::Zero();
return t;
}
StdMeshTransformation StdMeshTransformation::Rotate(float angle, float rx, float ry, float rz)
{
StdMeshTransformation t;
t.scale = StdMeshVector::UnitScale();
t.rotate = StdMeshQuaternion::AngleAxis(angle, StdMeshVector::Translate(rx, ry, rz));
t.translate = StdMeshVector::Zero();
return t;
}
StdMeshTransformation StdMeshTransformation::Nlerp(const StdMeshTransformation& lhs, const StdMeshTransformation& rhs, float w)
{
StdMeshTransformation t;
t.translate = (1 - w) * lhs.translate + w * rhs.translate;
t.rotate = StdMeshQuaternion::Nlerp(lhs.rotate, rhs.rotate, w);
t.scale = (1 - w) * lhs.scale + w * rhs.scale;
return t;
}
StdMeshMatrix StdMeshMatrix::Zero()
{
StdMeshMatrix m;
m.a[0][0] = 0.0f; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = 0.0f;
m.a[1][0] = 0.0f; m.a[1][1] = 0.0f; m.a[1][2] = 0.0f; m.a[1][3] = 0.0f;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = 0.0f; m.a[2][3] = 0.0f;
return m;
}
StdMeshMatrix StdMeshMatrix::Identity()
{
StdMeshMatrix m;
m.a[0][0] = 1.0f; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = 0.0f;
m.a[1][0] = 0.0f; m.a[1][1] = 1.0f; m.a[1][2] = 0.0f; m.a[1][3] = 0.0f;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = 1.0f; m.a[2][3] = 0.0f;
return m;
}
StdMeshMatrix StdMeshMatrix::Inverse(const StdMeshMatrix& mat)
{
StdMeshMatrix m;
const float det = mat.Determinant();
assert(det != 0.0f);
m.a[0][0] = (mat.a[1][1]*mat.a[2][2] - mat.a[1][2]*mat.a[2][1]) / det;
m.a[1][0] = (mat.a[1][2]*mat.a[2][0] - mat.a[1][0]*mat.a[2][2]) / det;
m.a[2][0] = (mat.a[1][0]*mat.a[2][1] - mat.a[1][1]*mat.a[2][0]) / det;
m.a[0][1] = (mat.a[0][2]*mat.a[2][1] - mat.a[0][1]*mat.a[2][2]) / det;
m.a[1][1] = (mat.a[0][0]*mat.a[2][2] - mat.a[0][2]*mat.a[2][0]) / det;
m.a[2][1] = (mat.a[0][1]*mat.a[2][0] - mat.a[0][0]*mat.a[2][1]) / det;
m.a[0][2] = (mat.a[0][1]*mat.a[1][2] - mat.a[0][2]*mat.a[1][1]) / det;
m.a[1][2] = (mat.a[0][2]*mat.a[1][0] - mat.a[0][0]*mat.a[1][2]) / det;
m.a[2][2] = (mat.a[0][0]*mat.a[1][1] - mat.a[0][1]*mat.a[1][0]) / det;
m.a[0][3] = (mat.a[0][1]*mat.a[1][3]*mat.a[2][2]
+ mat.a[0][2]*mat.a[1][1]*mat.a[2][3]
+ mat.a[0][3]*mat.a[1][2]*mat.a[2][1]
- mat.a[0][1]*mat.a[1][2]*mat.a[2][3]
- mat.a[0][2]*mat.a[1][3]*mat.a[2][1]
- mat.a[0][3]*mat.a[1][1]*mat.a[2][2]) / det;
m.a[1][3] = (mat.a[0][0]*mat.a[1][2]*mat.a[2][3]
+ mat.a[0][2]*mat.a[1][3]*mat.a[2][0]
+ mat.a[0][3]*mat.a[1][0]*mat.a[2][2]
- mat.a[0][0]*mat.a[1][3]*mat.a[2][2]
- mat.a[0][2]*mat.a[1][0]*mat.a[2][3]
- mat.a[0][3]*mat.a[1][2]*mat.a[2][0]) / det;
m.a[2][3] = (mat.a[0][0]*mat.a[1][3]*mat.a[2][1]
+ mat.a[0][1]*mat.a[1][0]*mat.a[2][3]
+ mat.a[0][3]*mat.a[1][1]*mat.a[2][0]
- mat.a[0][0]*mat.a[1][1]*mat.a[2][3]
- mat.a[0][1]*mat.a[1][3]*mat.a[2][0]
- mat.a[0][3]*mat.a[1][0]*mat.a[2][1]) / det;
return m;
}
StdMeshMatrix StdMeshMatrix::Translate(float dx, float dy, float dz)
{
StdMeshMatrix m;
