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#region Using Statements
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using System;
using System.Globalization;
using ANX.Framework.NonXNA.Development;
using System.ComponentModel;
using ANX.Framework.Design;
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#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework
{
[PercentageComplete(70)]
[Developer("Glatzemann, GinieDp, rene87, floAr")]
[TestState(TestStateAttribute.TestState.InProgress)]
#if !WINDOWSMETRO
[Serializable]
[TypeConverter(typeof(MatrixConverter))]
#endif
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public struct Matrix : IEquatable<Matrix>
{
#region Public Fields
public float M11;
public float M12;
public float M13;
public float M14;
public float M21;
public float M22;
public float M23;
public float M24;
public float M31;
public float M32;
public float M33;
public float M34;
public float M41;
public float M42;
public float M43;
public float M44;
#endregion
#region Constructors
public Matrix(float m11, float m12, float m13, float m14,
float m21, float m22, float m23, float m24,
float m31, float m32, float m33, float m34,
float m41, float m42, float m43, float m44)
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{
M11 = m11;
M12 = m12;
M13 = m13;
M14 = m14;
M21 = m21;
M22 = m22;
M23 = m23;
M24 = m24;
M31 = m31;
M32 = m32;
M33 = m33;
M34 = m34;
M41 = m41;
M42 = m42;
M43 = m43;
M44 = m44;
}
#endregion
#region Public Static Properties
private static Matrix identity = new Matrix(1f, 0f, 0f, 0f,
0f, 1f, 0f, 0f,
0f, 0f, 1f, 0f,
0f, 0f, 0f, 1f);
public static Matrix Identity
{
get { return identity; }
}
#endregion
#region Public Properties
public Vector3 Right
{
get { return new Vector3(M11, M12, M13); }
set
{
M11 = value.X;
M12 = value.Y;
M13 = value.Z;
}
}
public Vector3 Left
{
get { return new Vector3(-M11, -M12, -M13); }
set
{
M11 = -value.X;
M12 = -value.Y;
M13 = -value.Z;
}
}
public Vector3 Up
{
get { return new Vector3(M21, M22, M23); }
set
{
M21 = value.X;
M22 = value.Y;
M23 = value.Z;
}
}
public Vector3 Down
{
get { return new Vector3(-M21, -M22, -M23); }
set
{
M21 = -value.X;
M22 = -value.Y;
M23 = -value.Z;
}
}
public Vector3 Backward
{
get { return new Vector3(M31, M32, M33); }
set
{
M31 = value.X;
M32 = value.Y;
M33 = value.Z;
}
}
public Vector3 Forward
{
get { return new Vector3(-M31, -M32, -M33); }
set
{
M31 = -value.X;
M32 = -value.Y;
M33 = -value.Z;
}
}
public Vector3 Translation
{
get { return new Vector3(M41, M42, M43); }
set
{
M41 = value.X;
M42 = value.Y;
M43 = value.Z;
}
}
#endregion
#region Public Static Methods
#region Arithmetic Operations
public static Matrix Add(Matrix matrix1, Matrix matrix2)
{
Matrix result;
Add(ref matrix1, ref matrix2, out result);
return result;
}
public static void Add(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)
{
result.M11 = matrix1.M11 + matrix2.M11;
result.M12 = matrix1.M12 + matrix2.M12;
result.M13 = matrix1.M13 + matrix2.M13;
result.M14 = matrix1.M14 + matrix2.M14;
result.M21 = matrix1.M21 + matrix2.M21;
result.M22 = matrix1.M22 + matrix2.M22;
result.M23 = matrix1.M23 + matrix2.M23;
result.M24 = matrix1.M24 + matrix2.M24;
result.M31 = matrix1.M31 + matrix2.M31;
result.M32 = matrix1.M32 + matrix2.M32;
result.M33 = matrix1.M33 + matrix2.M33;
result.M34 = matrix1.M34 + matrix2.M34;
result.M41 = matrix1.M41 + matrix2.M41;
result.M42 = matrix1.M42 + matrix2.M42;
result.M43 = matrix1.M43 + matrix2.M43;
result.M44 = matrix1.M44 + matrix2.M44;
}
public static Matrix Subtract(Matrix matrix1, Matrix matrix2)
{
Matrix result;
Subtract(ref matrix1, ref matrix2, out result);
return result;
}
public static void Subtract(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)
{
result.M11 = matrix1.M11 - matrix2.M11;
result.M12 = matrix1.M12 - matrix2.M12;
result.M13 = matrix1.M13 - matrix2.M13;
result.M14 = matrix1.M14 - matrix2.M14;
result.M21 = matrix1.M21 - matrix2.M21;
result.M22 = matrix1.M22 - matrix2.M22;
result.M23 = matrix1.M23 - matrix2.M23;
result.M24 = matrix1.M24 - matrix2.M24;
result.M31 = matrix1.M31 - matrix2.M31;
result.M32 = matrix1.M32 - matrix2.M32;
result.M33 = matrix1.M33 - matrix2.M33;
result.M34 = matrix1.M34 - matrix2.M34;
result.M41 = matrix1.M41 - matrix2.M41;
result.M42 = matrix1.M42 - matrix2.M42;
result.M43 = matrix1.M43 - matrix2.M43;
result.M44 = matrix1.M44 - matrix2.M44;
}
public static Matrix Divide(Matrix matrix1, Matrix matrix2)
{
Matrix result;
Divide(ref matrix1, ref matrix2, out result);
return result;
}
public static void Divide(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)
{
result.M11 = matrix1.M11 / matrix2.M11;
result.M21 = matrix1.M21 / matrix2.M21;
result.M31 = matrix1.M31 / matrix2.M31;
result.M41 = matrix1.M41 / matrix2.M41;
result.M12 = matrix1.M12 / matrix2.M12;
result.M22 = matrix1.M22 / matrix2.M22;
result.M32 = matrix1.M32 / matrix2.M32;
result.M42 = matrix1.M42 / matrix2.M42;
result.M13 = matrix1.M13 / matrix2.M13;
result.M23 = matrix1.M23 / matrix2.M23;
result.M33 = matrix1.M33 / matrix2.M33;
result.M43 = matrix1.M43 / matrix2.M43;
result.M14 = matrix1.M14 / matrix2.M14;
result.M24 = matrix1.M24 / matrix2.M24;
result.M34 = matrix1.M34 / matrix2.M34;
result.M44 = matrix1.M44 / matrix2.M44;
