Float
Require: width > 0 and height > 0
matrix :: Matrix :: defaultinit
matrix :: Matrix :: fill_native
Copy content of this matrix to aNativeGLfloatArray
matrix :: Matrix :: from_array
Create a matrix from anArray[Float]
composed of rows after rows
matrix :: Matrix :: gamnit_euler_rotation
Rotation matrix from Euler anglespitch
, yaw
and roll
in radians
matrix :: Matrix :: perspective
Create a perspective transformation matrixcore :: Object :: class_factory
Implementation used byget_class
to create the specific class.
core :: Cloneable :: defaultinit
matrix :: Matrix :: defaultinit
core :: Object :: defaultinit
matrix :: Matrix :: fill_native
Copy content of this matrix to aNativeGLfloatArray
matrix :: Matrix :: from_array
Create a matrix from anArray[Float]
composed of rows after rows
matrix :: Matrix :: gamnit_euler_rotation
Rotation matrix from Euler anglespitch
, yaw
and roll
in radians
core :: Object :: is_same_instance
Return true ifself
and other
are the same instance (i.e. same identity).
core :: Object :: is_same_serialized
Isself
the same as other
in a serialization context?
core :: Object :: is_same_type
Return true ifself
and other
have the same dynamic type.
core :: Object :: native_class_name
The class name of the object in CString format.core :: Object :: output_class_name
Display class name on stdout (debug only).matrix :: Matrix :: perspective
Create a perspective transformation matrix
# A rectangular array of `Float`
#
# Require: `width > 0 and height > 0`
class Matrix
super Cloneable
# Number of columns
var width: Int
# Number of rows
var height: Int
# Items of this matrix, rows by rows
private var items = new NativeDoubleArray(width*height) is lazy
# Create a matrix from nested sequences
#
# Require: all rows are of the same length
#
# ~~~
# var matrix = new Matrix.from([[1.0, 2.0],
# [3.0, 4.0]])
# assert matrix.to_s == """
# 1.0 2.0
# 3.0 4.0"""
# ~~~
init from(items: SequenceRead[SequenceRead[Float]])
do
if items.is_empty then
init(0, 0)
return
end
init(items.first.length, items.length)
for j in height.times do assert items[j].length == width
for j in [0..height[ do
for i in [0..width[ do
self[j, i] = items[j][i]
end
end
end
# Get each row of this matrix in nested arrays
#
# ~~~
# var items = [[1.0, 2.0],
# [3.0, 4.0]]
# var matrix = new Matrix.from(items)
# assert matrix.to_a == items
# ~~~
fun to_a: Array[Array[Float]]
do
var a = new Array[Array[Float]]
for j in height.times do
var row = new Array[Float]
for i in width.times do
row.add self[j, i]
end
a.add row
end
return a
end
# Create a matrix from an `Array[Float]` composed of rows after rows
#
# Require: `width > 0 and height > 0`
# Require: `array.length >= width*height`
#
# ~~~
# var matrix = new Matrix.from_array(2, 2, [1.0, 2.0,
# 3.0, 4.0])
# assert matrix.to_s == """
# 1.0 2.0
# 3.0 4.0"""
# ~~~
init from_array(width, height: Int, array: SequenceRead[Float])
do
assert width > 0
assert height > 0
assert array.length >= width*height
init(width, height)
for i in height.times do
for j in width.times do
self[j, i] = array[i + j*width]
end
end
end
# Create an identity matrix
#
# Require: `size >= 0`
#
# ~~~
# var i = new Matrix.identity(3)
# assert i.to_s == """
# 1.0 0.0 0.0
# 0.0 1.0 0.0
# 0.0 0.0 1.0"""
# ~~~
new identity(size: Int)
do
assert size >= 0
var matrix = new Matrix(size, size)
for i in [0..size[ do
for j in [0..size[ do
matrix[j, i] = if i == j then 1.0 else 0.0
end
end
return matrix
end
# Create a new clone of this matrix
redef fun clone