m.a[0][0] = 1.0f; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = dx;
m.a[1][0] = 0.0f; m.a[1][1] = 1.0f; m.a[1][2] = 0.0f; m.a[1][3] = dy;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = 1.0f; m.a[2][3] = dz;
return m;
}
StdMeshMatrix StdMeshMatrix::Scale(float sx, float sy, float sz)
{
StdMeshMatrix m;
m.a[0][0] = sx; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = 0.0f;
m.a[1][0] = 0.0f; m.a[1][1] = sy; m.a[1][2] = 0.0f; m.a[1][3] = 0.0f;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = sz; m.a[2][3] = 0.0f;
return m;
}
StdMeshMatrix StdMeshMatrix::Rotate(float angle, float rx, float ry, float rz)
{
StdMeshMatrix m;
// We do normalize the rx,ry,rz vector here: This is only required for
// precalculations anyway, thus not time-critical.
float abs = sqrt(rx*rx+ry*ry+rz*rz);
rx/=abs; ry/=abs; rz/=abs;
float c = cos(angle), s = sin(angle);
m.a[0][0] = rx*rx*(1-c)+c; m.a[0][1] = rx*ry*(1-c)-rz*s; m.a[0][2] = rx*rz*(1-c)+ry*s; m.a[0][3] = 0.0f;
m.a[1][0] = ry*rx*(1-c)+rz*s; m.a[1][1] = ry*ry*(1-c)+c; m.a[1][2] = ry*rz*(1-c)-rx*s; m.a[1][3] = 0.0f;
m.a[2][0] = rz*rx*(1-c)-ry*s; m.a[2][1] = ry*rz*(1-c)+rx*s; m.a[2][2] = rz*rz*(1-c)+c; m.a[2][3] = 0.0f;
return m;
}
StdMeshMatrix StdMeshMatrix::Transform(const StdMeshTransformation& transform)
{
StdMeshMatrix m;
float tx = 2*transform.rotate.x;
float ty = 2*transform.rotate.y;
float tz = 2*transform.rotate.z;
float twx = tx*transform.rotate.w;
float twy = ty*transform.rotate.w;
float twz = tz*transform.rotate.w;
float txx = tx*transform.rotate.x;
float txy = ty*transform.rotate.x;
float txz = tz*transform.rotate.x;
float tyy = ty*transform.rotate.y;
float tyz = tz*transform.rotate.y;
float tzz = tz*transform.rotate.z;
m.a[0][0] = (1.0f - (tyy + tzz) ) * transform.scale.x;
m.a[0][1] = (txy - twz) * transform.scale.y;
m.a[0][2] = (txz + twy) * transform.scale.z;
m.a[1][0] = (txy + twz) * transform.scale.x;
m.a[1][1] = (1.0f - (txx + tzz) ) * transform.scale.y;
m.a[1][2] = (tyz - twx) * transform.scale.z;
m.a[2][0] = (txz - twy) * transform.scale.x;
m.a[2][1] = (tyz + twx) * transform.scale.y;
m.a[2][2] = (1.0f - (txx + tyy) ) * transform.scale.z;
m.a[0][3] = transform.translate.x;
m.a[1][3] = transform.translate.y;
m.a[2][3] = transform.translate.z;
return m;
}
StdMeshMatrix StdMeshMatrix::TransformInverse(const StdMeshTransformation& transform)
{
StdMeshMatrix m;
float tx = 2*transform.rotate.x;
float ty = 2*transform.rotate.y;
float tz = 2*transform.rotate.z;
float twx = -tx*transform.rotate.w;
float twy = -ty*transform.rotate.w;
float twz = -tz*transform.rotate.w;
float txx = tx*transform.rotate.x;
float txy = ty*transform.rotate.x;
float txz = tz*transform.rotate.x;
float tyy = ty*transform.rotate.y;
float tyz = tz*transform.rotate.y;
float tzz = tz*transform.rotate.z;
m.a[0][0] = (1.0f - (tyy + tzz) ) / transform.scale.x;
m.a[0][1] = (txy - twz) / transform.scale.x;
