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Diffstat (limited to 'Spear/Math/MatrixUtils.hs')
-rw-r--r-- | Spear/Math/MatrixUtils.hs | 300 |
1 files changed, 150 insertions, 150 deletions
diff --git a/Spear/Math/MatrixUtils.hs b/Spear/Math/MatrixUtils.hs index e4273a1..24d9778 100644 --- a/Spear/Math/MatrixUtils.hs +++ b/Spear/Math/MatrixUtils.hs | |||
@@ -1,150 +1,150 @@ | |||
1 | module Spear.Math.MatrixUtils | 1 | module Spear.Math.MatrixUtils |
2 | ( | 2 | ( |
3 | fastNormalMatrix | 3 | fastNormalMatrix |
4 | , unproject | 4 | , unproject |
5 | , rpgUnproject | 5 | , rpgUnproject |
6 | , rpgTransform | 6 | , rpgTransform |
7 | , pltTransform | 7 | , pltTransform |
8 | , rpgInverse | 8 | , rpgInverse |
9 | , pltInverse | 9 | , pltInverse |
10 | , objToClip | 10 | , objToClip |
11 | ) | 11 | ) |
12 | where | 12 | where |
13 | 13 | ||
14 | 14 | ||
15 | import Spear.Math.Camera as Cam | 15 | import Spear.Math.Camera as Cam |
16 | import Spear.Math.Matrix3 as M3 | 16 | import Spear.Math.Matrix3 as M3 |
17 | import Spear.Math.Matrix4 as M4 | 17 | import Spear.Math.Matrix4 as M4 |
18 | import Spear.Math.Spatial3 as S | 18 | import Spear.Math.Spatial3 as S |
19 | import Spear.Math.Vector as V | 19 | import Spear.Math.Vector as V |
20 | 20 | ||
21 | 21 | ||
22 | -- | Compute the normal matrix of the given matrix. | 22 | -- | Compute the normal matrix of the given matrix. |
23 | fastNormalMatrix :: Matrix4 -> Matrix3 | 23 | fastNormalMatrix :: Matrix4 -> Matrix3 |
24 | fastNormalMatrix m = | 24 | fastNormalMatrix m = |
25 | let m' = M4.transpose . M4.inverseTransform $ m | 25 | let m' = M4.transpose . M4.inverseTransform $ m |
26 | in M3.mat3 | 26 | in M3.mat3 |
27 | (M4.m00 m') (M4.m10 m') (M4.m20 m') | 27 | (M4.m00 m') (M4.m10 m') (M4.m20 m') |
28 | (M4.m01 m') (M4.m11 m') (M4.m21 m') | 28 | (M4.m01 m') (M4.m11 m') (M4.m21 m') |
29 | (M4.m02 m') (M4.m12 m') (M4.m22 m') | 29 | (M4.m02 m') (M4.m12 m') (M4.m22 m') |
30 | 30 | ||
31 | 31 | ||
32 | -- | Transform the given point in window coordinates to object coordinates. | 32 | -- | Transform the given point in window coordinates to object coordinates. |
33 | unproject :: Matrix4 -- ^ Inverse projection matrix | 33 | unproject :: Matrix4 -- ^ Inverse projection matrix |
34 | -> Matrix4 -- ^ Inverse modelview matrix. | 34 | -> Matrix4 -- ^ Inverse modelview matrix. |
35 | -> Float -- ^ Viewport x | 35 | -> Float -- ^ Viewport x |
36 | -> Float -- ^ Viewport y | 36 | -> Float -- ^ Viewport y |
37 | -> Float -- ^ Viewport width | 37 | -> Float -- ^ Viewport width |
38 | -> Float -- ^ Viewport height | 38 | -> Float -- ^ Viewport height |
39 | -> Float -- ^ Window x | 39 | -> Float -- ^ Window x |
40 | -> Float -- ^ Window y | 40 | -> Float -- ^ Window y |
41 | -> Float -- ^ Window z | 41 | -> Float -- ^ Window z |
42 | -> Vector3 | 42 | -> Vector3 |
43 | unproject projI modelviewI vpx vpy w h x y z = | 43 | unproject projI modelviewI vpx vpy w h x y z = |
44 | let | 44 | let |
45 | xmouse = 2*(x-vpx)/w - 1 | 45 | xmouse = 2*(x-vpx)/w - 1 |
46 | ymouse = 2*(y-vpy)/h - 1 | 46 | ymouse = 2*(y-vpy)/h - 1 |
47 | zmouse = 2*z - 1 | 47 | zmouse = 2*z - 1 |
48 | in | 48 | in |
49 | (modelviewI * projI) `M4.mulp` vec3 xmouse ymouse zmouse | 49 | (modelviewI * projI) `M4.mulp` vec3 xmouse ymouse zmouse |
50 | 50 | ||
51 | 51 | ||
52 | -- | Transform the given point in window coordinates to 2d coordinates. | 52 | -- | Transform the given point in window coordinates to 2d coordinates. |
