ombra-0.3.0.0: Graphics/Rendering/Ombra/Transformation.hs
module Graphics.Rendering.Ombra.Transformation (
transMat4,
rotXMat4,
rotYMat4,
rotZMat4,
rotMat4,
scaleMat4,
orthoMat4,
perspectiveMat4,
cameraMat4,
lookAtMat4,
transMat3,
rotMat3,
scaleMat3
) where
import Graphics.Rendering.Ombra.Vector
-- | 4x4 translation matrix.
transMat4 :: Vec3 -> Mat4
transMat4 (Vec3 x y z) = Mat4 (Vec4 1 0 0 0)
(Vec4 0 1 0 0)
(Vec4 0 0 1 0)
(Vec4 x y z 1)
-- | 4x4 rotation matrix (X axis).
rotXMat4 :: Float -> Mat4
rotXMat4 a = Mat4 (Vec4 1 0 0 0)
(Vec4 0 (cos a) (- sin a) 0)
(Vec4 0 (sin a) (cos a) 0)
(Vec4 0 0 0 1)
-- | 4x4 rotation matrix (Y axis).
rotYMat4 :: Float -> Mat4
rotYMat4 a = Mat4 (Vec4 (cos a) 0 (sin a) 0)
(Vec4 0 1 0 0)
(Vec4 (- sin a) 0 (cos a) 0)
(Vec4 0 0 0 1)
-- | 4x4 rotation matrix (Z axis).
rotZMat4 :: Float -> Mat4
rotZMat4 a = Mat4 (Vec4 (cos a) (- sin a) 0 0)
(Vec4 (sin a) (cos a) 0 0)
(Vec4 0 0 1 0)
(Vec4 0 0 0 1)
-- | 4x4 rotation matrix.
rotMat4 :: Vec3 -- ^ Axis.
-> Float -- ^ Angle
-> Mat4
-- TODO: test
rotMat4 v a = let Vec3 x y z = normalized v
c = cos a
nc = 1 - c
s = sin a
in Mat4 (Vec4 (c + x * x * nc)
(x * y * nc - z * s)
(y * s + x * z * nc)
0)
(Vec4 (z * s + x * y * nc)
(c + y * y * nc)
(- x * s + y * z * nc)
0)
(Vec4 (- y * s + x * z * nc)
(x * s + y * z * nc)
(c + z * z * nc)
0)
(Vec4 0 0 0 1)
-- | 4x4 scale matrix.
scaleMat4 :: Vec3 -> Mat4
scaleMat4 (Vec3 x y z) = Mat4 (Vec4 x 0 0 0)
(Vec4 0 y 0 0)
(Vec4 0 0 z 0)
(Vec4 0 0 0 1)
-- | 4x4 perspective projection matrix.
perspectiveMat4 :: Float -- ^ Near
-> Float -- ^ Far
-> Float -- ^ FOV
-> Float -- ^ Aspect ratio
-> Mat4
perspectiveMat4 n f fov ar =
Mat4 (Vec4 (s / ar) 0 0 0)
(Vec4 0 s 0 0)
(Vec4 0 0 ((f + n) / (n - f)) ((2 * f * n) / (n - f)))
(Vec4 0 0 (- 1) 0)
where s = 1 / tan (fov * pi / 360)
-- | 4x4 orthographic projection matrix.
orthoMat4 :: Float -- ^ Near
-> Float -- ^ Far
-> Float -- ^ Left
-> Float -- ^ Right
-> Float -- ^ Bottom
-> Float -- ^ Top
-> Mat4
orthoMat4 n f l r b t =
Mat4 (Vec4 (2 / (r - l)) 0 0 ((r + l) / (r - l)))
(Vec4 0 (2 / (t - b)) 0 ((t + b) / (t - b)))
(Vec4 0 0 (2 / (n - f)) (( f + n) / (n - f)))
(Vec4 0 0 0 1)
-- | 4x4 FPS camera matrix.
cameraMat4 :: Vec3 -- ^ Eye
-> Float -- ^ Pitch
-> Float -- ^ Yaw
-> Mat4
cameraMat4 eye pitch yaw =
Mat4 (Vec4 xx yx zx 0)
(Vec4 xy yy zy 0)
(Vec4 xz yz zz 0)
(Vec4 (- xv <.> eye) (- yv <.> eye) (- zv <.> eye) 1)
where cosPitch = cos pitch
sinPitch = sin pitch
cosYaw = cos yaw
sinYaw = sin yaw
xv@(Vec3 xx xy xz) = Vec3 cosYaw 0 $ -sinYaw
yv@(Vec3 yx yy yz) = Vec3 (sinYaw * sinPitch) cosPitch $
cosYaw * sinPitch
zv@(Vec3 zx zy zz) = Vec3 (sinYaw * cosPitch) (-sinPitch) $
cosPitch * cosYaw
-- | 4x4 "look at" camera matrix.
lookAtMat4 :: Vec3 -- ^ Eye
-> Vec3 -- ^ Target
-> Vec3 -- ^ Up
-> Mat4
lookAtMat4 eye target up =
Mat4 (Vec4 xx yx zx 0)
(Vec4 xy yy zy 0)
(Vec4 xz yz zz 0)
(Vec4 (- xv <.> eye) (- yv <.> eye) (- zv <.> eye) 1)
where zv@(Vec3 zx zy zz) = normalized $ eye ^-^ target
xv@(Vec3 xx xy xz) = normalized $ cross3 up zv
yv@(Vec3 yx yy yz) = cross3 zv xv
-- | 3x3 translation matrix.
transMat3 :: Vec2 -> Mat3
transMat3 (Vec2 x y) = Mat3 (Vec3 1 0 0)
(Vec3 0 1 0)
(Vec3 x y 1)
-- | 3x3 rotation matrix.
rotMat3 :: Float -> Mat3
rotMat3 a = Mat3 (Vec3 (cos a) (sin a) 0)
(Vec3 (- sin a) (cos a) 0)
(Vec3 0 0 1)
-- | 3x3 scale matrix.
scaleMat3 :: Vec2 -> Mat3
scaleMat3 (Vec2 x y) = Mat3 (Vec3 x 0 0)
(Vec3 0 y 0)
(Vec3 0 0 1)