m.a[0][2] = (txz + twy) / transform.scale.x;
m.a[1][0] = (txy + twz) / transform.scale.y;
m.a[1][1] = (1.0f - (txx + tzz) ) / transform.scale.y;
m.a[1][2] = (tyz - twx) / transform.scale.y;
m.a[2][0] = (txz - twy) / transform.scale.z;
m.a[2][1] = (tyz + twx) / transform.scale.z;
m.a[2][2] = (1.0f - (txx + tyy) ) / transform.scale.z;
// Signs do not cancel!
StdMeshVector invtranslate = (-transform.rotate) * (-transform.translate/transform.scale);
m.a[0][3] = invtranslate.x;
m.a[1][3] = invtranslate.y;
m.a[2][3] = invtranslate.z;
return m;
}
StdMeshMatrix StdMeshMatrix::LookAt(const StdMeshVector& eye, const StdMeshVector& center, const StdMeshVector& up)
{
// See http://stackoverflow.com/questions/349050/calculating-a-lookat-matrix
StdMeshVector z = eye - center;
z.Normalize();
StdMeshVector x = StdMeshVector::Cross(up, z);
x.Normalize();
StdMeshVector y = StdMeshVector::Cross(z, x);
StdMeshMatrix m;
m.a[0][0] = x.x; m.a[0][1] = x.y; m.a[0][2] = x.z; m.a[0][3] = -x.x*eye.x - x.y*eye.y - x.z*eye.z;
m.a[1][0] = y.x; m.a[1][1] = y.y; m.a[1][2] = y.z; m.a[1][3] = -y.x*eye.x - y.y*eye.y - y.z*eye.z;
m.a[2][0] = z.x; m.a[2][1] = z.y; m.a[2][2] = z.z; m.a[2][3] = -z.x*eye.x - z.y*eye.y - z.z*eye.z;
return m;
}
float StdMeshMatrix::Determinant() const
{
return a[0][0]*a[1][1]*a[2][2] + a[0][1]*a[1][2]*a[2][0] + a[0][2]*a[1][0]*a[2][1]
- a[0][0]*a[1][2]*a[2][1] - a[0][1]*a[1][0]*a[2][2] - a[0][2]*a[1][1]*a[2][0];
}
StdProjectionMatrix StdProjectionMatrix::Identity()
{
StdProjectionMatrix m;
m.a[0][0] = 1.0f; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = 0.0f;
m.a[1][0] = 0.0f; m.a[1][1] = 1.0f; m.a[1][2] = 0.0f; m.a[1][3] = 0.0f;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = 1.0f; m.a[2][3] = 0.0f;
m.a[3][0] = 0.0f; m.a[3][1] = 0.0f; m.a[3][2] = 0.0f; m.a[3][3] = 1.0f;
return m;
}
StdProjectionMatrix StdProjectionMatrix::Translate(float dx, float dy, float dz)
{
StdProjectionMatrix m;
m.a[0][0] = 1.0f; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = dx;
m.a[1][0] = 0.0f; m.a[1][1] = 1.0f; m.a[1][2] = 0.0f; m.a[1][3] = dy;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = 1.0f; m.a[2][3] = dz;
m.a[3][0] = 0.0f; m.a[3][1] = 0.0f; m.a[3][2] = 0.0f; m.a[3][3] = 1.0f;
return m;
}
StdProjectionMatrix StdProjectionMatrix::Scale(float sx, float sy, float sz)
{
StdProjectionMatrix m;
m.a[0][0] = sx; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = 0.0f;
m.a[1][0] = 0.0f; m.a[1][1] = sy; m.a[1][2] = 0.0f; m.a[1][3] = 0.0f;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = sz; m.a[2][3] = 0.0f;
m.a[3][0] = 0.0f; m.a[3][1] = 0.0f; m.a[3][2] = 0.0f; m.a[3][3] = 1.0f;
return m;
}
StdProjectionMatrix StdProjectionMatrix::Rotate(float angle, float rx, float ry, float rz)
{
StdProjectionMatrix m;
// We do normalize the rx,ry,rz vector here: This is only required for
// precalculations anyway, thus not time-critical.