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}
public static Matrix Divide(Matrix matrix1, float divider)
{
Matrix result;
Divide(ref matrix1, divider, out result);
return result;
}
public static void Divide(ref Matrix matrix1, float divider, out Matrix result)
{
Matrix.Multiply(ref matrix1, 1f / divider, out result);
}
public static Matrix Multiply(Matrix matrix1, Matrix matrix2)
{
Matrix result;
Multiply(ref matrix1, ref matrix2, out result);
return result;
}
public static void Multiply(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)
{
result.M11 = matrix1.M11 * matrix2.M11 + matrix1.M12 * matrix2.M21 + matrix1.M13 * matrix2.M31 + matrix1.M14 * matrix2.M41;
result.M21 = matrix1.M21 * matrix2.M11 + matrix1.M22 * matrix2.M21 + matrix1.M23 * matrix2.M31 + matrix1.M24 * matrix2.M41;
result.M31 = matrix1.M31 * matrix2.M11 + matrix1.M32 * matrix2.M21 + matrix1.M33 * matrix2.M31 + matrix1.M34 * matrix2.M41;
result.M41 = matrix1.M41 * matrix2.M11 + matrix1.M42 * matrix2.M21 + matrix1.M43 * matrix2.M31 + matrix1.M44 * matrix2.M41;
result.M12 = matrix1.M11 * matrix2.M12 + matrix1.M12 * matrix2.M22 + matrix1.M13 * matrix2.M32 + matrix1.M14 * matrix2.M42;
result.M22 = matrix1.M21 * matrix2.M12 + matrix1.M22 * matrix2.M22 + matrix1.M23 * matrix2.M32 + matrix1.M24 * matrix2.M42;
result.M32 = matrix1.M31 * matrix2.M12 + matrix1.M32 * matrix2.M22 + matrix1.M33 * matrix2.M32 + matrix1.M34 * matrix2.M42;
result.M42 = matrix1.M41 * matrix2.M12 + matrix1.M42 * matrix2.M22 + matrix1.M43 * matrix2.M32 + matrix1.M44 * matrix2.M42;
result.M13 = matrix1.M11 * matrix2.M13 + matrix1.M12 * matrix2.M23 + matrix1.M13 * matrix2.M33 + matrix1.M14 * matrix2.M43;
result.M23 = matrix1.M21 * matrix2.M13 + matrix1.M22 * matrix2.M23 + matrix1.M23 * matrix2.M33 + matrix1.M24 * matrix2.M43;
result.M33 = matrix1.M31 * matrix2.M13 + matrix1.M32 * matrix2.M23 + matrix1.M33 * matrix2.M33 + matrix1.M34 * matrix2.M43;
result.M43 = matrix1.M41 * matrix2.M13 + matrix1.M42 * matrix2.M23 + matrix1.M43 * matrix2.M33 + matrix1.M44 * matrix2.M43;
result.M14 = matrix1.M11 * matrix2.M14 + matrix1.M12 * matrix2.M24 + matrix1.M13 * matrix2.M34 + matrix1.M14 * matrix2.M44;
result.M24 = matrix1.M21 * matrix2.M14 + matrix1.M22 * matrix2.M24 + matrix1.M23 * matrix2.M34 + matrix1.M24 * matrix2.M44;
result.M34 = matrix1.M31 * matrix2.M14 + matrix1.M32 * matrix2.M24 + matrix1.M33 * matrix2.M34 + matrix1.M34 * matrix2.M44;
result.M44 = matrix1.M41 * matrix2.M14 + matrix1.M42 * matrix2.M24 + matrix1.M43 * matrix2.M34 + matrix1.M44 * matrix2.M44;
}
public static Matrix Multiply(Matrix matrix1, float scaleFactor)
{
Matrix result;
Multiply(ref matrix1, scaleFactor, out result);
return result;
}
public static void Multiply(ref Matrix matrix1, float scaleFactor, out Matrix result)
{
result.M11 = matrix1.M11 * scaleFactor;
result.M21 = matrix1.M21 * scaleFactor;
result.M31 = matrix1.M31 * scaleFactor;
result.M41 = matrix1.M41 * scaleFactor;
result.M12 = matrix1.M12 * scaleFactor;
result.M22 = matrix1.M22 * scaleFactor;
result.M32 = matrix1.M32 * scaleFactor;
result.M42 = matrix1.M42 * scaleFactor;
result.M13 = matrix1.M13 * scaleFactor;
result.M23 = matrix1.M23 * scaleFactor;
result.M33 = matrix1.M33 * scaleFactor;
result.M43 = matrix1.M43 * scaleFactor;
result.M14 = matrix1.M14 * scaleFactor;
result.M24 = matrix1.M24 * scaleFactor;
result.M34 = matrix1.M34 * scaleFactor;
result.M44 = matrix1.M44 * scaleFactor;
}
public static Matrix Lerp(Matrix matrix1, Matrix matrix2, float amount)
{
Matrix result;
Lerp(ref matrix1, ref matrix2, amount, out result);
return result;
}
public static void Lerp(ref Matrix matrix1, ref Matrix matrix2, float amount,out Matrix result)
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{
result.M11 = matrix1.M11 + (matrix2.M11 - matrix1.M11) * amount;
result.M12 = matrix1.M12 + (matrix2.M12 - matrix1.M12) * amount;
result.M13 = matrix1.M13 + (matrix2.M13 - matrix1.M13) * amount;
result.M14 = matrix1.M14 + (matrix2.M14 - matrix1.M14) * amount;
result.M21 = matrix1.M21 + (matrix2.M21 - matrix1.M21) * amount;
result.M22 = matrix1.M22 + (matrix2.M22 - matrix1.M22) * amount;
result.M23 = matrix1.M23 + (matrix2.M23 - matrix1.M23) * amount;
result.M24 = matrix1.M24 + (matrix2.M24 - matrix1.M24) * amount;
result.M31 = matrix1.M31 + (matrix2.M31 - matrix1.M31) * amount;
result.M32 = matrix1.M32 + (matrix2.M32 - matrix1.M32) * amount;
result.M33 = matrix1.M33 + (matrix2.M33 - matrix1.M33) * amount;
result.M34 = matrix1.M34 + (matrix2.M34 - matrix1.M34) * amount;
result.M41 = matrix1.M41 + (matrix2.M41 - matrix1.M41) * amount;
result.M42 = matrix1.M42 + (matrix2.M42 - matrix1.M42) * amount;
result.M43 = matrix1.M43 + (matrix2.M43 - matrix1.M43) * amount;
result.M44 = matrix1.M44 + (matrix2.M44 - matrix1.M44) * amount;
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}
public static Matrix Negate(Matrix matrix)
{
Matrix result;
Negate(ref matrix, out result);
return result;
}
public static void Negate(ref Matrix matrix, out Matrix result)
{
Matrix.Multiply(ref matrix, -1.0f, out result);
}
public static Matrix Invert(Matrix matrix)
{
Matrix result;
Invert(ref matrix, out result);
return result;
}
public static void Invert(ref Matrix matrix, out Matrix result)
{
/*
* This part was copied from the Mono:XNA Project.
