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Matrix4x4.py
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254 lines (222 loc) · 8.97 KB
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class Matrix4x4:
def __init__(self, values):
if len(values) != 16:
raise ValueError("There must be sixteen and only sixteen input values for Matrix.")
self.M = [
values[i * 4:i * 4 + 4]
for i in range(0, 4)
]
"""
using System;
using System.Runtime.InteropServices;
namespace AssetStudio
{
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct Matrix4x4 : IEquatable<Matrix4x4>
{
public float M00;
public float M10;
public float M20;
public float M30;
public float M01;
public float M11;
public float M21;
public float M31;
public float M02;
public float M12;
public float M22;
public float M32;
public float M03;
public float M13;
public float M23;
public float M33;
public Matrix4x4(float[] values)
{
if (values == null)
throw new ArgumentNullException(nameof(values));
if (values.Length != 16)
throw new ArgumentOutOfRangeException(nameof(values), "There must be sixteen and only sixteen input values for Matrix.");
M00 = values[0];
M10 = values[1];
M20 = values[2];
M30 = values[3];
M01 = values[4];
M11 = values[5];
M21 = values[6];
M31 = values[7];
M02 = values[8];
M12 = values[9];
M22 = values[10];
M32 = values[11];
M03 = values[12];
M13 = values[13];
M23 = values[14];
M33 = values[15];
}
public float this[int row, int column]
{
get => this[row + column * 4];
set => this[row + column * 4] = value;
}
public float this[int index]
{
get
{
switch (index)
{
case 0: return M00;
case 1: return M10;
case 2: return M20;
case 3: return M30;
case 4: return M01;
case 5: return M11;
case 6: return M21;
case 7: return M31;
case 8: return M02;
case 9: return M12;
case 10: return M22;
case 11: return M32;
case 12: return M03;
case 13: return M13;
case 14: return M23;
case 15: return M33;
default: throw new ArgumentOutOfRangeException(nameof(index), "Invalid Matrix4x4 index!");
}
}
set
{
switch (index)
{
case 0: M00 = value; break;
case 1: M10 = value; break;
case 2: M20 = value; break;
case 3: M30 = value; break;
case 4: M01 = value; break;
case 5: M11 = value; break;
case 6: M21 = value; break;
case 7: M31 = value; break;
case 8: M02 = value; break;
case 9: M12 = value; break;
case 10: M22 = value; break;
case 11: M32 = value; break;
case 12: M03 = value; break;
case 13: M13 = value; break;
case 14: M23 = value; break;
case 15: M33 = value; break;
default: throw new ArgumentOutOfRangeException(nameof(index), "Invalid Matrix4x4 index!");
}
}
}
public override int GetHashCode()
{
return GetColumn(0).GetHashCode() ^ (GetColumn(1).GetHashCode() << 2) ^ (GetColumn(2).GetHashCode() >> 2) ^ (GetColumn(3).GetHashCode() >> 1);
}
public override bool Equals(object other)
{
if (!(other is Matrix4x4))
return false;
return Equals((Matrix4x4)other);
}
public bool Equals(Matrix4x4 other)
{
return GetColumn(0).Equals(other.GetColumn(0))
&& GetColumn(1).Equals(other.GetColumn(1))
&& GetColumn(2).Equals(other.GetColumn(2))
&& GetColumn(3).Equals(other.GetColumn(3));
}
public Vector4 GetColumn(int index)
{
switch (index)
{
case 0: return new Vector4(M00, M10, M20, M30);
case 1: return new Vector4(M01, M11, M21, M31);
case 2: return new Vector4(M02, M12, M22, M32);
case 3: return new Vector4(M03, M13, M23, M33);