float abs = sqrt(rx*rx+ry*ry+rz*rz);
rx/=abs; ry/=abs; rz/=abs;
float c = cos(angle), s = sin(angle);
m.a[0][0] = rx*rx*(1-c)+c; m.a[0][1] = rx*ry*(1-c)-rz*s; m.a[0][2] = rx*rz*(1-c)+ry*s; m.a[0][3] = 0.0f;
m.a[1][0] = ry*rx*(1-c)+rz*s; m.a[1][1] = ry*ry*(1-c)+c; m.a[1][2] = ry*rz*(1-c)-rx*s; m.a[1][3] = 0.0f;
m.a[2][0] = rz*rx*(1-c)-ry*s; m.a[2][1] = ry*rz*(1-c)+rx*s; m.a[2][2] = rz*rz*(1-c)+c; m.a[2][3] = 0.0f;
m.a[3][0] = 0.0f; m.a[3][1] = 0.0f; m.a[3][2] = 0.0f; m.a[3][3] = 1.0f;
return m;
}
StdProjectionMatrix StdProjectionMatrix::Orthographic(float left, float right, float bottom, float top)
{
StdProjectionMatrix matrix;
matrix(0,0) = 2.0f / (right - left);
matrix(0,1) = 0.0f;
matrix(0,2) = 0.0f;
matrix(0,3) = -(right + left) / (right - left);
matrix(1,0) = 0.0f;
matrix(1,1) = 2.0f / (top - bottom);
matrix(1,2) = 0.0f;
matrix(1,3) = -(top + bottom) / (top - bottom);
matrix(2,0) = 0.0f;
matrix(2,1) = 0.0f;
matrix(2,2) = -1.0f;
matrix(2,3) = 0.0f;
matrix(3,0) = 0.0f;
matrix(3,1) = 0.0f;
matrix(3,2) = 0.0f;
matrix(3,3) = 1.0f;
return matrix;
}
StdMeshMatrix StdProjectionMatrix::Upper3x4(const StdProjectionMatrix& matrix)
{
StdMeshMatrix m;
m(0, 0) = matrix.a[0][0]; m(0, 1) = matrix.a[0][1]; m(0, 2) = matrix.a[0][2]; m(0, 3) = matrix.a[0][3];
m(1, 0) = matrix.a[1][0]; m(1, 1) = matrix.a[1][1]; m(1, 2) = matrix.a[1][2]; m(1, 3) = matrix.a[1][3];
m(2, 0) = matrix.a[2][0]; m(2, 1) = matrix.a[2][1]; m(2, 2) = matrix.a[2][2]; m(2, 3) = matrix.a[2][3];
return m;
}
StdMeshTransformation StdMeshMatrix::Decompose() const
{
// Extract the scale part of the matrix
const float sx = sqrt(a[0][0]*a[0][0] + a[1][0]*a[1][0] + a[2][0]*a[2][0]);
const float sy = sqrt(a[0][1]*a[0][1] + a[1][1]*a[1][1] + a[2][1]*a[2][1]);
const float sz = sqrt(a[0][2]*a[0][2] + a[1][2]*a[1][2] + a[2][2]*a[2][2]);
// What remains is the rotation part
// TODO: This can be optimized by not doing the full matrix multiplication
StdMeshMatrix rot = Scale(1.0f/sx, 1.0f/sy, 1.0f/sz) * *this;
// Note that this does not work for skew matrices -- we cannot
// represent skews in StdMeshTransformation
const float cos_angle = 0.5f * (rot.a[0][0] + rot.a[1][1] + rot.a[2][2] - 1.0f);
const float rdx = rot.a[2][1] - rot.a[1][2];
const float rdy = rot.a[0][2] - rot.a[2][0];
