1 // This is an incomplete port of http://glmatrix.net/
2 //
3 // Copyright (c) 2013 Brandon Jones, Colin MacKenzie IV
4 //
5 // This software is provided 'as-is', without any express or implied warranty.
6 // In no event will the authors be held liable for any damages arising from the
7 // use of this software.
8 //
9 // Permission is granted to anyone to use this software for any purpose,
10 // including commercial applications, and to alter it and redistribute it
11 // freely, subject to the following restrictions:
12 //
13 // 1. The origin of this software must not be misrepresented; you must not claim
14 // that you wrote the original software. If you use this software in a
15 // product, an acknowledgment in the product documentation would be
16 // appreciated but is not required.
17 //
18 // 2. Altered source versions must be plainly marked as such, and must not be
19 // misrepresented as being the original software.
20 //
21 // 3. This notice may not be removed or altered from any source distribution.
22
23 #include <mbgl/util/mat4.hpp>
24
25 #include <cmath>
26
27 namespace mbgl {
28
29 namespace matrix {
30
identity(mat4 & out)31 void identity(mat4& out) {
32 out[0] = 1.0f;
33 out[1] = 0.0f;
34 out[2] = 0.0f;
35 out[3] = 0.0f;
36 out[4] = 0.0f;
37 out[5] = 1.0f;
38 out[6] = 0.0f;
39 out[7] = 0.0f;
40 out[8] = 0.0f;
41 out[9] = 0.0f;
42 out[10] = 1.0f;
43 out[11] = 0.0f;
44 out[12] = 0.0f;
45 out[13] = 0.0f;
46 out[14] = 0.0f;
47 out[15] = 1.0f;
48 }
49
invert(mat4 & out,mat4 & a)50 bool invert(mat4& out, mat4& a) {
51 double a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
52 a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
53 a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
54 a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
55
56 b00 = a00 * a11 - a01 * a10,
57 b01 = a00 * a12 - a02 * a10,
58 b02 = a00 * a13 - a03 * a10,
59 b03 = a01 * a12 - a02 * a11,
60 b04 = a01 * a13 - a03 * a11,
61 b05 = a02 * a13 - a03 * a12,
62 b06 = a20 * a31 - a21 * a30,
63 b07 = a20 * a32 - a22 * a30,
64 b08 = a20 * a33 - a23 * a30,
65 b09 = a21 * a32 - a22 * a31,
66 b10 = a21 * a33 - a23 * a31,
67 b11 = a22 * a33 - a23 * a32,
68
69 // Calculate the determinant
70 det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
71
72 if (!det) {
73 return true;
74 }
75 det = 1.0 / det;
76
77 out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
78 out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
79 out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
80 out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
81 out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
82 out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
83 out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
84 out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
85 out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
86 out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
87 out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
88 out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
89 out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
90 out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
91 out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
92 out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
93
94 return false;
95 }
96
ortho(mat4 & out,double left,double right,double bottom,double top,double near,double far)97 void ortho(mat4& out, double left, double right, double bottom, double top, double near, double far) {
98 double lr = 1.0f / (left - right),
99 bt = 1.0f / (bottom - top),
100 nf = 1.0f / (near - far);
101 out[0] = -2.0f * lr;
102 out[1] = 0.0f;
103 out[2] = 0.0f;
104 out[3] = 0.0f;
105 out[4] = 0.0f;
106 out[5] = -2.0f * bt;
107 out[6] = 0.0f;
108 out[7] = 0.0f;
109 out[8] = 0.0f;
110 out[9] = 0.0f;
111 out[10] = 2.0f * nf;
112 out[11] = 0.0f;
113 out[12] = (left + right) * lr;
114 out[13] = (top + bottom) * bt;
115 out[14] = (far + near) * nf;
116 out[15] = 1.0f;
117 }
118
perspective(mat4 & out,double fovy,double aspect,double near,double far)119 void perspective(mat4& out, double fovy, double aspect, double near, double far) {
120 double f = 1.0f / std::tan(fovy / 2.0f),
121 nf = 1.0f / (near - far);
122 out[0] = f / aspect;
123 out[1] = 0.0f;
124 out[2] = 0.0f;
125 out[3] = 0.0f;
126 out[4] = 0.0f;
127 out[5] = f;
128 out[6] = 0.0f;
129 out[7] = 0.0f;
130 out[8] = 0.0f;
131 out[9] = 0.0f;
132 out[10] = (far + near) * nf;
133 out[11] = -1.0f;
134 out[12] = 0.0f;
135 out[13] = 0.0f;
136 out[14] = (2.0f * far * near) * nf;
137 out[15] = 0.0f;
138 }
139
copy(mat4 & out,const mat4 & a)140 void copy(mat4& out, const mat4& a) {
141 out[0] = a[0];
142 out[1] = a[1];
143 out[2] = a[2];
144 out[3] = a[3];
145 out[4] = a[4];
146 out[5] = a[5];
147 out[6] = a[6];
148 out[7] = a[7];
149 out[8] = a[8];
150 out[9] = a[9];
151 out[10] = a[10];
152 out[11] = a[11];
153 out[12] = a[12];
154 out[13] = a[13];
155 out[14] = a[14];
156 out[15] = a[15];
157 }
158
translate(mat4 & out,const mat4 & a,double x,double y,double z)159 void translate(mat4& out, const mat4& a, double x, double y, double z) {
160 if (&a == &out) {
161 out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
162 out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
163 out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
164 out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
165 } else {
166 double a00, a01, a02, a03,
167 a10, a11, a12, a13,
168 a20, a21, a22, a23;
169
170 a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
171 a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
172 a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
