Changed matrix object names to be more natural. Fixed a bug in the matrix projection math.
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@@ -1,38 +1,82 @@
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import vectors
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import math
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from vectors import Vector3d, Vector4d
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class Matrix4x4:
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def __init__(self, row0, row1, row2, row3):
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if not isinstance(row0, vectors.Vector4d):
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raise ValueError("Row must be a Vector4d object.", row0)
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if not isinstance(row1, vectors.Vector4d):
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def __init__(self, row1, row2, row3, row4):
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if not isinstance(row1, Vector4d):
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raise ValueError("Row must be a Vector4d object.", row1)
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if not isinstance(row2, vectors.Vector4d):
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if not isinstance(row2, Vector4d):
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raise ValueError("Row must be a Vector4d object.", row2)
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if not isinstance(row3, vectors.Vector4d):
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if not isinstance(row3, Vector4d):
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raise ValueError("Row must be a Vector4d object.", row3)
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if not isinstance(row4, Vector4d):
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raise ValueError("Row must be a Vector4d object.", row4)
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self.row0 = row0
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self.row1 = row1
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self.row2 = row2
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self.row3 = row3
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self.row4 = row4
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def multiply_3d(self, vector3d):
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x = vector3d.x * self.row0.x + vector3d.y * self.row1.x + vector3d.z * self.row2.x + self.row3.x
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y = vector3d.x * self.row0.y + vector3d.y * self.row1.y + vector3d.z * self.row2.y + self.row3.y
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z = vector3d.x * self.row0.z + vector3d.y * self.row1.z + vector3d.z * self.row2.z + self.row3.z
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w = vector3d.x * self.row0.w + vector3d.y * self.row1.w + vector3d.z * self.row2.w + self.row3.w
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x = vector3d.x * self.row1.x + vector3d.y * self.row2.x + vector3d.z * self.row3.x + self.row4.x
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y = vector3d.x * self.row1.y + vector3d.y * self.row2.y + vector3d.z * self.row3.y + self.row4.y
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z = vector3d.x * self.row1.z + vector3d.y * self.row2.z + vector3d.z * self.row3.z + self.row4.z
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w = vector3d.x * self.row1.w + vector3d.y * self.row2.w + vector3d.z * self.row3.w + self.row4.w
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if w != 0:
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x /= w
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y /= w
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z /= w
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return vectors.Vector3d(x, y, z)
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return Vector3d(x, y, z)
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def get_projection_matrix(fov_degrees, aspect_ratio, near_plane, far_plane):
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fov_rad = 1 / math.tan(fov_degrees * 0.5 / 180.0 * math.pi)
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row1 = Vector4d(aspect_ratio * fov_rad, 0, 0, 0)
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row2 = Vector4d(0, fov_rad, 0, 0)
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row3 = Vector4d(0, 0, far_plane / (far_plane - near_plane), 1.0)
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row4 = Vector4d(0, 0, -far_plane * near_plane / (far_plane - near_plane), 0)
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return Matrix4x4(row1, row2, row3, row4)
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def get_identity_matrix():
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row1 = Vector4d(1, 0, 0, 0)
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row2 = Vector4d(0, 1, 0, 0)
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row3 = Vector4d(0, 0, 1, 0)
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row4 = Vector4d(0, 0, 0, 1)
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return Matrix4x4(row1, row2, row3, row4)
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def get_y_rotation_matrix(angle_rad):
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row1 = Vector4d(math.cos(angle_rad), 0, math.sin(angle_rad), 0)
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row2 = Vector4d(0, 1, 0, 0)
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row3 = Vector4d(-math.sin(angle_rad), 0, math.cos(angle_rad), 0)
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row4 = Vector4d(0, 0, 0, 1)
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return Matrix4x4(row1, row2, row3, row4)
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def get_z_rotation_matrix(angle_rad):
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row1 = Vector4d(math.cos(angle_rad), math.sin(angle_rad), 0, 0)
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row2 = Vector4d(-math.sin(angle_rad), math.cos(angle_rad), 0, 0)
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row3 = Vector4d(0, 0, 0, 0)
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row4 = Vector4d(0, 0, 1, 0)
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return Matrix4x4(row1, row2, row3, row4)
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def get_x_rotation_matrix(angle_rad):
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row1 = Vector4d(1, 0, 0, 0)
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row2 = Vector4d(0, math.cos(angle_rad), math.sin(angle_rad), 0)
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row3 = Vector4d(0, -math.sin(angle_rad), math.cos(angle_rad), 0)
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row4 = Vector4d(0, 0, 0, 1)
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return Matrix4x4(row1, row2, row3, row4)
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class Matrix3x3:
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def __init__(self, row0, row1, row2):
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self.row0 = row0
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def __init__(self, row1, row2, row3):
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self.row1 = row1
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self.row2 = row2
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self.row3 = row3
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