do
var c = new Matrix(width, height)
for i in [0..width*height[ do c.items[i] = items[i]
return c
end
# Get the value at column `y` and row `x`
#
# Require: `x >= 0 and x <= width and y >= 0 and y <= height`
#
# ~~~
# var matrix = new Matrix.from([[0.0, 0.1],
# [1.0, 1.1]])
#
# assert matrix[0, 0] == 0.0
# assert matrix[0, 1] == 0.1
# assert matrix[1, 0] == 1.0
# assert matrix[1, 1] == 1.1
# ~~~
fun [](y, x: Int): Float
do
assert x >= 0 and x < width
assert y >= 0 and y < height
return items[x + y*width]
end
# Set the `value` at row `y` and column `x`
#
# Require: `x >= 0 and x <= width and y >= 0 and y <= height`
#
# ~~~
# var matrix = new Matrix.identity(2)
#
# matrix[0, 0] = 0.0
# matrix[0, 1] = 0.1
# matrix[1, 0] = 1.0
# matrix[1, 1] = 1.1
#
# assert matrix.to_s == """
# 0.0 0.1
# 1.0 1.1"""
# ~~~
fun []=(y, x: Int, value: Float)
do
assert x >= 0 and x < width
assert y >= 0 and y < height
items[x + y*width] = value
end
# Matrix product (×)
#
# Require: `self.width == other.height`
#
# ~~~
# var m = new Matrix.from([[3.0, 4.0],
# [5.0, 6.0]])
# var i = new Matrix.identity(2)
#
# assert m * i == m
# assert (m * m).to_s == """
# 29.0 36.0
# 45.0 56.0"""
#
# var a = new Matrix.from([[1.0, 2.0, 3.0],
# [4.0, 5.0, 6.0]])
# var b = new Matrix.from([[1.0],
# [2.0],
# [3.0]])
# var c = a * b
# assert c.to_s == """
# 14.0
# 32.0"""
# ~~~
fun *(other: Matrix): Matrix
do
assert self.width == other.height
var out = new Matrix(other.width, self.height)
out.items.mul(items, other.items, self.width, self.height, other.width)
return out
end
# Get the transpose of this matrix
#
# ~~~
# var matrix = new Matrix.from([[1.0, 2.0, 3.0],
# [4.0, 5.0, 6.0]])
# assert matrix.transposed.to_a == [[1.0, 4.0],
# [2.0, 5.0],
# [3.0, 6.0]]
#
# var i = new Matrix.identity(3)
# assert i.transposed == i
# ~~~
fun transposed: Matrix
do
var out = new Matrix(height, width)
for k, v in self do out[k.x, k.y] = v
return out
end
# Iterate over the values in this matrix
fun iterator: MapIterator[MatrixCoordinate, Float] do return new MatrixIndexIterator(self)
redef fun to_s
do
var s = new FlatBuffer
for y in [0..height[ do
for x in [0..width[ do
s.append items[y*width+x].to_s
if x < width-1 then s.add ' '
end
if y < height-1 then s.add '\n'
end
return s.to_s
end
redef fun ==(other) do return other isa Matrix and
width == other.width and height == other.height and
items.equal_items(items, width*height)
redef fun hash do return items.hash_items(width*height)
end
lib/matrix/matrix.nit:18,1--260,3
redef class Matrix
# Create an orthogonal projection matrix
#
# `left, right, bottom, top, near, far` defines the world clip planes.
new orthogonal(left, right, bottom, top, near, far: Float)
do
var dx = right - left
var dy = top - bottom
var dz = far - near
assert dx != 0.0 and dy != 0.0 and dz != 0.0
var mat = new Matrix.identity(4)
mat[0, 0] = 2.0 / dx
mat[3, 0] = -(right + left) / dx
mat[1, 1] = 2.0 / dy
mat[3, 1] = -(top + bottom) / dy
mat[2, 2] = 2.0 / dz
mat[3, 2] = -(near + far) / dz
return mat
end
# Create a perspective transformation matrix
#
# Using the given vertical `field_of_view_y` in radians, the `aspect_ratio`
# and the `near`/`far` world distances.
new perspective(field_of_view_y, aspect_ratio, near, far: Float)
do
var frustum_height = (field_of_view_y/2.0).tan * near
var frustum_width = frustum_height * aspect_ratio
return new Matrix.frustum(-frustum_width, frustum_width,
-frustum_height, frustum_height,
near, far)
