I'm trying to write a 4*4 float matrix class to create a 3D space with model, view, and projection matrices. In its current state when i try to rotate the view matrix, it seems to also apply translation, and the space gets distorted (as if it was squeezed). The projection, view, and model matrix multiplication is done in the vertex shader.
Edit5: The non-functioning state of the transformation functions is found below:
public class Mat4f {
public float m00, m10, m20, m30,
m01, m11, m21, m31,
m02, m12, m22, m32,
m03, m13, m23, m33;
public Mat4f() {
loadIdentity();
}
public Mat4f loadIdentity() {
m00 = 1.0f; m10 = 0.0f; m20 = 0.0f; m30 = 0.0f;
m01 = 0.0f; m11 = 1.0f; m21 = 0.0f; m31 = 0.0f;
m02 = 0.0f; m12 = 0.0f; m22 = 1.0f; m32 = 0.0f;
m03 = 0.0f; m13 = 0.0f; m23 = 0.0f; m33 = 1.0f;
return this;
}
public Mat4f store(FloatBuffer buffer) {
buffer.put(m00);
buffer.put(m01);
buffer.put(m02);
buffer.put(m03);
buffer.put(m10);
buffer.put(m11);
buffer.put(m12);
buffer.put(m13);
buffer.put(m20);
buffer.put(m21);
buffer.put(m22);
buffer.put(m23);
buffer.put(m30);
buffer.put(m31);
buffer.put(m32);
buffer.put(m33);
buffer.flip();
return this;
}
public Mat4f loadPerspective(float fov, float ratio, float near, float far) {
m11 = (float) (1.0f / (Math.tan(fov / 2.0f)));
m00 = m11 / ratio;
m22 = -(far + near) / (far - near);
m23 = -1.0f;
m32 = -2.0f * far * near / (far - near);
m33 = 0.0f;
return this;
}
public Mat4f translate(float x, float y, float z) {
m30 = x;
m31 = y;
m32 = z;
return this;
}
public Mat4f scale(float x, float y, float z) {
m00 = x;
m11 = y;
m22 = z;
return this;
}
public Mat4f rotateX(float x) {
m11 = (float) Math.cos(x);
m12 = (float) Math.sin(x);
m21 = (float) -(Math.sin(x));
m22 = (float) Math.cos(x);
return this;
}
public Mat4f rotateY(float y) {
m00 = (float) Math.cos(y);
m02 = (float) -(Math.sin(y));
m20 = (float) Math.sin(y);
m22 = (float) Math.cos(y);
return this;
}
public Mat4f rotateZ(float z) {
m00 = (float) Math.cos(z);
m01 = (float) Math.sin(z);
m10 = (float) -(Math.sin(z));
m11 = (float) Math.cos(z);
return this;
}
}
And the proper way to do those is as follows:
public Mat4f translate(float x, float y, float z, Mat4f dest) {
dest.m00 = m00;
dest.m01 = m01;
dest.m02 = m02;
dest.m03 = m03;
dest.m10 = m10;
dest.m11 = m11;
dest.m12 = m12;
dest.m13 = m13;
dest.m20 = m20;
dest.m21 = m21;
dest.m22 = m22;
dest.m23 = m23;
dest.m30 = m00 * x + m10 * y + m20 * z + m30;
dest.m31 = m01 * x + m11 * y + m21 * z + m31;
dest.m32 = m02 * x + m12 * y + m22 * z + m32;
dest.m33 = m03 * x + m13 * y + m23 * z + m33;
return this;
}
public Mat4f translate(float x, float y, float z) {
return translate(x, y, z, this);
}
public Mat4f scale(float x, float y, float z, Mat4f dest) {
dest.m00 = m00 * x;
dest.m01 = m01 * x;
dest.m02 = m02 * x;
dest.m03 = m03 * x;
dest.m10 = m10 * y;
dest.m11 = m11 * y;
dest.m12 = m12 * y;
dest.m13 = m13 * y;
dest.m20 = m20 * z;
dest.m21 = m21 * z;
dest.m22 = m22 * z;
dest.m23 = m23 * z;
dest.m30 = m30;
dest.m31 = m31;
dest.m32 = m32;
dest.m33 = m33;
return this;
}
public Mat4f scale(float x, float y, float z) {
