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Matrix4x4.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SortRenderWithCSharp {
/// <summary>
/// 4x4的矩阵对象
/// </summary>
public class Matrix4x4 {
// 矩阵内部值
public float[,] value = new float[4,4];
/// <summary>
/// 将当前矩阵设为单位矩阵
/// </summary>
public void Identity() {
for (int i=0;i<4;i++) {
value[i, i] = 1;
}
}
/// <summary>
/// 将当前矩阵转置
/// </summary>
public void Transpose() {
for (int i = 0; i < 4; i++) {
for (int j = i; j < 4; j++) {
float temp = value[i, j];
value[i, j] = value[j, i];
value[j, i] = temp;
}
}
}
/// <summary>
/// 矩阵乘法
/// </summary>
/// <param name="right"></param>
/// <returns></returns>
public static Matrix4x4 operator *(Matrix4x4 left,Matrix4x4 right) {
Matrix4x4 matrix = new Matrix4x4();
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
// 初始化
matrix.value[i, j] = 0;
// (i,j)表示矩阵第i行乘于另一个矩阵的第j列
for (int k=0;k<4;k++) {
matrix.value[i, j] += left.value[i, k] * right.value[k,j];
}
}
}
return matrix;
}
/// <summary>
/// 矩阵数乘
/// </summary>
/// <param name="left"></param>
/// <param name="value"></param>
/// <returns></returns>
public static Matrix4x4 operator *(Matrix4x4 left,float value) {
Matrix4x4 matrix = new Matrix4x4() ;
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix.value[i,j] = left.value[i,j] *value;
}
}
return matrix;
}
/// <summary>
/// 矩阵与向量相乘,这里将向量作为列矩阵看待,所以这里相当于进行了一次矩阵乘法
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <returns></returns>
public static Vector3 operator *(Matrix4x4 left,Vector3 right) {
return new Vector3 {
X = left.value[0, 0] * right.X + left.value[0, 1] * right.Y + left.value[0, 2] * right.Z + left.value[0, 3] * right.W,
Y = left.value[1, 0] * right.X + left.value[1, 1] * right.Y + left.value[1, 2] * right.Z + left.value[1, 3] * right.W,
Z = left.value[2, 0] * right.X + left.value[2, 1] * right.Y + left.value[2, 2] * right.Z + left.value[2, 3] * right.W,
W = left.value[3, 0] * right.X + left.value[3, 1] * right.Y + left.value[3, 2] * right.Z + left.value[3, 3] * right.W,
};
}
}
}