173
174 out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03;
175 out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13;
176 out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23;
177
178 out[12] = a00 * x + a10 * y + a20 * z + a[12];
179 out[13] = a01 * x + a11 * y + a21 * z + a[13];
180 out[14] = a02 * x + a12 * y + a22 * z + a[14];
181 out[15] = a03 * x + a13 * y + a23 * z + a[15];
182 }
183 }
184
rotate_x(mat4 & out,const mat4 & a,double rad)185 void rotate_x(mat4& out, const mat4& a, double rad) {
186 double s = std::sin(rad),
187 c = std::cos(rad),
188 a10 = a[4],
189 a11 = a[5],
190 a12 = a[6],
191 a13 = a[7],
192 a20 = a[8],
193 a21 = a[9],
194 a22 = a[10],
195 a23 = a[11];
196
197 if (&a != &out) { // If the source and destination differ, copy the unchanged rows
198 out[0] = a[0];
199 out[1] = a[1];
200 out[2] = a[2];
201 out[3] = a[3];
202 out[12] = a[12];
203 out[13] = a[13];
204 out[14] = a[14];
205 out[15] = a[15];
206 }
207
208 // Perform axis-specific matrix multiplication
209 out[4] = a10 * c + a20 * s;
210 out[5] = a11 * c + a21 * s;
211 out[6] = a12 * c + a22 * s;
212 out[7] = a13 * c + a23 * s;
213 out[8] = a20 * c - a10 * s;
214 out[9] = a21 * c - a11 * s;
215 out[10] = a22 * c - a12 * s;
216 out[11] = a23 * c - a13 * s;
217 }
218
rotate_y(mat4 & out,const mat4 & a,double rad)219 void rotate_y(mat4& out, const mat4& a, double rad) {
220 double s = std::sin(rad),
221 c = std::cos(rad),
222 a00 = a[0],
223 a01 = a[1],
224 a02 = a[2],
225 a03 = a[3],
226 a20 = a[8],
227 a21 = a[9],
228 a22 = a[10],
229 a23 = a[11];
230
231 if (&a != &out) { // If the source and destination differ, copy the unchanged rows
232 out[4] = a[4];
233 out[5] = a[5];
234 out[6] = a[6];
235 out[7] = a[7];
236 out[12] = a[12];
237 out[13] = a[13];
238 out[14] = a[14];
239 out[15] = a[15];
240 }
241
242 // Perform axis-specific matrix multiplication
243 out[0] = a00 * c - a20 * s;
244 out[1] = a01 * c - a21 * s;
245 out[2] = a02 * c - a22 * s;
246 out[3] = a03 * c - a23 * s;
247 out[8] = a00 * s + a20 * c;
248 out[9] = a01 * s + a21 * c;
249 out[10] = a02 * s + a22 * c;
250 out[11] = a03 * s + a23 * c;
251 }
252
rotate_z(mat4 & out,const mat4 & a,double rad)253 void rotate_z(mat4& out, const mat4& a, double rad) {
254 double s = std::sin(rad),
255 c = std::cos(rad),
256 a00 = a[0],
257 a01 = a[1],
258 a02 = a[2],
259 a03 = a[3],
260 a10 = a[4],
261 a11 = a[5],
262 a12 = a[6],
263 a13 = a[7];
264
265 if (&a != &out) { // If the source and destination differ, copy the unchanged last row
266 out[8] = a[8];
267 out[9] = a[9];
268 out[10] = a[10];
269 out[11] = a[11];
270 out[12] = a[12];
271 out[13] = a[13];
272 out[14] = a[14];
273 out[15] = a[15];
274 }
275
276 // Perform axis-specific matrix multiplication
277 out[0] = a00 * c + a10 * s;
278 out[1] = a01 * c + a11 * s;
279 out[2] = a02 * c + a12 * s;
280 out[3] = a03 * c + a13 * s;
281 out[4] = a10 * c - a00 * s;
282 out[5] = a11 * c - a01 * s;
283 out[6] = a12 * c - a02 * s;
284 out[7] = a13 * c - a03 * s;
285 }
286
scale(mat4 & out,const mat4 & a,double x,double y,double z)287 void scale(mat4& out, const mat4& a, double x, double y, double z) {
288 out[0] = a[0] * x;
289 out[1] = a[1] * x;
290 out[2] = a[2] * x;
291 out[3] = a[3] * x;
292 out[4] = a[4] * y;
293 out[5] = a[5] * y;
294 out[6] = a[6] * y;
295 out[7] = a[7] * y;
296 out[8] = a[8] * z;
297 out[9] = a[9] * z;
298 out[10] = a[10] * z;
299 out[11] = a[11] * z;
300 out[12] = a[12];
301 out[13] = a[13];
302 out[14] = a[14];
303 out[15] = a[15];
304 }
305
multiply(mat4 & out,const mat4 & a,const mat4 & b)306 void multiply(mat4& out, const mat4& a, const mat4& b) {
307 double a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
308 a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
309 a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
310 a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
311
312 // Cache only the current line of the second matrix
313 double b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
314 out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
315 out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
316 out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
317 out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
318
319 b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
320 out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
321 out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
322 out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
323 out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
324
325 b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
326 out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
327 out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
328 out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
329 out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
330
331 b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
332 out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
333 out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
334 out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
335 out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
336 }
337
transformMat4(vec4 & out,const vec4 & a,const mat4 & m)338 void transformMat4(vec4& out, const vec4& a, const mat4& m) {
339 double x = a[0], y = a[1], z = a[2], w = a[3];
340 out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
341 out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
342 out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
343 out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
344 }
345
346 } // namespace matrix
347
348 } // namespace mbgl
349