*/
//
// Use Laplace expansion theorem to calculate the inverse of a 4x4 matrix
//
// 1. Calculate the 2x2 determinants needed and the 4x4 determinant based on the 2x2 determinants
// 2. Create the adjugate matrix, which satisfies: A * adj(A) = det(A) * I
// 3. Divide adjugate matrix with the determinant to find the inverse
float det1 = matrix.M11 * matrix.M22 - matrix.M12 * matrix.M21;
float det2 = matrix.M11 * matrix.M23 - matrix.M13 * matrix.M21;
float det3 = matrix.M11 * matrix.M24 - matrix.M14 * matrix.M21;
float det4 = matrix.M12 * matrix.M23 - matrix.M13 * matrix.M22;
float det5 = matrix.M12 * matrix.M24 - matrix.M14 * matrix.M22;
float det6 = matrix.M13 * matrix.M24 - matrix.M14 * matrix.M23;
float det7 = matrix.M31 * matrix.M42 - matrix.M32 * matrix.M41;
float det8 = matrix.M31 * matrix.M43 - matrix.M33 * matrix.M41;
float det9 = matrix.M31 * matrix.M44 - matrix.M34 * matrix.M41;
float det10 = matrix.M32 * matrix.M43 - matrix.M33 * matrix.M42;
float det11 = matrix.M32 * matrix.M44 - matrix.M34 * matrix.M42;
float det12 = matrix.M33 * matrix.M44 - matrix.M34 * matrix.M43;
float detMatrix = (float)(det1 * det12 - det2 * det11 + det3 * det10 + det4 * det9 - det5 * det8 + det6 * det7);
float invDetMatrix = 1f / detMatrix;
Matrix ret; // Allow for matrix and result to point to the same structure
ret.M11 = (matrix.M22 * det12 - matrix.M23 * det11 + matrix.M24 * det10) * invDetMatrix;
ret.M12 = (-matrix.M12 * det12 + matrix.M13 * det11 - matrix.M14 * det10) * invDetMatrix;
ret.M13 = (matrix.M42 * det6 - matrix.M43 * det5 + matrix.M44 * det4) * invDetMatrix;
ret.M14 = (-matrix.M32 * det6 + matrix.M33 * det5 - matrix.M34 * det4) * invDetMatrix;
ret.M21 = (-matrix.M21 * det12 + matrix.M23 * det9 - matrix.M24 * det8) * invDetMatrix;
ret.M22 = (matrix.M11 * det12 - matrix.M13 * det9 + matrix.M14 * det8) * invDetMatrix;
ret.M23 = (-matrix.M41 * det6 + matrix.M43 * det3 - matrix.M44 * det2) * invDetMatrix;
ret.M24 = (matrix.M31 * det6 - matrix.M33 * det3 + matrix.M34 * det2) * invDetMatrix;
ret.M31 = (matrix.M21 * det11 - matrix.M22 * det9 + matrix.M24 * det7) * invDetMatrix;
ret.M32 = (-matrix.M11 * det11 + matrix.M12 * det9 - matrix.M14 * det7) * invDetMatrix;
ret.M33 = (matrix.M41 * det5 - matrix.M42 * det3 + matrix.M44 * det1) * invDetMatrix;
ret.M34 = (-matrix.M31 * det5 + matrix.M32 * det3 - matrix.M34 * det1) * invDetMatrix;
ret.M41 = (-matrix.M21 * det10 + matrix.M22 * det8 - matrix.M23 * det7) * invDetMatrix;
ret.M42 = (matrix.M11 * det10 - matrix.M12 * det8 + matrix.M13 * det7) * invDetMatrix;
ret.M43 = (-matrix.M41 * det4 + matrix.M42 * det2 - matrix.M43 * det1) * invDetMatrix;
ret.M44 = (matrix.M31 * det4 - matrix.M32 * det2 + matrix.M33 * det1) * invDetMatrix;
result = ret;
}
public static Matrix Transpose(Matrix matrix)
{
Matrix result;
Transpose(ref matrix, out result);
return result;
}
public static void Transpose(ref Matrix matrix, out Matrix result)
{
result.M11 = matrix.M11;
result.M12 = matrix.M21;
result.M13 = matrix.M31;
result.M14 = matrix.M41;
result.M21 = matrix.M12;
result.M22 = matrix.M22;
result.M23 = matrix.M32;
result.M24 = matrix.M42;
result.M31 = matrix.M13;
result.M32 = matrix.M23;
result.M33 = matrix.M33;
result.M34 = matrix.M43;
result.M41 = matrix.M14;
result.M42 = matrix.M24;
result.M43 = matrix.M34;
result.M44 = matrix.M44;
}
#endregion
#region Creation Operations
public static Matrix CreateBillboard(Vector3 objectPosition,
Vector3 cameraPosition,
Vector3 cameraUpVector,
Nullable<Vector3> cameraForwardVector)
{
Matrix result;
CreateBillboard(ref objectPosition,
ref cameraPosition,
ref cameraUpVector,
cameraForwardVector,
out result);
return result;
}
public static void CreateBillboard(ref Vector3 objectPosition,
ref Vector3 cameraPosition,
ref Vector3 cameraUpVector,
Nullable<Vector3> cameraForwardVector,
out Matrix result)
{
Vector3 translation;
Vector3.Subtract(ref objectPosition, ref cameraPosition, out translation);
Vector3 right;
Vector3 up;
Vector3 backward;
Vector3.Normalize(ref translation, out backward);
Vector3.Normalize(ref cameraUpVector, out up);
Vector3.Cross(ref backward, ref up, out right);
// TODO: check if necessary
Vector3.Cross(ref backward, ref right, out up);
result = Matrix.Identity;
result.Backward = backward;
result.Right = right;
result.Up = up;
result.Translation = translation;
}
public static Matrix CreateConstrainedBillboard(Vector3 objectPosition,
Vector3 cameraPosition,
Vector3 rotateAxis,
Nullable<Vector3> cameraForwardVector,
Nullable<Vector3> objectForwardVector)
{
Matrix result;
CreateConstrainedBillboard(ref objectPosition,
ref cameraPosition,
ref rotateAxis,
cameraForwardVector,
objectForwardVector,
out result);
return result;
}
public static void CreateConstrainedBillboard(ref Vector3 objectPosition,
ref Vector3 cameraPosition,
ref Vector3 rotateAxis,
Vector3? cameraForwardVector,
Vector3? objectForwardVector,