const float rdz = rot.a[1][0] - rot.a[0][1];
const float det = sqrt(rdx*rdx + rdy*rdy + rdz*rdz);
const float rx = (rot.a[2][1] - rot.a[1][2]) / det;
const float ry = (rot.a[0][2] - rot.a[2][0]) / det;
const float rz = (rot.a[1][0] - rot.a[0][1]) / det;
StdMeshTransformation trans;
trans.scale.x = sx;
trans.scale.y = sy;
trans.scale.z = sz;
trans.rotate = StdMeshQuaternion::AngleAxis(acos(cos_angle), StdMeshVector::Translate(rx, ry, rz));
trans.translate.x = a[0][3];
trans.translate.y = a[1][3];
trans.translate.z = a[2][3];
return trans;
}
StdMeshMatrix operator*(const StdMeshMatrix& lhs, const StdMeshMatrix& rhs)
{
StdMeshMatrix m;
m(0,0) = lhs(0,0)*rhs(0,0) + lhs(0,1)*rhs(1,0) + lhs(0,2)*rhs(2,0);
m(1,0) = lhs(1,0)*rhs(0,0) + lhs(1,1)*rhs(1,0) + lhs(1,2)*rhs(2,0);
m(2,0) = lhs(2,0)*rhs(0,0) + lhs(2,1)*rhs(1,0) + lhs(2,2)*rhs(2,0);
m(0,1) = lhs(0,0)*rhs(0,1) + lhs(0,1)*rhs(1,1) + lhs(0,2)*rhs(2,1);
m(1,1) = lhs(1,0)*rhs(0,1) + lhs(1,1)*rhs(1,1) + lhs(1,2)*rhs(2,1);
m(2,1) = lhs(2,0)*rhs(0,1) + lhs(2,1)*rhs(1,1) + lhs(2,2)*rhs(2,1);
m(0,2) = lhs(0,0)*rhs(0,2) + lhs(0,1)*rhs(1,2) + lhs(0,2)*rhs(2,2);
m(1,2) = lhs(1,0)*rhs(0,2) + lhs(1,1)*rhs(1,2) + lhs(1,2)*rhs(2,2);
m(2,2) = lhs(2,0)*rhs(0,2) + lhs(2,1)*rhs(1,2) + lhs(2,2)*rhs(2,2);
m(0,3) = lhs(0,0)*rhs(0,3) + lhs(0,1)*rhs(1,3) + lhs(0,2)*rhs(2,3) + lhs(0,3);
m(1,3) = lhs(1,0)*rhs(0,3) + lhs(1,1)*rhs(1,3) + lhs(1,2)*rhs(2,3) + lhs(1,3);
m(2,3) = lhs(2,0)*rhs(0,3) + lhs(2,1)*rhs(1,3) + lhs(2,2)*rhs(2,3) + lhs(2,3);
return m;
}
StdMeshMatrix operator*(float lhs, const StdMeshMatrix& rhs)
{
StdMeshMatrix m;
m(0,0) = lhs * rhs(0,0);
m(1,0) = lhs * rhs(1,0);
m(2,0) = lhs * rhs(2,0);
m(0,1) = lhs * rhs(0,1);
m(1,1) = lhs * rhs(1,1);
m(2,1) = lhs * rhs(2,1);
m(0,2) = lhs * rhs(0,2);
m(1,2) = lhs * rhs(1,2);
m(2,2) = lhs * rhs(2,2);
m(0,3) = lhs * rhs(0,3);
m(1,3) = lhs * rhs(1,3);
m(2,3) = lhs * rhs(2,3);
return m;
}
StdMeshMatrix operator*(const StdMeshMatrix& lhs, float rhs)
{
return rhs * lhs;
}
StdMeshMatrix& operator*=(StdMeshMatrix& lhs, const StdMeshMatrix& rhs)
{
lhs = lhs * rhs;
return lhs;
}
StdMeshMatrix operator+(const StdMeshMatrix& lhs, const StdMeshMatrix& rhs)
{
StdMeshMatrix m;
m(0,0) = lhs(0,0) + rhs(0,0);
m(1,0) = lhs(1,0) + rhs(1,0);
m(2,0) = lhs(2,0) + rhs(2,0);
m(0,1) = lhs(0,1) + rhs(0,1);
