#include #include #include #include "vec4ops.h" #include "settings.h" // vector operations on 4d vectors, // reference: https://hollasch.github.io/ray4/Four-Space_Visualization_of_4D_Objects.html#chapter5 glm::vec4 Vec4Ops::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 Vec4Ops::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 Vec4Ops::getViewMatrix4( glm::vec4 lookVector, glm::vec4 upVector, glm::vec4 overVector) { // start with the e3 basis vector, the normalized look vector glm::vec4 e3 = glm::normalize(lookVector); // calculate e0 basis vector, from the combinatory cross of up and over with e3 glm::vec4 e0 = cross4(upVector, overVector, e3); e0 = glm::normalize(e0); if (glm::isnan(e0[0]) || glm::isnan(e0[1]) || glm::isnan(e0[2]) || glm::isnan(e0[3])) { 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, e0); e1 = glm::normalize(e1); if (glm::isnan(e1[0]) || glm::isnan(e1[1]) || glm::isnan(e1[2]) || glm::isnan(e1[3])) { throw std::runtime_error("invalid over vector"); } // calculate e2 basis vector, the 4d orthogonal vector to the other 3 bases glm::vec4 e2 = cross4(e3, e0, e1); e2 = glm::normalize(e2); return {e0, e1, e2, e3}; }