115 lines
3.5 KiB
Python
115 lines
3.5 KiB
Python
import math
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from vectors import Vector3d, Vector4d
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class Matrix3x3:
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def __init__(self, row1, row2, row3):
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self.rows = [row1, row2, row3]
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@property
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def row1(self):
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return self.rows[0]
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@property
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def row2(self):
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return self.rows[1]
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@property
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def row3(self):
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return self.rows[2]
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def __getitem__(self, key):
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return self.rows[key]
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def __setitem__(self, key, value):
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self.rows[key] = value
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class Matrix4x4(Matrix3x3):
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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, Vector4d):
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raise ValueError("Row must be a Vector4d object.", row2)
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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.rows = [row1, row2, row3, row4]
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@property
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def row4(self):
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return self.rows[3]
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def multiply_3d(self, vector3d):
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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 Vector3d(x, y, z)
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def multiply_matrix(self, matrix4x4):
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out = Matrix4x4.get_identity_matrix()
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for column in range(4):
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for row in range(4):
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out[row][column] = self.rows[row][0] * matrix4x4.rows[0][column] + self.rows[row][1] * matrix4x4.rows[1][column] + self.rows[row][2] * matrix4x4.rows[2][column] + self.rows[row][3] * matrix4x4.rows[3][column]
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return out
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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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def get_translation_matrix(vector3d):
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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(vector3d.x, vector3d.y, vector3d.z, 1)
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return Matrix4x4(row1, row2, row3, row4)
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