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out Matrix result)
{
Vector3 vector;
vector.X = objectPosition.X - cameraPosition.X;
vector.Y = objectPosition.Y - cameraPosition.Y;
vector.Z = objectPosition.Z - cameraPosition.Z;
var num = vector.LengthSquared();
if (num < 0.0001f)
{
vector = (cameraForwardVector.HasValue ? (-cameraForwardVector.Value) : Vector3.Forward);
}
else
{
Vector3.Multiply(ref vector, 1f / (float)Math.Sqrt(num), out vector);
}
var vector2 = rotateAxis;
float value;
Vector3.Dot(ref rotateAxis, ref vector, out value);
Vector3 vector3;
Vector3 vector4;
if (Math.Abs(value) > 0.998254657f)
{
if (objectForwardVector.HasValue)
{
vector3 = objectForwardVector.Value;
Vector3.Dot(ref rotateAxis, ref vector3, out value);
if (Math.Abs(value) > 0.998254657f)
{
value = rotateAxis.X * Vector3.Forward.X + rotateAxis.Y * Vector3.Forward.Y + rotateAxis.Z * Vector3.Forward.Z;
vector3 = ((Math.Abs(value) > 0.998254657f) ? Vector3.Right : Vector3.Forward);
}
}
else
{
value = rotateAxis.X * Vector3.Forward.X + rotateAxis.Y * Vector3.Forward.Y + rotateAxis.Z * Vector3.Forward.Z;
vector3 = ((Math.Abs(value) > 0.998254657f) ? Vector3.Right : Vector3.Forward);
}
Vector3.Cross(ref rotateAxis, ref vector3, out vector4);
vector4.Normalize();
Vector3.Cross(ref vector4, ref rotateAxis, out vector3);
vector3.Normalize();
}
else
{
Vector3.Cross(ref rotateAxis, ref vector, out vector4);
vector4.Normalize();
Vector3.Cross(ref vector4, ref vector2, out vector3);
vector3.Normalize();
}
result.M11 = vector4.X;
result.M12 = vector4.Y;
result.M13 = vector4.Z;
result.M14 = 0f;
result.M21 = vector2.X;
result.M22 = vector2.Y;
result.M23 = vector2.Z;
result.M24 = 0f;
result.M31 = vector3.X;
result.M32 = vector3.Y;
result.M33 = vector3.Z;
result.M34 = 0f;
result.M41 = objectPosition.X;
result.M42 = objectPosition.Y;
result.M43 = objectPosition.Z;
result.M44 = 1f;
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}
public static Matrix CreateFromAxisAngle(Vector3 axis, float angle)
{
Matrix result;
CreateFromAxisAngle(ref axis, angle, out result);
return result;
}
public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Matrix result)
{
var x = axis.X;
var y = axis.Y;
var z = axis.Z;
var num = (float)Math.Sin(angle);
var num2 = (float)Math.Cos(angle);
var num3 = x * x;
var num4 = y * y;
var num5 = z * z;
var num6 = x * y;
var num7 = x * z;
var num8 = y * z;
result.M11 = num3 + num2 * (1f - num3);
result.M12 = num6 - num2 * num6 + num * z;
result.M13 = num7 - num2 * num7 - num * y;
result.M14 = 0f;
result.M21 = num6 - num2 * num6 - num * z;
result.M22 = num4 + num2 * (1f - num4);
result.M23 = num8 - num2 * num8 + num * x;
result.M24 = 0f;
result.M31 = num7 - num2 * num7 + num * y;
result.M32 = num8 - num2 * num8 - num * x;
result.M33 = num5 + num2 * (1f - num5);
result.M34 = 0f;
result.M41 = 0f;
result.M42 = 0f;
result.M43 = 0f;
result.M44 = 1f;
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}
public static Matrix CreateFromQuaternion(Quaternion quaternion)
{
Matrix result;
CreateFromQuaternion(ref quaternion, out result);
return result;
}
public static void CreateFromQuaternion(ref Quaternion quaternion, out Matrix result)
{
float xx = quaternion.X * quaternion.X;
float xy = quaternion.X * quaternion.Y;
float xz = quaternion.X * quaternion.Z;
float xw = quaternion.X * quaternion.W;
float yy = quaternion.Y * quaternion.Y;
float yz = quaternion.Y * quaternion.Z;
float yw = quaternion.Y * quaternion.W;
float zz = quaternion.Z * quaternion.Z;
float zw = quaternion.Z * quaternion.W;
result.M11 = 1 - 2 * (yy + zz);
result.M12 = 2 * (xy + zw);
result.M13 = 2 * (xz - yw);
result.M14 = 0;
result.M21 = 2 * (xy - zw);
result.M22 = 1 - 2 * (xx + zz);
result.M23 = 2 * (yz + xw);
result.M24 = 0;
result.M31 = 2 * (xz + yw);
result.M32 = 2 * (yz - xw);
result.M33 = 1 - 2 * (xx + yy);
result.M34 = 0;
result.M41 = 0;
result.M42 = 0;
result.M43 = 0;
result.M44 = 1;
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}
public static Matrix CreateFromYawPitchRoll(float yaw, float pitch, float roll)
{
Matrix result;
CreateFromYawPitchRoll(yaw, pitch, roll, out result);
return result;
}
public static void CreateFromYawPitchRoll(float yaw,
float pitch,
float roll,
out Matrix result)
{
Quaternion quaternion;
Quaternion.CreateFromYawPitchRoll(yaw, pitch, roll, out quaternion);
CreateFromQuaternion(ref quaternion, out result);
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}
public static Matrix CreateLookAt(Vector3 cameraPosition,
Vector3 cameraTarget,
Vector3 cameraUpVector)
{
Matrix result;
CreateLookAt(ref cameraPosition, ref cameraTarget, ref cameraUpVector, out result);
return result;
}
public static void CreateLookAt(ref Vector3 cameraPosition,
ref Vector3 cameraTarget,
ref Vector3 cameraUpVector,
out Matrix result)
{
Vector3 vectorZ;
Vector3 targetToCamera;
Vector3.Subtract(ref cameraPosition, ref cameraTarget, out targetToCamera);