m(1,1) = lhs(1,1) + rhs(1,1);
m(2,1) = lhs(2,1) + rhs(2,1);
m(0,2) = lhs(0,2) + rhs(0,2);
m(1,2) = lhs(1,2) + rhs(1,2);
m(2,2) = lhs(2,2) + rhs(2,2);
m(0,3) = lhs(0,3) + rhs(0,3);
m(1,3) = lhs(1,3) + rhs(1,3);
m(2,3) = lhs(2,3) + rhs(2,3);
return m;
}
StdProjectionMatrix operator*(const StdProjectionMatrix& lhs, const StdProjectionMatrix& rhs)
{
StdProjectionMatrix m;
m(0,0) = lhs(0,0)*rhs(0,0) + lhs(0,1)*rhs(1,0) + lhs(0,2)*rhs(2,0) + lhs(0,3)*rhs(3,0);
m(1,0) = lhs(1,0)*rhs(0,0) + lhs(1,1)*rhs(1,0) + lhs(1,2)*rhs(2,0) + lhs(1,3)*rhs(3,0);
m(2,0) = lhs(2,0)*rhs(0,0) + lhs(2,1)*rhs(1,0) + lhs(2,2)*rhs(2,0) + lhs(2,3)*rhs(3,0);
m(3,0) = lhs(3,0)*rhs(0,0) + lhs(3,1)*rhs(1,0) + lhs(3,2)*rhs(2,0) + lhs(3,3)*rhs(3,0);
m(0,1) = lhs(0,0)*rhs(0,1) + lhs(0,1)*rhs(1,1) + lhs(0,2)*rhs(2,1) + lhs(0,3)*rhs(3,1);
m(1,1) = lhs(1,0)*rhs(0,1) + lhs(1,1)*rhs(1,1) + lhs(1,2)*rhs(2,1) + lhs(1,3)*rhs(3,1);
m(2,1) = lhs(2,0)*rhs(0,1) + lhs(2,1)*rhs(1,1) + lhs(2,2)*rhs(2,1) + lhs(2,3)*rhs(3,1);
m(3,1) = lhs(3,0)*rhs(0,1) + lhs(3,1)*rhs(1,1) + lhs(3,2)*rhs(2,1) + lhs(3,3)*rhs(3,1);
m(0,2) = lhs(0,0)*rhs(0,2) + lhs(0,1)*rhs(1,2) + lhs(0,2)*rhs(2,2) + lhs(0,3)*rhs(3,2);
m(1,2) = lhs(1,0)*rhs(0,2) + lhs(1,1)*rhs(1,2) + lhs(1,2)*rhs(2,2) + lhs(1,3)*rhs(3,2);
m(2,2) = lhs(2,0)*rhs(0,2) + lhs(2,1)*rhs(1,2) + lhs(2,2)*rhs(2,2) + lhs(2,3)*rhs(3,2);
m(3,2) = lhs(3,0)*rhs(0,2) + lhs(3,1)*rhs(1,2) + lhs(3,2)*rhs(2,2) + lhs(3,3)*rhs(3,2);
m(0,3) = lhs(0,0)*rhs(0,3) + lhs(0,1)*rhs(1,3) + lhs(0,2)*rhs(2,3) + lhs(0,3)*rhs(3,3);
m(1,3) = lhs(1,0)*rhs(0,3) + lhs(1,1)*rhs(1,3) + lhs(1,2)*rhs(2,3) + lhs(1,3)*rhs(3,3);
m(2,3) = lhs(2,0)*rhs(0,3) + lhs(2,1)*rhs(1,3) + lhs(2,2)*rhs(2,3) + lhs(2,3)*rhs(3,3);
m(3,3) = lhs(3,0)*rhs(0,3) + lhs(3,1)*rhs(1,3) + lhs(3,2)*rhs(2,3) + lhs(3,3)*rhs(3,3);
return m;
}
StdProjectionMatrix& operator*=(StdProjectionMatrix& lhs, const StdProjectionMatrix& rhs)
{
lhs = lhs * rhs;
return lhs;
}
StdMeshQuaternion operator-(const StdMeshQuaternion& rhs)
{
StdMeshQuaternion q;
q.w = -rhs.w;
q.x = -rhs.x;
q.y = -rhs.y;
q.z = -rhs.z;
return q;
}
StdMeshQuaternion operator*(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs)
{
StdMeshQuaternion q;
q.w = lhs.w*rhs.w - lhs.x*rhs.x - lhs.y*rhs.y - lhs.z*rhs.z;