53 | -- | 53 | -- |
54 | -- The line defined by the given point in window space is intersected with | 54 | -- The line defined by the given point in window space is intersected with |
55 | -- the XZ plane in world space to yield the resulting 2d point. | 55 | -- the XZ plane in world space to yield the resulting 2d point. |
56 | rpgUnproject | 56 | rpgUnproject |
57 | :: Matrix4 -- ^ Inverse projection matrix | 57 | :: Matrix4 -- ^ Inverse projection matrix |
58 | -> Matrix4 -- ^ Inverse viewI matrix. | 58 | -> Matrix4 -- ^ Inverse viewI matrix. |
59 | -> Float -- ^ Viewport x | 59 | -> Float -- ^ Viewport x |
60 | -> Float -- ^ Viewport y | 60 | -> Float -- ^ Viewport y |
61 | -> Float -- ^ Viewport width | 61 | -> Float -- ^ Viewport width |
62 | -> Float -- ^ Viewport height | 62 | -> Float -- ^ Viewport height |
63 | -> Float -- ^ Window x | 63 | -> Float -- ^ Window x |
64 | -> Float -- ^ Window y | 64 | -> Float -- ^ Window y |
65 | -> Vector2 | 65 | -> Vector2 |
66 | rpgUnproject projI viewI vpx vpy w h wx wy = | 66 | rpgUnproject projI viewI vpx vpy w h wx wy = |
67 | let | 67 | let |
68 | p1 = unproject projI viewI vpx vpy w h wx wy 0 | 68 | p1 = unproject projI viewI vpx vpy w h wx wy 0 |
69 | p2 = unproject projI viewI vpx vpy w h wx wy (-1) | 69 | p2 = unproject projI viewI vpx vpy w h wx wy (-1) |
70 | lambda = (y p1 / (y p1 - y p2)) | 70 | lambda = (y p1 / (y p1 - y p2)) |
71 | p' = p1 + V.scale lambda (p2 - p1) | 71 | p' = p1 + V.scale lambda (p2 - p1) |
72 | in | 72 | in |
73 | vec2 (x p') (-(z p')) | 73 | vec2 (x p') (-(z p')) |
74 | 74 | ||
75 | 75 | ||
76 | -- | Map an object's transform in view space to world space. | 76 | -- | Map an object's transform in view space to world space. |
77 | rpgTransform | 77 | rpgTransform |
78 | :: Float -- ^ The height above the ground | 78 | :: Float -- ^ The height above the ground |
79 | -> Float -- ^ Angle of rotation | 79 | -> Float -- ^ Angle of rotation |
80 | -> Vector3 -- ^ Axis of rotation | 80 | -> Vector3 -- ^ Axis of rotation |
81 | -> Vector2 -- ^ Object's position | 81 | -> Vector2 -- ^ Object's position |
82 | -> Matrix4 -- ^ Inverse view matrix | 82 | -> Matrix4 -- ^ Inverse view matrix |
83 | -> Matrix4 | 83 | -> Matrix4 |
84 | rpgTransform h a axis pos viewI = | 84 | rpgTransform h a axis pos viewI = |
85 | let p1 = viewI `M4.mulp` (vec3 (x pos) (y pos) 0) | 85 | let p1 = viewI `M4.mulp` (vec3 (x pos) (y pos) 0) |
86 | p2 = viewI `M4.mulp` (vec3 (x pos) (y pos) (-1)) | 86 | p2 = viewI `M4.mulp` (vec3 (x pos) (y pos) (-1)) |
87 | lambda = (y p1 / (y p1 - y p2)) | 87 | lambda = (y p1 / (y p1 - y p2)) |
88 | p = p1 + V.scale lambda (p2 - p1) | 88 | p = p1 + V.scale lambda (p2 - p1) |
89 | mat' = axisAngle axis a | 89 | mat' = axisAngle axis a |
90 | r = M4.right mat' | 90 | r = M4.right mat' |
91 | u = M4.up mat' | 91 | u = M4.up mat' |
92 | f = M4.forward mat' | 92 | f = M4.forward mat' |
93 | t = p + vec3 0 h 0 | 93 | t = p + vec3 0 h 0 |
94 | in mat4 | 94 | in mat4 |
95 | (x r) (x u) (x f) (x t) | 95 | (x r) (x u) (x f) (x t) |
96 | (y r) (y u) (y f) (y t) | 96 | (y r) (y u) (y f) (y t) |
97 | (z r) (z u) (z f) (z t) | 97 | (z r) (z u) (z f) (z t) |
98 | 0 0 0 1 | 98 | 0 0 0 1 |
99 | 99 | ||
100 | 100 | ||
101 | -- | Map an object's transform in view space to world space. | 101 | -- | Map an object's transform in view space to world space. |
102 | pltTransform :: Matrix3 -> Matrix4 | 102 | pltTransform :: Matrix3 -> Matrix4 |
