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GLMatrix.cpp
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#include "GLMatrix.h"
GLMatrix::GLMatrix(bool identity)
{
matrix[0] = (float)identity;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = (float)identity;
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = (float)identity;
matrix[11] = 0.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = 0.0f;
matrix[15] = (float)identity;
}
GLMatrix::GLMatrix(float * values)
{
matrix[0] = values[0];
matrix[1] = values[1];
matrix[2] = values[2];
matrix[3] = values[3];
matrix[4] = values[4];
matrix[5] = values[5];
matrix[6] = values[6];
matrix[7] = values[7];
matrix[8] = values[8];
matrix[9] = values[9];
matrix[10] = values[10];
matrix[11] = values[11];
matrix[12] = values[12];
matrix[13] = values[13];
matrix[14] = values[14];
matrix[15] = values[15];
}
GLMatrix GLMatrix::operator*(vector4D value)
{
GLMatrix out = *this;
//multiply every 4 elements by an element of the vector
out.matrix[0] *= value.x;
out.matrix[1] *= value.x;
out.matrix[2] *= value.x;
out.matrix[3] *= value.x;
out.matrix[4] *= value.y;
out.matrix[5] *= value.y;
out.matrix[6] *= value.y;
out.matrix[7] *= value.y;
out.matrix[8] *= value.z;
out.matrix[9] *= value.z;
out.matrix[10] *= value.z;
out.matrix[11] *= value.z;
out.matrix[12] *= value.i;
out.matrix[13] *= value.i;
out.matrix[14] *= value.i;
out.matrix[15] *= value.i;
return out;
}
GLMatrix GLMatrix::operator*(GLMatrix value)
{
GLMatrix out;
float val = 0;
//First column
val = (matrix[0] * value.matrix[0] + matrix[1] * value.matrix[4] + matrix[2] * value.matrix[8] + matrix[3] * value.matrix[12]);
out.matrix[0] = val;
val = (matrix[4] * value.matrix[0] + matrix[5] * value.matrix[4] + matrix[6] * value.matrix[8] + matrix[7] * value.matrix[12]);
out.matrix[4] = val;
val = (matrix[8] * value.matrix[0] + matrix[9] * value.matrix[4] + matrix[10] * value.matrix[8] + matrix[11] * value.matrix[12]);
out.matrix[8] = val;
val = (matrix[12] * value.matrix[0] + matrix[13] * value.matrix[4] + matrix[14] * value.matrix[8] + matrix[15] * value.matrix[12]);
out.matrix[12] = val;
//second column
val = (matrix[0] * value.matrix[1] + matrix[1] * value.matrix[5] + matrix[2] * value.matrix[9] + matrix[3] * value.matrix[13]);
out.matrix[1] = val;
val = (matrix[4] * value.matrix[1] + matrix[5] * value.matrix[5] + matrix[6] * value.matrix[9] + matrix[7] * value.matrix[13]);
out.matrix[5] = val;
val = (matrix[8] * value.matrix[1] + matrix[9] * value.matrix[5] + matrix[10] * value.matrix[9] + matrix[11] * value.matrix[13]);
out.matrix[9] = val;
val = (matrix[12] * value.matrix[1] + matrix[13] * value.matrix[5] + matrix[14] * value.matrix[9] + matrix[15] * value.matrix[13]);
out.matrix[13] = val;
//Third Column
val = (matrix[0] * value.matrix[2] + matrix[1] * value.matrix[6] + matrix[2] * value.matrix[10] + matrix[3] * value.matrix[14]);
out.matrix[2] = val;
val = (matrix[4] * value.matrix[2] + matrix[5] * value.matrix[6] + matrix[6] * value.matrix[10] + matrix[7] * value.matrix[14]);
out.matrix[6] = val;
val = (matrix[8] * value.matrix[2] + matrix[9] * value.matrix[6] + matrix[10] * value.matrix[10] + matrix[11] * value.matrix[14]);
out.matrix[10] = val;
val = (matrix[12] * value.matrix[2] + matrix[13] * value.matrix[6] + matrix[14] * value.matrix[10] + matrix[15] * value.matrix[14]);
out.matrix[14] = val;
//Fourth Column
val = (matrix[0] * value.matrix[3] + matrix[1] * value.matrix[7] + matrix[2] * value.matrix[11] + matrix[3] * value.matrix[15]);
out.matrix[3] = val;
val = (matrix[4] * value.matrix[3] + matrix[5] * value.matrix[7] + matrix[6] * value.matrix[11] + matrix[7] * value.matrix[15]);
out.matrix[7] = val;
val = (matrix[8] * value.matrix[3] + matrix[9] * value.matrix[7] + matrix[10] * value.matrix[11] + matrix[11] * value.matrix[15]);
out.matrix[11] = val;
val = (matrix[12] * value.matrix[3] + matrix[13] * value.matrix[7] + matrix[14] * value.matrix[11] + matrix[15] * value.matrix[15]);
out.matrix[15] = val;
return out;
}
void GLMatrix::operator*=(vector4D value)
{
*this = *(this) * value;
}