Vector3.Normalize(ref targetToCamera, out vectorZ);
Vector3 vectorX;
Vector3 unnormalizedVectorX;
Vector3.Cross(ref cameraUpVector, ref vectorZ, out unnormalizedVectorX);
Vector3.Normalize(ref unnormalizedVectorX, out vectorX);
// vectorX and vectorZ are normalized so vectorY don't has to be normalized another time
Vector3 vectorY;
Vector3.Cross(ref vectorZ, ref vectorX, out vectorY);
result = Matrix.Identity;
result.M11 = vectorX.X;
result.M12 = vectorY.X;
result.M13 = vectorZ.X;
result.M21 = vectorX.Y;
result.M22 = vectorY.Y;
result.M23 = vectorZ.Y;
result.M31 = vectorX.Z;
result.M32 = vectorY.Z;
result.M33 = vectorZ.Z;
float dotProduct;
dotProduct = 0.0f;
Vector3.Dot(ref vectorX, ref cameraPosition, out dotProduct);
result.M41 = -dotProduct;
dotProduct = 0.0f;
Vector3.Dot(ref vectorY, ref cameraPosition, out dotProduct);
result.M42 = -dotProduct;
dotProduct = 0.0f;
Vector3.Dot(ref vectorZ, ref cameraPosition, out dotProduct);
result.M43 = -dotProduct;
}
public static Matrix CreateOrthographic(float width,
float height,
float zNearPlane,
float zFarPlane)
{
Matrix result;
CreateOrthographic(width, height, zNearPlane, zFarPlane, out result);
return result;
}
public static void CreateOrthographic(float width,
float height,
float zNearPlane,
float zFarPlane,
out Matrix result)
{
result = new Matrix();
float nPmfP = zNearPlane - zFarPlane;
result.M11 = 2f / width;
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result.M12 = 0f;
result.M13 = 0f;
result.M14 = 0f;
result.M21 = 0f;
result.M22 = 2f / height;
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result.M23 = 0f;
result.M24 = 0f;
result.M31 = 0f;
result.M32 = 0f;
result.M33 = 1f / nPmfP;
result.M34 = 0f;
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result.M41 = 0f;
result.M42 = 0f;
result.M43 = zNearPlane / nPmfP;
result.M44 = 1f;
}
public static Matrix CreateOrthographicOffCenter(float left,
float right,
float bottom,
float top,
float zNearPlane,
float zFarPlane)
{
Matrix result;
CreateOrthographicOffCenter(left, right, bottom, top, zNearPlane, zFarPlane, out result);
return result;
}
public static void CreateOrthographicOffCenter(float left,
float right,
float bottom,
float top,
float zNearPlane,
float zFarPlane,
out Matrix result)
{
result = new Matrix();
float nPmfP = zNearPlane - zFarPlane;
result.M11 = 2f / (right - left);
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result.M12 = 0f;
result.M13 = 0f;
result.M14 = 0f;
result.M21 = 0f;
result.M22 = 2f / (top - bottom);
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result.M23 = 0f;
result.M24 = 0f;
result.M31 = 0f;
result.M32 = 0f;
result.M33 = 1f / nPmfP;
result.M34 = 0f;
result.M41 = (left + right) / (left - right);
result.M42 = (top + bottom) / (bottom - top);
result.M43 = zNearPlane / nPmfP;
result.M44 = 1f;
}
public static Matrix CreatePerspective(float width,float height,float nearPlaneDistance,float farPlaneDistance)
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{
Matrix result;
CreatePerspective(width, height, nearPlaneDistance, farPlaneDistance, out result);
return result;
}
public static void CreatePerspective(float width,float height,float nearPlaneDistance, float farPlaneDistance,out Matrix result)
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{
if (nearPlaneDistance <= 0f)
{
throw new ArgumentOutOfRangeException("nearPlaneDistance", "nearPlaneDistance needs to be greater than zero");
}
if (farPlaneDistance <= 0f)
{
throw new ArgumentOutOfRangeException("farPlaneDistance", "farPlaneDistance needs to be greater than zero");
}
if (farPlaneDistance <= nearPlaneDistance)
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{
throw new ArgumentOutOfRangeException("farPlaneDistance", "farPlaneDistance needs to be behind nearPlaneDistance");
}
result = new Matrix();
float TwoNpD = nearPlaneDistance + nearPlaneDistance;
float nPmfP = nearPlaneDistance - farPlaneDistance;
result.M11 = TwoNpD / width;
result.M12 = 0f;
result.M13 = 0f;
result.M14 = 0f;
result.M21 = 0f;
result.M22 = TwoNpD / height;
result.M23 = 0f;
result.M24 = 0f;
result.M31 = 0f;
result.M32 = 0f;
result.M33 = farPlaneDistance / nPmfP;
result.M34 = -1f;
result.M41 = 0f;
result.M42 = 0f;
result.M43 = (nearPlaneDistance * farPlaneDistance) / nPmfP;
result.M44 = 0f;
}
public static Matrix CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance)
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{
Matrix result;
CreatePerspectiveFieldOfView(fieldOfView, aspectRatio, nearPlaneDistance, farPlaneDistance, out result);
return result;
}
public static void CreatePerspectiveFieldOfView(float fieldOfView,float aspectRatio, float nearPlaneDistance, float farPlaneDistance,out Matrix result)
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{
result = new Matrix();
if (fieldOfView <= 0f || fieldOfView >= MathHelper.Pi)
{
