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-rw-r--r--src/4dvecops/vec4operations.cpp63
1 files changed, 63 insertions, 0 deletions
diff --git a/src/4dvecops/vec4operations.cpp b/src/4dvecops/vec4operations.cpp
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+++ b/src/4dvecops/vec4operations.cpp
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+#include "raytracer/raytracer.h"
+
+// vector operations on 4d vectors,
+// reference: https://hollasch.github.io/ray4/Four-Space_Visualization_of_4D_Objects.html#chapter5
+
+glm::vec4 cross4(
+ glm::vec4 u,
+ glm::vec4 v,
+ glm::vec4 w) {
+ float a = (v[0] * w[1]) - (v[1] * w[0]);
+ float b = (v[0] * w[2]) - (v[2] * w[0]);
+ float c = (v[0] * w[3]) - (v[3] * w[0]);
+ float d = (v[1] * w[2]) - (v[2] * w[1]);
+ float e = (v[1] * w[3]) - (v[3] * w[1]);
+ float f = (v[2] * w[3]) - (v[3] * w[2]);
+
+ glm::vec4 result;
+ result[0] = (u[1] * f) - (u[2] * e) + (u[3] * d);
+ result[1] = -(u[0] * f) + (u[2] * c) - (u[3] * b);
+ result[2] = (u[0] * e) - (u[1] * c) + (u[3] * a);
+ result[3] = -(u[0] * d) + (u[1] * b) - (u[2] * a);
+
+ return result;
+}
+
+glm::vec4 dot4(
+ glm::vec4 u,
+ glm::vec4 v) {
+ return {u[0] * v[0], u[1] * v[1], u[2] * v[2], u[3] * v[3]};
+}
+
+glm::mat4 getViewMatrix4(
+ glm::vec4 fromPoint,
+ glm::vec4 toPoint,
+ glm::vec4 upVector,
+ glm::vec4 overVector) {
+
+ // calculate e3 basis vector, the transformation col of view matrix
+ if (glm::distance(fromPoint, toPoint) < 0.0001f) {
+ throw std::runtime_error("fromPoint and toPoint are the same");
+ }
+ glm::vec4 e3 = glm::normalize(fromPoint - toPoint);
+
+ // calculate e2 basis vector, from the combinatory cross of up and over with e3
+ glm::vec4 e2 = cross4(upVector, overVector, e3);
+ e2 = glm::normalize(e2);
+ if (glm::distance(e2, glm::vec4{0, 0, 0, 1}) < 0.0001f) {
+ throw std::runtime_error("invalid up vector");
+ }
+
+ // calculate e1 basis vector, from the cross of only the over vector
+ glm::vec4 e1 = cross4(overVector, e3, e2);
+ e1 = glm::normalize(e1);
+ if (glm::distance(e1, glm::vec4{0, 0, 0, 1}) < 0.0001f) {
+ throw std::runtime_error("invalid over vector");
+ }
+
+ // calculate e0 basis vector, the 4d orthogonal vector to the other 3 bases
+ glm::vec4 e0 = cross4(e3, e2, e1);
+ e0 = glm::normalize(e0);
+
+ return {e2, e1, e0, e3};
+} \ No newline at end of file