q.x = lhs.w*rhs.x + lhs.x*rhs.w + lhs.y*rhs.z - lhs.z*rhs.y;
q.y = lhs.w*rhs.y + lhs.y*rhs.w + lhs.z*rhs.x - lhs.x*rhs.z;
q.z = lhs.w*rhs.z + lhs.z*rhs.w + lhs.x*rhs.y - lhs.y*rhs.x;
return q;
}
StdMeshQuaternion& operator*=(StdMeshQuaternion& lhs, float rhs)
{
lhs.w *= rhs;
lhs.x *= rhs;
lhs.y *= rhs;
lhs.z *= rhs;
return lhs;
}
StdMeshQuaternion operator*(const StdMeshQuaternion& lhs, float rhs)
{
StdMeshQuaternion q(lhs);
q *= rhs;
return q;
}
StdMeshQuaternion operator*(float lhs, const StdMeshQuaternion& rhs)
{
return rhs * lhs;
}
StdMeshQuaternion& operator+=(StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs)
{
lhs.w += rhs.w;
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
return lhs;
}
StdMeshQuaternion operator+(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs)
{
StdMeshQuaternion q(lhs);
q += rhs;
return q;
}
StdMeshQuaternion operator-(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs)
{
StdMeshQuaternion q;
q.w = lhs.w - rhs.w;
q.x = lhs.x - rhs.x;
q.y = lhs.y - rhs.y;
q.z = lhs.z - rhs.z;
return q;
}
StdMeshTransformation operator*(const StdMeshTransformation& lhs, const StdMeshTransformation& rhs)
{
StdMeshTransformation t;
t.rotate = lhs.rotate * rhs.rotate;
t.scale = lhs.scale * rhs.scale;
t.translate = lhs.translate + lhs.rotate * (lhs.scale * rhs.translate);
return t;
}
StdMeshVector operator-(const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = -rhs.x;
v.y = -rhs.y;
v.z = -rhs.z;
return v;
}
StdMeshVector& operator+=(StdMeshVector& lhs, const StdMeshVector& rhs)
{
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
return lhs;
}
StdMeshVector operator+(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v(lhs);
v += rhs;
return v;
}
StdMeshVector& operator-=(StdMeshVector& lhs, const StdMeshVector& rhs)
{
lhs.x -= rhs.x;
lhs.y -= rhs.y;
lhs.z -= rhs.z;
return lhs;
}
StdMeshVector operator-(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v(lhs);
v -= rhs;
return v;
}
StdMeshVector operator*(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = lhs.x * rhs.x;
v.y = lhs.y * rhs.y;
v.z = lhs.z * rhs.z;
return v;
}
StdMeshVector& operator*=(StdMeshVector& lhs, float rhs)
{
lhs.x *= rhs;
lhs.y *= rhs;
lhs.z *= rhs;
return lhs;
}
StdMeshVector operator*(const StdMeshVector& lhs, float rhs)
{
StdMeshVector v(lhs);