103 | pltTransform mat = | 103 | pltTransform mat = |
104 | let r = let r' = M3.right mat in vec3 (x r') (y r') 0 | 104 | let r = let r' = M3.right mat in vec3 (x r') (y r') 0 |
105 | u = let u' = M3.up mat in vec3 (x u') (y u') 0 | 105 | u = let u' = M3.up mat in vec3 (x u') (y u') 0 |
106 | f = unitz3 | 106 | f = unitz3 |
107 | t = let t' = M3.position mat in vec3 (x t') (y t') 0 | 107 | t = let t' = M3.position mat in vec3 (x t') (y t') 0 |
108 | in mat4 | 108 | in mat4 |
109 | (x r) (x u) (x f) (x t) | 109 | (x r) (x u) (x f) (x t) |
110 | (y r) (y u) (y f) (y t) | 110 | (y r) (y u) (y f) (y t) |
111 | (z r) (z u) (z f) (z t) | 111 | (z r) (z u) (z f) (z t) |
112 | 0 0 0 1 | 112 | 0 0 0 1 |
113 | 113 | ||
114 | 114 | ||
115 | -- | Map an object's transform in world space to view space. | 115 | -- | Map an object's transform in world space to view space. |
116 | -- | 116 | -- |
117 | -- The XY plane in 2D translates to the X(-Z) plane in 3D. | 117 | -- The XY plane in 2D translates to the X(-Z) plane in 3D. |
118 | -- | 118 | -- |
119 | -- Use this in games such as RPGs and RTSs. | 119 | -- Use this in games such as RPGs and RTSs. |
120 | rpgInverse | 120 | rpgInverse |
121 | :: Float -- ^ The height above the ground | 121 | :: Float -- ^ The height above the ground |
122 | -> Float -- ^ Angle of rotation | 122 | -> Float -- ^ Angle of rotation |
123 | -> Vector3 -- ^ Axis of rotation | 123 | -> Vector3 -- ^ Axis of rotation |
124 | -> Vector2 -- ^ Object's position | 124 | -> Vector2 -- ^ Object's position |
125 | -> Matrix4 -- ^ Inverse view matrix | 125 | -> Matrix4 -- ^ Inverse view matrix |
126 | -> Matrix4 | 126 | -> Matrix4 |
127 | rpgInverse h a axis pos viewI = | 127 | rpgInverse h a axis pos viewI = |
128 | M4.inverseTransform $ rpgTransform h a axis pos viewI | 128 | M4.inverseTransform $ rpgTransform h a axis pos viewI |
129 | 129 | ||
130 | 130 | ||
131 | -- | Map an object's transform in world space to view space. | 131 | -- | Map an object's transform in world space to view space. |
132 | -- | 132 | -- |
133 | -- This function maps an object's transform in 2D to the object's inverse in 3D. | 133 | -- This function maps an object's transform in 2D to the object's inverse in 3D. |
134 | -- | 134 | -- |
135 | -- The XY plane in 2D translates to the XY plane in 3D. | 135 | -- The XY plane in 2D translates to the XY plane in 3D. |
136 | -- | 136 | -- |
137 | -- Use this in games like platformers and space invaders style games. | 137 | -- Use this in games like platformers and space invaders style games. |
138 | pltInverse :: Matrix3 -> Matrix4 | 138 | pltInverse :: Matrix3 -> Matrix4 |
139 | pltInverse = M4.inverseTransform . pltTransform | 139 | pltInverse = M4.inverseTransform . pltTransform |
140 | 140 | ||
141 | 141 | ||
142 | -- | Transform an object from object to clip space coordinates. | 142 | -- | Transform an object from object to clip space coordinates. |
143 | objToClip :: Camera -> Matrix4 -> Vector3 -> Vector2 | 143 | objToClip :: Camera -> Matrix4 -> Vector3 -> Vector2 |
144 | objToClip cam model p = | 144 | objToClip cam model p = |
145 | let | 145 | let |
146 | view = M4.inverseTransform $ S.transform cam | 146 | view = M4.inverseTransform $ S.transform cam |
147 | proj = Cam.projection cam | 147 | proj = Cam.projection cam |
148 | p' = (proj * view * model) `M4.mulp` p | 148 | p' = (proj * view * model) `M4.mulp` p |
149 | in | 149 | in |
150 | vec2 (x p') (y p') | 150 | vec2 (x p') (y p') |