return scale(x, y, z, this);
}
public Mat4f rotateX(float x, Mat4f dest) {
float cos = (float) Math.cos(x);
float sin = (float) Math.sin(x);
float rm11 = cos;
float rm12 = sin;
float rm21 = -sin;
float rm22 = cos;
float nm10 = m10 * rm11 + m20 * rm12;
float nm11 = m11 * rm11 + m21 * rm12;
float nm12 = m12 * rm11 + m22 * rm12;
float nm13 = m13 * rm11 + m23 * rm12;
dest. m20 = m10 * rm21 + m20 * rm22;
dest.m21 = m11 * rm21 + m21 * rm22;
dest.m22 = m12 * rm21 + m22 * rm22;
dest. m23 = m13 * rm21 + m23 * rm22;
dest.m10 = nm10;
dest.m11 = nm11;
dest.m12 = nm12;
dest.m13 = nm13;
return this;
}
public Mat4f rotateX(float x) {
return rotateX(x, this);
}
public Mat4f rotateY(float y, Mat4f dest) {
float cos = (float) Math.cos(y);
float sin = (float) Math.sin(y);
float rm00 = cos;
float rm02 = -sin;
float rm20 = sin;
float rm22 = cos;
float nm00 = m00 * rm00 + m20 * rm02;
float nm01 = m01 * rm00 + m21 * rm02;
float nm02 = m02 * rm00 + m22 * rm02;
float nm03 = m03 * rm00 + m23 * rm02;
dest.m20 = m00 * rm20 + m20 * rm22;
dest.m21 = m01 * rm20 + m21 * rm22;
dest.m22 = m02 * rm20 + m22 * rm22;
dest.m23 = m03 * rm20 + m23 * rm22;
dest.m00 = nm00;
dest.m01 = nm01;
dest.m02 = nm02;
dest.m03 = nm03;
return this;
}
public Mat4f rotateY(float y) {
return rotateY(y, this);
}
public Mat4f rotateZ(float z, Mat4f dest) {
float cos = (float) Math.cos(z);
float sin = (float) Math.sin(z);
float rm00 = cos;
float rm01 = sin;
float rm10 = -sin;
float rm11 = cos;
float nm00 = m00 * rm00 + m10 * rm01;
float nm01 = m01 * rm00 + m11 * rm01;
float nm02 = m02 * rm00 + m12 * rm01;
float nm03 = m03 * rm00 + m13 * rm01;
dest.m10 = m00 * rm10 + m10 * rm11;
dest.m11 = m01 * rm10 + m11 * rm11;
dest.m12 = m02 * rm10 + m12 * rm11;
dest.m13 = m03 * rm10 + m13 * rm11;
dest.m00 = nm00;
dest.m01 = nm01;
dest.m02 = nm02;
dest.m03 = nm03;
return this;
}
public Mat4f rotateZ(float z) {
return rotateZ(z, this);
}
To modify the matrices I used the following order of transformations:
public void transform() {
mMat.loadIdentity();
mMat.translate(position.x, position.y, position.z);
mMat.rotateX((float) Math.toRadians(orientation.x));
mMat.rotateY((float) Math.toRadians(orientation.y));
mMat.rotateZ((float) Math.toRadians(orientation.z));
mMat.scale(scale.x, scale.y, scale.z);
}
public void updateCamera() {
Vec3f position = World.camera.getPosition();
vMat.loadIdentity();
vMat.rotateX((float) Math.toRadians(World.camera.getPitch()));
vMat.rotateY((float) Math.toRadians(World.camera.getYaw()));
vMat.translate(-position.x, -position.y, position.z);
}
Edit: the perspective projection is fine, and so is the translation, but if i store the model matrix in a Mat4f, then models' rotation follows the camera's one.
Edit2: The model's orientation no longer follows the camera rotation when I use Mat4f as a model matrix. The projection matrix, translation, and scaling works well.
Edit3: Edited the code, the rotation applied is not a full circle rotation, the model swings left and right.
Edit4: I have attempted doing the rotation with matrix multiplication