default: throw new IndexOutOfRangeException("Invalid column index!");
}
}
public Vector4 GetRow(int index)
{
switch (index)
{
case 0: return new Vector4(M00, M01, M02, M03);
case 1: return new Vector4(M10, M11, M12, M13);
case 2: return new Vector4(M20, M21, M22, M23);
case 3: return new Vector4(M30, M31, M32, M33);
default: throw new IndexOutOfRangeException("Invalid row index!");
}
}
public static Matrix4x4 operator *(Matrix4x4 lhs, Matrix4x4 rhs)
{
Matrix4x4 res;
res.M00 = lhs.M00 * rhs.M00 + lhs.M01 * rhs.M10 + lhs.M02 * rhs.M20 + lhs.M03 * rhs.M30;
res.M01 = lhs.M00 * rhs.M01 + lhs.M01 * rhs.M11 + lhs.M02 * rhs.M21 + lhs.M03 * rhs.M31;
res.M02 = lhs.M00 * rhs.M02 + lhs.M01 * rhs.M12 + lhs.M02 * rhs.M22 + lhs.M03 * rhs.M32;
res.M03 = lhs.M00 * rhs.M03 + lhs.M01 * rhs.M13 + lhs.M02 * rhs.M23 + lhs.M03 * rhs.M33;
res.M10 = lhs.M10 * rhs.M00 + lhs.M11 * rhs.M10 + lhs.M12 * rhs.M20 + lhs.M13 * rhs.M30;
res.M11 = lhs.M10 * rhs.M01 + lhs.M11 * rhs.M11 + lhs.M12 * rhs.M21 + lhs.M13 * rhs.M31;
res.M12 = lhs.M10 * rhs.M02 + lhs.M11 * rhs.M12 + lhs.M12 * rhs.M22 + lhs.M13 * rhs.M32;
res.M13 = lhs.M10 * rhs.M03 + lhs.M11 * rhs.M13 + lhs.M12 * rhs.M23 + lhs.M13 * rhs.M33;
res.M20 = lhs.M20 * rhs.M00 + lhs.M21 * rhs.M10 + lhs.M22 * rhs.M20 + lhs.M23 * rhs.M30;
res.M21 = lhs.M20 * rhs.M01 + lhs.M21 * rhs.M11 + lhs.M22 * rhs.M21 + lhs.M23 * rhs.M31;
res.M22 = lhs.M20 * rhs.M02 + lhs.M21 * rhs.M12 + lhs.M22 * rhs.M22 + lhs.M23 * rhs.M32;
res.M23 = lhs.M20 * rhs.M03 + lhs.M21 * rhs.M13 + lhs.M22 * rhs.M23 + lhs.M23 * rhs.M33;
res.M30 = lhs.M30 * rhs.M00 + lhs.M31 * rhs.M10 + lhs.M32 * rhs.M20 + lhs.M33 * rhs.M30;
res.M31 = lhs.M30 * rhs.M01 + lhs.M31 * rhs.M11 + lhs.M32 * rhs.M21 + lhs.M33 * rhs.M31;
res.M32 = lhs.M30 * rhs.M02 + lhs.M31 * rhs.M12 + lhs.M32 * rhs.M22 + lhs.M33 * rhs.M32;
res.M33 = lhs.M30 * rhs.M03 + lhs.M31 * rhs.M13 + lhs.M32 * rhs.M23 + lhs.M33 * rhs.M33;
return res;
}
public static bool operator ==(Matrix4x4 lhs, Matrix4x4 rhs)
{
return lhs.GetColumn(0) == rhs.GetColumn(0)
&& lhs.GetColumn(1) == rhs.GetColumn(1)
&& lhs.GetColumn(2) == rhs.GetColumn(2)
&& lhs.GetColumn(3) == rhs.GetColumn(3);
}
public static bool operator !=(Matrix4x4 lhs, Matrix4x4 rhs)
{
return !(lhs == rhs);
}
public static Matrix4x4 Scale(Vector3 vector)
{
Matrix4x4 m;
m.M00 = vector.X; m.M01 = 0F; m.M02 = 0F; m.M03 = 0F;
m.M10 = 0F; m.M11 = vector.Y; m.M12 = 0F; m.M13 = 0F;
m.M20 = 0F; m.M21 = 0F; m.M22 = vector.Z; m.M23 = 0F;
m.M30 = 0F; m.M31 = 0F; m.M32 = 0F; m.M33 = 1F;
return m;
}
public static Matrix4x4 Translate(Vector3 vector)
{
Matrix4x4 m;
m.M00 = 1F; m.M01 = 0F; m.M02 = 0F; m.M03 = vector.X;
m.M10 = 0F; m.M11 = 1F; m.M12 = 0F; m.M13 = vector.Y;
m.M20 = 0F; m.M21 = 0F; m.M22 = 1F; m.M23 = vector.Z;
m.M30 = 0F; m.M31 = 0F; m.M32 = 0F; m.M33 = 1F;
return m;
}
public static Matrix4x4 Rotate(Quaternion q)
{
float x = q.X * 2.0F;
float y = q.Y * 2.0F;
float z = q.Z * 2.0F;
float xx = q.X * x;
float yy = q.Y * y;
float zz = q.Z * z;
float xy = q.X * y;
float xz = q.X * z;
float yz = q.Y * z;
float wx = q.W * x;
float wy = q.W * y;
float wz = q.W * z;
Matrix4x4 m;
m.M00 = 1.0f - (yy + zz); m.M10 = xy + wz; m.M20 = xz - wy; m.M30 = 0.0F;
m.M01 = xy - wz; m.M11 = 1.0f - (xx + zz); m.M21 = yz + wx; m.M31 = 0.0F;
m.M02 = xz + wy; m.M12 = yz - wx; m.M22 = 1.0f - (xx + yy); m.M32 = 0.0F;
m.M03 = 0.0F; m.M13 = 0.0F; m.M23 = 0.0F; m.M33 = 1.0F;
return m;
}
}
}
"""