throw new ArgumentOutOfRangeException("fieldOfView", "FieldOfView needs to be in range 0.0f ... PI");
}
if (nearPlaneDistance <= 0f)
{
throw new ArgumentOutOfRangeException("nearPlaneDistance", "nearPlaneDistance needs to be greater than zero");
}
if (farPlaneDistance <= 0f)
{
throw new ArgumentOutOfRangeException("farPlaneDistance", "farPlaneDistance needs to be greater than zero");
}
if (farPlaneDistance <= nearPlaneDistance)
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{
throw new ArgumentOutOfRangeException("farPlaneDistance", "farPlaneDistance needs to be behind nearPlaneDistance");
}
float OneOverTanFoV = 1f / (float)Math.Tan(fieldOfView * 0.5f);
float nPmfP = nearPlaneDistance - farPlaneDistance;
result.M11 = OneOverTanFoV / aspectRatio;
result.M12 = 0f;
result.M13 = 0f;
result.M14 = 0f;
result.M21 = 0f;
result.M22 = OneOverTanFoV;
result.M23 = 0f;
result.M24 = 0f;
result.M31 = 0f;
result.M32 = 0f;
result.M33 = farPlaneDistance / nPmfP;
result.M34 = -1f;
result.M41 = 0f;
result.M42 = 0f;
result.M43 = (nearPlaneDistance * farPlaneDistance) / nPmfP;
result.M44 = 0f;
}
public static Matrix CreatePerspectiveOffCenter(float left, float right, float bottom,float top, float nearPlaneDistance, float farPlaneDistance)
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{
Matrix result;
CreatePerspectiveOffCenter(left, right, bottom, top, nearPlaneDistance, farPlaneDistance, out result);
return result;
}
public static void CreatePerspectiveOffCenter(float left,float right, float bottom,float top, float nearPlaneDistance, float farPlaneDistance, out Matrix result)
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{
if (nearPlaneDistance <= 0f)
{
throw new ArgumentOutOfRangeException("nearPlaneDistance", "nearPlaneDistance needs to be greater than zero");
}
if (farPlaneDistance <= 0f)
{
throw new ArgumentOutOfRangeException("farPlaneDistance", "farPlaneDistance needs to be greater than zero");
}
if (farPlaneDistance <= nearPlaneDistance)
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{
throw new ArgumentOutOfRangeException("farPlaneDistance", "farPlaneDistance needs to be behind nearPlaneDistance");
}
float TwoNPD = nearPlaneDistance + nearPlaneDistance;
float nPmfP = nearPlaneDistance - farPlaneDistance;
float width = right - left;
float height = top - bottom;
result.M11 = TwoNPD / width;
result.M12 = 0f;
result.M13 = 0f;
result.M14 = 0f;
result.M21 = 0f;
result.M22 = TwoNPD / height;
result.M23 = 0f;
result.M24 = 0f;
result.M31 = (left + right) / width;
result.M32 = (top + bottom) / height;
result.M33 = farPlaneDistance / nPmfP;
result.M34 = -1f;
result.M41 = 0f;
result.M42 = 0f;
result.M43 = (nearPlaneDistance * farPlaneDistance) / nPmfP;
result.M44 = 0f;
}
public static Matrix CreateReflection(Plane value)
{
Matrix result;
CreateReflection(ref value, out result);
return result;
}
public static void CreateReflection(ref Plane value, out Matrix result)
{
Plane plane;
Plane.Normalize(ref value, out plane);
value.Normalize();
var x = plane.Normal.X;
var y = plane.Normal.Y;
var z = plane.Normal.Z;
var num = -2f * x;
var num2 = -2f * y;
var num3 = -2f * z;
result.M11 = num * x + 1f;
result.M12 = num2 * x;
result.M13 = num3 * x;
result.M14 = 0f;
result.M21 = num * y;
result.M22 = num2 * y + 1f;
result.M23 = num3 * y;
result.M24 = 0f;
result.M31 = num * z;
result.M32 = num2 * z;
result.M33 = num3 * z + 1f;
result.M34 = 0f;
result.M41 = num * plane.D;
result.M42 = num2 * plane.D;
result.M43 = num3 * plane.D;
result.M44 = 1f;
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}
public static Matrix CreateRotationX(float radians)
{
Matrix result;
CreateRotationX(radians, out result);
return result;
}
public static void CreateRotationX(float radians, out Matrix result)
{
result = Matrix.Identity;
result.M22 = (float)Math.Cos(radians);
result.M23 = (float)Math.Sin(radians);
result.M32 = -result.M23;
result.M33 = result.M22;
}
public static Matrix CreateRotationY(float radians)
{
Matrix result;
CreateRotationY(radians, out result);
return result;
}
public static void CreateRotationY(float radians, out Matrix result)
{
result = Matrix.Identity;
result.M11 = (float)Math.Cos(radians);
result.M13 = (float)-Math.Sin(radians);
result.M22 = 1f;
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result.M31 = -result.M13;
result.M33 = result.M11;
}
public static Matrix CreateRotationZ(float radians)
{
Matrix result;
CreateRotationZ(radians, out result);
return result;
}
public static void CreateRotationZ(float radians, out Matrix result)
{
result = Matrix.Identity;
result.M11 = (float)Math.Cos(radians);
result.M12 = (float)Math.Sin(radians);
result.M21 = -result.M12;
result.M22 = result.M11;
}
public static Matrix CreateScale(float scale)
{
Matrix result;
CreateScale(scale, out result);
return result;
}
public static void CreateScale(float scale, out Matrix result)
{
result = Matrix.Identity;
result.M11 = scale;
result.M22 = scale;
result.M33 = scale;