end
# Create a frustum transformation matrix
#
# `left, right, bottom, top, near, far` defines the world clip planes.
new frustum(left, right, bottom, top, near, far: Float)
do
var dx = right - left
var dy = top - bottom
var dz = far - near
assert near > 0.0
assert far > 0.0
assert dx > 0.0
assert dy > 0.0
assert dz > 0.0
var mat = new Matrix(4, 4)
mat[0, 0] = 2.0 * near / dx
mat[0, 1] = 0.0
mat[0, 2] = 0.0
mat[0, 3] = 0.0
mat[1, 0] = 0.0
mat[1, 1] = 2.0 * near / dy
mat[1, 2] = 0.0
mat[1, 3] = 0.0
mat[2, 0] = (right + left) / dx
mat[2, 1] = (top + bottom) / dy
mat[2, 2] = -(near + far) / dz
mat[2, 3] = -1.0
mat[3, 0] = 0.0
mat[3, 1] = 0.0
mat[3, 2] = -2.0 * near * far / dz
mat[3, 3] = 0.0
return mat
end
# Apply a translation by `x, y, z` to this matrix
fun translate(x, y, z: Float)
do
for i in [0..3] do
self[3, i] = self[3,i] + self[0, i] * x + self[1, i] * y + self[2, i] * z
end
end
# Apply scaling on `x, y, z` to this matrix
fun scale(x, y, z: Float)
do
for i in [0..3] do
self[0, i] = self[0, i] * x
self[1, i] = self[1, i] * y
self[2, i] = self[2, i] * z
end
end
# Create a rotation matrix by `angle` around the vector defined by `x, y, z`
new rotation(angle, x, y, z: Float)
do
var mat = new Matrix.identity(4)
var mag = (x*x + y*y + z*z).sqrt
var sin = angle.sin
var cos = angle.cos
if mag > 0.0 then
x = x / mag
y = y / mag
z = z / mag
var inv_cos = 1.0 - cos
mat[0, 0] = inv_cos*x*x + cos
mat[0, 1] = inv_cos*x*y - z*sin
mat[0, 2] = inv_cos*z*x + y*sin
mat[1, 0] = inv_cos*x*y + z*sin
mat[1, 1] = inv_cos*y*y + cos
mat[1, 2] = inv_cos*y*z - x*sin
mat[2, 0] = inv_cos*z*x - y*sin
mat[2, 1] = inv_cos*y*z + x*sin
mat[2, 2] = inv_cos*z*z + cos
end
return mat
end
# Apply a rotation of `angle` radians around the vector `x, y, z`
fun rotate(angle, x, y, z: Float)
do
var rotation = new Matrix.rotation(angle, x, y, z)
var rotated = self * rotation
self.items = rotated.items
end
# Rotation matrix from Euler angles `pitch`, `yaw` and `roll` in radians
#
# Apply a composition of intrinsic rotations around the axes x-y'-z''.
# Or `pitch` around the X axis, `yaw` around Y and `roll` around Z,
# applied successively. All rotations follow the right hand rule.
#
# This service aims to respect the world axes and logic of `gamnit`,
# it may not correspond to all needs.
#
# The returned `Matrix` may be cached, it must not be modified.
new gamnit_euler_rotation(pitch, yaw, roll: Float)
do
if pitch == 0.0 and yaw == 0.0 and roll == 0.0 then
return once new Matrix.identity(4)
end
if rotation_pitch == pitch and rotation_yaw == yaw and rotation_roll == roll then
var rot = rotation_matrix_cache
if rot != null then return rot
end
var c1 = pitch.cos
var s1 = pitch.sin
var c2 = yaw.cos
var s2 = yaw.sin
var c3 = roll.cos
var s3 = roll.sin
var rot = new Matrix(4, 4)
rot.items.mat4_set(
c2*c3, -c2*s3, -s2, 0.0,
c1*s3+c3*s1*s2, c1*c3-s1*s2*s3, c2*s1, 0.0,
-s1*s3+c1*c3*s2, -c3*s1-c1*s2*s3, c1*c2, 0.0,
0.0, 0.0, 0.0, 1.0)
rotation_matrix_cache = rot
rotation_pitch = pitch
rotation_yaw = yaw
rotation_roll = roll
return rot
end
end
lib/matrix/projection.nit:20,1--195,3