v *= rhs;
return v;
}
StdMeshVector operator*(float lhs, const StdMeshVector& rhs)
{
return rhs * lhs;
}
StdMeshVector operator/(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = lhs.x/rhs.x;
v.y = lhs.y/rhs.y;
v.z = lhs.z/rhs.z;
return v;
}
StdMeshVector operator/(float lhs, const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = lhs/rhs.x;
v.y = lhs/rhs.y;
v.z = lhs/rhs.z;
return v;
}
StdMeshVector operator/(const StdMeshVector& lhs, float rhs)
{
StdMeshVector v;
v.x = lhs.x/rhs;
v.y = lhs.y/rhs;
v.z = lhs.z/rhs;
return v;
}
StdMeshVector operator*(const StdMeshMatrix& lhs, const StdMeshVector& rhs) // does not apply translation part
{
StdMeshVector v;
v.x = lhs(0,0)*rhs.x + lhs(0,1)*rhs.y + lhs(0,2)*rhs.z;
v.y = lhs(1,0)*rhs.x + lhs(1,1)*rhs.y + lhs(1,2)*rhs.z;
v.z = lhs(2,0)*rhs.x + lhs(2,1)*rhs.y + lhs(2,2)*rhs.z;
return v;
}
StdMeshVector operator*(const StdMeshQuaternion& lhs, const StdMeshVector& rhs)
{
StdMeshVector v = { lhs.x, lhs.y, lhs.z };
StdMeshVector uv = 2.0f * StdMeshVector::Cross(v, rhs);
StdMeshVector uuv = StdMeshVector::Cross(v, uv);
return rhs + lhs.w * uv + uuv;
}
StdMeshVertex& operator+=(StdMeshVertex& lhs, const StdMeshVertex& rhs)
{
lhs.nx += rhs.nx;
lhs.ny += rhs.ny;
lhs.nz += rhs.nz;
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
return lhs;
}
StdMeshVertex operator+(const StdMeshVertex& lhs, const StdMeshVertex& rhs)
{
StdMeshVertex vtx(lhs);
vtx += rhs;
return vtx;
}
StdMeshVertex operator*(float lhs, const StdMeshVertex& rhs)
{
StdMeshVertex vtx;
vtx.nx = lhs*rhs.nx;
vtx.ny = lhs*rhs.ny;
vtx.nz = lhs*rhs.nz;
vtx.x = lhs*rhs.x;
vtx.y = lhs*rhs.y;
vtx.z = lhs*rhs.z;
return vtx;
}
StdMeshVertex operator*(const StdMeshVertex& lhs, float rhs)
{
return rhs * lhs;
}
StdMeshVertex operator*(const StdMeshMatrix& lhs, const StdMeshVertex& rhs)
{
StdMeshVertex vtx;
vtx.nx = lhs(0,0)*rhs.nx + lhs(0,1)*rhs.ny + lhs(0,2)*rhs.nz;
vtx.ny = lhs(1,0)*rhs.nx + lhs(1,1)*rhs.ny + lhs(0,2)*rhs.nz;
vtx.nz = lhs(2,0)*rhs.nx + lhs(2,1)*rhs.ny + lhs(2,2)*rhs.nz;
vtx.x = lhs(0,0)*rhs.x + lhs(0,1)*rhs.y + lhs(0,2)*rhs.z + lhs(0,3);
vtx.y = lhs(1,0)*rhs.x + lhs(1,1)*rhs.y + lhs(1,2)*rhs.z + lhs(1,3);
vtx.z = lhs(2,0)*rhs.x + lhs(2,1)*rhs.y + lhs(2,2)*rhs.z + lhs(2,3);
vtx.u = rhs.u; vtx.v = rhs.v;
return vtx;
}