}
public static Matrix CreateScale(float xScale, float yScale, float zScale)
{
Matrix result;
CreateScale(xScale, yScale, zScale, out result);
return result;
}
public static void CreateScale(float xScale,
float yScale,
float zScale,
out Matrix result)
{
result = Matrix.Identity;
result.M11 = xScale;
result.M22 = yScale;
result.M33 = zScale;
}
public static Matrix CreateScale(Vector3 scales)
{
Matrix result;
CreateScale(ref scales, out result);
return result;
}
public static void CreateScale(ref Vector3 scales, out Matrix result)
{
result = Matrix.Identity;
result.M11 = scales.X;
result.M22 = scales.Y;
result.M33 = scales.Z;
}
public static Matrix CreateShadow(Vector3 lightDirection, Plane plane)
{
Matrix result;
CreateShadow(ref lightDirection, ref plane, out result);
return result;
}
public static void CreateShadow(ref Vector3 lightDirection, ref Plane plane, out Matrix result)
{
Plane planeResult;
Plane.Normalize(ref plane, out planeResult);
var num = planeResult.Normal.X * lightDirection.X + planeResult.Normal.Y * lightDirection.Y + planeResult.Normal.Z * lightDirection.Z;
var num2 = -planeResult.Normal.X;
var num3 = -planeResult.Normal.Y;
var num4 = -planeResult.Normal.Z;
var num5 = -planeResult.D;
result.M11 = num2 * lightDirection.X + num;
result.M21 = num3 * lightDirection.X;
result.M31 = num4 * lightDirection.X;
result.M41 = num5 * lightDirection.X;
result.M12 = num2 * lightDirection.Y;
result.M22 = num3 * lightDirection.Y + num;
result.M32 = num4 * lightDirection.Y;
result.M42 = num5 * lightDirection.Y;
result.M13 = num2 * lightDirection.Z;
result.M23 = num3 * lightDirection.Z;
result.M33 = num4 * lightDirection.Z + num;
result.M43 = num5 * lightDirection.Z;
result.M14 = 0f;
result.M24 = 0f;
result.M34 = 0f;
result.M44 = num;
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}
public static Matrix CreateTranslation(float xPosition, float yPosition, float zPosition)
{
Matrix result;
CreateTranslation(xPosition, yPosition, zPosition, out result);
return result;
}
public static void CreateTranslation(float xPosition,
float yPosition,
float zPosition,
out Matrix result)
{
result = Matrix.Identity;
result.M41 = xPosition;
result.M42 = yPosition;
result.M43 = zPosition;
}
public static Matrix CreateTranslation(Vector3 position)
{
Matrix result;
CreateTranslation(ref position, out result);
return result;
}
public static void CreateTranslation(ref Vector3 position, out Matrix result)
{
result = Matrix.Identity;
result.M41 = position.X;
result.M42 = position.Y;
result.M43 = position.Z;
}
public static Matrix CreateWorld(Vector3 position, Vector3 forward, Vector3 up)
{
Matrix result;
CreateWorld(ref position, ref forward, ref up, out result);
return result;
}
public static void CreateWorld(ref Vector3 position,
ref Vector3 forward,
ref Vector3 up,
out Matrix result)
{
Vector3 vectorZ;
Vector3.Normalize(ref forward, out vectorZ);
Vector3 vectorX;
Vector3 unnormalizedVectorX;
Vector3.Cross(ref vectorZ, ref up, out unnormalizedVectorX);
Vector3.Normalize(ref unnormalizedVectorX, out vectorX);
// vectorX and vectorZ are normalized so vectorY don't has to be normalized another timeZ
Vector3 vectorY;
Vector3.Cross(ref vectorX, ref vectorZ, out vectorY);
result = Matrix.Identity;
result.Right = vectorX;
result.Up = vectorY;
result.Forward = vectorZ;
result.Translation = position;
}
#endregion
#region Transformations
public static Matrix Transform(Matrix value, Quaternion rotation)
{
Matrix result;
Transform(ref value, ref rotation, out result);
return result;
}
public static void Transform(ref Matrix value, ref Quaternion rotation, out Matrix result)
{
Matrix rotationMatrix;
CreateFromQuaternion(ref rotation, out rotationMatrix);
Matrix.Multiply(ref value, ref rotationMatrix, out result);
}
#endregion
#endregion
#region Operator Overloading
public static bool operator !=(Matrix matrix1, Matrix matrix2)
{
//obs. return !(matrix1.Equals(matrix2));
// This is way faster than the above! First of all we have the
// early out optimization in the != way if a single component
// is not equal (instead of checking all together and negating
// the result).
// Secondly we don't copy the matrix2's 16 floats each time we
// call Equals above!
return (matrix1.M11 != matrix2.M11) ||
(matrix1.M12 != matrix2.M12) ||
(matrix1.M13 != matrix2.M13) ||
(matrix1.M14 != matrix2.M14) ||
(matrix1.M21 != matrix2.M21) ||
(matrix1.M22 != matrix2.M22) ||
(matrix1.M23 != matrix2.M23) ||
(matrix1.M24 != matrix2.M24) ||
(matrix1.M31 != matrix2.M31) ||
(matrix1.M32 != matrix2.M32) ||
(matrix1.M33 != matrix2.M33) ||
(matrix1.M34 != matrix2.M34) ||
(matrix1.M41 != matrix2.M41) ||
(matrix1.M42 != matrix2.M42) ||
(matrix1.M43 != matrix2.M43) ||
(matrix1.M44 != matrix2.M44);
}
public static bool operator ==(Matrix matrix1, Matrix matrix2)
{
//obs. return (matrix1.Equals(matrix2));
// Duplicated code is way faster than the above!
