jeu-de-combat/src/engine/math/Matrix4f.java
2021-05-18 19:01:18 +02:00

124 lines
3.4 KiB
Java

package engine.math;
import engine.utils.BufferUtils;
import java.nio.FloatBuffer;
public class Matrix4f {
public static final int SIZE = 4 * 4;
public float[] elements = new float[4 * 4];
public Matrix4f(){
}
public static Matrix4f identity(){
Matrix4f result = new Matrix4f();
for (int i = 0; i < SIZE; i++){
result.elements[i] = 0.0f;
}
result.elements[0 + 0 * 4] = 1.0f;
result.elements[1 + 1 * 4] = 1.0f;
result.elements[2 + 2 * 4] = 1.0f;
result.elements[3 + 3 * 4] = 1.0f;
return result;
}
public static Matrix4f orthographic(float left, float right, float bottom, float top, float near, float far){
Matrix4f result = identity();
result.elements[0 + 0 * 4] = 2.0f / (right - left);
result.elements[1 + 1 * 4] = 2.0f / (top - bottom);
result.elements[2 + 2 * 4] = 2.0f / (near - far);
result.elements[0 + 3 * 4] = (left + right) / (left - right);
result.elements[1 + 3 * 4] = (bottom + top) / (bottom - top);
result.elements[2 + 3 * 4] = (far + near) / (far - near);
return result;
}
public static Matrix4f translate(Vector3f vector){
Matrix4f result= identity();
result.elements[0 + 3*4] = vector.x;
result.elements[1 + 3*4] = vector.y;
result.elements[2 + 3*4] = vector.z;
return result;
}
public static Matrix4f scale(Vector3f vector){
Matrix4f result= identity();
result.elements[0 + 0*4] = vector.x;
result.elements[1 + 1*4] = vector.y;
result.elements[2 + 2*4] = vector.z;
return result;
}
public static Matrix4f rotateX(float angle){
Matrix4f result = identity();
float r = (float) Math.toRadians(angle);
float cos = (float) Math.cos(r);
float sin = (float) Math.sin(r);
result.elements[1 + 1 * 4] = cos;
result.elements[2 + 1 * 4] = -sin;
result.elements[1 + 2 * 4] = sin;
result.elements[2 + 2 * 4] = cos;
return result;
}
public static Matrix4f rotateY(float angle){
Matrix4f result = identity();
float r = (float) Math.toRadians(angle);
float cos = (float) Math.cos(r);
float sin = (float) Math.sin(r);
result.elements[0 + 0 * 4] = cos;
result.elements[2 + 0 * 4] = sin;
result.elements[0 + 2 * 4] = -sin;
result.elements[2 + 2 * 4] = cos;
return result;
}
public static Matrix4f rotateZ(float angle){
Matrix4f result = identity();
float r = (float) Math.toRadians(angle);
float cos = (float) Math.cos(r);
float sin = (float) Math.sin(r);
result.elements[0 + 0 * 4] = cos;
result.elements[1 + 0 * 4] = -sin;
result.elements[0 + 1 * 4] = sin;
result.elements[1 + 1 * 4] = cos;
return result;
}
public Matrix4f multiply(Matrix4f matrix){
Matrix4f result = new Matrix4f();
for (int y = 0; y< 4; y++){
for (int x = 0; x< 4; x++){
float sum = 0.0f;
for (int e = 0; e< 4; e++){
sum += this.elements[x + e * 4] * matrix.elements[e + y * 4];
}
result.elements[x + y * 4] = sum;
}
}
return result;
}
public FloatBuffer toFloatBuffer() {
return BufferUtils.createFloatBuffer(elements);
}
}