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extracted some methods
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@@ -1,10 +1,13 @@
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#include "omath/Matrix.h"
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#include "omath/Vector3.h"
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#include "omath/angles.h"
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#include <format>
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#include "omath/Vector3.h"
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#include <utility>
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#include <stdexcept>
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#include <utility>
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#include <complex>
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namespace omath
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@@ -22,17 +25,26 @@ namespace omath
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Set(0.f);
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}
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Matrix::Matrix(const std::vector<std::vector<float>> &rows)
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Matrix::Matrix(const std::initializer_list<std::initializer_list<float>>& rows)
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{
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m_rows = rows.size();
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m_columns = rows[0].size();
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m_columns = rows.begin()->size();
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for (const auto& row : rows)
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if (row.size() != m_columns)
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throw std::invalid_argument("All rows must have the same number of columns.");
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m_data = std::make_unique<float[]>(m_rows * m_columns);
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for (size_t i = 0; i < m_rows; ++i)
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for (size_t j = 0; j < m_columns; ++j)
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At(i,j) = rows[i][j];
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size_t i = 0;
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for (const auto& row : rows)
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{
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size_t j = 0;
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for (const auto& value : row)
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At(i, j++) = value;
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++i;
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}
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}
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Matrix::Matrix(const Matrix &other)
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@@ -247,7 +259,7 @@ namespace omath
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return ((i + j + 2) % 2 == 0) ? tmp : -tmp;
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}
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Matrix Matrix::Transpose()
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Matrix Matrix::Transpose() const
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{
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Matrix transposed = {m_columns, m_rows};
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@@ -298,14 +310,51 @@ namespace omath
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return Strip(i, j).Determinant();
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}
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Matrix Matrix::ToScreenMatrix(float screenWidth, float screenHeight)
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Matrix Matrix::ToScreenMatrix(const float screenWidth, const float screenHeight)
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{
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return Matrix({
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{screenWidth / 2.f, 0.f, 0.f, 0.f},
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{0.f, -screenHeight / 2.f, 0.f, 0.f},
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{0.f, 0.f, 1.f, 0.f},
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{screenWidth / 2.f, screenHeight / 2.f, 0.f, 1.f},
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});
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return
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{
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{screenWidth / 2.f, 0.f, 0.f, 0.f},
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{0.f, -screenHeight / 2.f, 0.f, 0.f},
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{0.f, 0.f, 1.f, 0.f},
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{screenWidth / 2.f, screenHeight / 2.f, 0.f, 1.f},
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};
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}
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Matrix Matrix::TranslationMatrix(const Vector3 &diff)
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{
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return
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{
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{1.f, 0.f, 0.f, 0.f},
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{0.f, 1.f, 0.f, 0.f},
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{0.f, 0.f, 1.f, 0.f},
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{diff.x, diff.y, diff.z, 1.f},
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};
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}
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Matrix Matrix::OrientationMatrix(const Vector3 &forward, const Vector3 &right, const Vector3 &up)
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{
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return
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{
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{right.x, up.x, forward.x, 0.f},
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{right.y, up.y, forward.y, 0.f},
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{right.z, up.z, forward.z, 0.f},
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{0.f, 0.f, 0.f, 1.f},
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};
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}
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Matrix Matrix::ProjectionMatrix(const float fielOfView, const float aspectRatio, const float near,
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const float far)
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{
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fielOfView) / 2.f);
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return
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{
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{1.f / (aspectRatio*fovHalfTan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fovHalfTan, 0.f, 0.f},
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{0.f, 0.f, (far + near) / (far - near), 2.f * near * far / (far - near)},
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{0.f, 0.f, -1.f, 0.f}
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};
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}
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const float * Matrix::Raw() const
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