// Here we don't copy the matrix2's 16 floats each time we
// call Equals above!
return (matrix1.M11 == matrix2.M11) &&
(matrix1.M12 == matrix2.M12) &&
(matrix1.M13 == matrix2.M13) &&
(matrix1.M14 == matrix2.M14) &&
(matrix1.M21 == matrix2.M21) &&
(matrix1.M22 == matrix2.M22) &&
(matrix1.M23 == matrix2.M23) &&
(matrix1.M24 == matrix2.M24) &&
(matrix1.M31 == matrix2.M31) &&
(matrix1.M32 == matrix2.M32) &&
(matrix1.M33 == matrix2.M33) &&
(matrix1.M34 == matrix2.M34) &&
(matrix1.M41 == matrix2.M41) &&
(matrix1.M42 == matrix2.M42) &&
(matrix1.M43 == matrix2.M43) &&
(matrix1.M44 == matrix2.M44);
}
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public static Matrix operator *(float scaleFactor, Matrix matrix)
{
Matrix result;
Multiply(ref matrix, scaleFactor, out result);
return result;
}
public static Matrix operator *(Matrix matrix, float scaleFactor)
{
Matrix result;
Multiply(ref matrix, scaleFactor, out result);
return result;
}
public static Matrix operator *(Matrix matrix1, Matrix matrix2)
{
Matrix result;
Multiply(ref matrix1, ref matrix2, out result);
return result;
}
public static Matrix operator /(Matrix matrix1, float divider)
{
Matrix result;
Divide(ref matrix1, divider, out result);
return result;
}
public static Matrix operator /(Matrix matrix1, Matrix matrix2)
{
Matrix result;
Divide(ref matrix1, ref matrix2, out result);
return result;
}
public static Matrix operator +(Matrix matrix1, Matrix matrix2)
{
Matrix result;
Add(ref matrix1, ref matrix2, out result);
return result;
}
public static Matrix operator -(Matrix matrix1)
{
Matrix result;
Negate(ref matrix1, out result);
return result;
}
public static Matrix operator -(Matrix matrix1, Matrix matrix2)
{
Matrix result;
Subtract(ref matrix1, ref matrix2, out result);
return result;
}
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#endregion
#region Public Methods
public bool Decompose(out Vector3 scale, out Quaternion rotation, out Vector3 translation)
{
translation = new Vector3(this.M41, this.M42, this.M43);
Vector3 v1 = new Vector3(this.M11, this.M12, this.M13);
Vector3 v2 = new Vector3(this.M21, this.M22, this.M23);
Vector3 v3 = new Vector3(this.M31, this.M32, this.M33);
scale = new Vector3( v1.Length(), v2.Length(), v3.Length() );
if (Determinant() < 0f)
{
scale.X = -scale.X;
scale.Y = -scale.Y;
scale.Z = -scale.Z;
}
Quaternion.CreateFromRotationMatrix(ref this, out rotation);
if (scale != Vector3.Zero &&
rotation != Quaternion.Identity &&
translation != Vector3.Zero)
return true;
else
return false;
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}
public float Determinant()
{
float part1;
float part2;
float part3;
float part4;
float part5;
float part6;
part1 = M31 * M42 - M32 * M41;
part2 = M31 * M43 - M33 * M41;
part3 = M31 * M44 - M34 * M41;
part4 = M32 * M43 - M33 * M42;
part5 = M32 * M44 - M34 * M42;
part6 = M33 * M44 - M34 * M43;
return M11 * (M22 * part6 - M23 * part5 + M24 * part4) -
M12 * (M21 * part6 - M23 * part3 + M24 * part2) +
M13 * (M21 * part5 - M22 * part3 + M24 * part1) -
M14 * (M21 * part4 - M22 * part2 + M23 * part1);
}
public override int GetHashCode()
{
return
M11.GetHashCode() +
M12.GetHashCode() +
M13.GetHashCode() +
M14.GetHashCode() +
M21.GetHashCode() +
M22.GetHashCode() +
M23.GetHashCode() +
M24.GetHashCode() +
M31.GetHashCode() +
M32.GetHashCode() +
M33.GetHashCode() +
M34.GetHashCode() +
M41.GetHashCode() +
M42.GetHashCode() +
M43.GetHashCode() +
M44.GetHashCode();
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}
public override string ToString()
{
var culture = CultureInfo.CurrentCulture;
// This may look a bit more ugly, but String.Format should
// be avoided cause of it's bad performance!
return "{ " +
"{M11:" + M11.ToString(culture) + " M12:" + M12.ToString(culture) +
" M13:" + M13.ToString(culture) + " M14:" + M14.ToString(culture) +
"} {M21:" + M21.ToString(culture) + " M22:" + M22.ToString(culture) +
" M23:" + M23.ToString(culture) + " M24:" + M24.ToString(culture) +
"} {M31:" + M31.ToString(culture) + " M32:" + M32.ToString(culture) +
" M33:" + M33.ToString(culture) + " M34:" + M34.ToString(culture) +
"} {M41:" + M41.ToString(culture) + " M42:" + M42.ToString(culture) +
" M43:" + M43.ToString(culture) + " M44:" + M44.ToString(culture) +
"} }";
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}
#endregion
#region IEquatable Implementation
public override bool Equals(object obj)
{
return (obj is Matrix) ? this.Equals((Matrix)obj) : false;
}
public bool Equals(Matrix other)
{
return ((M11 == other.M11) &&
(M12 == other.M12) &&
(M13 == other.M13) &&
(M14 == other.M14) &&
(M21 == other.M21) &&
(M22 == other.M22) &&
(M23 == other.M23) &&
(M24 == other.M24) &&
(M31 == other.M31) &&
(M32 == other.M32) &&
(M33 == other.M33) &&
(M34 == other.M34) &&
(M41 == other.M41) &&
(M42 == other.M42) &&
(M43 == other.M43) &&
(M44 == other.M44));
}
#endregion
}
}