matrix3.h 7.9 KB

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  1. /*************************************************************************/
  2. /* matrix3.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef MATRIX3_H
  30. #define MATRIX3_H
  31. #include "vector3.h"
  32. #include "quat.h"
  33. /**
  34. @author Juan Linietsky <[email protected]>
  35. */
  36. class Matrix3 {
  37. public:
  38. Vector3 elements[3];
  39. _FORCE_INLINE_ const Vector3& operator[](int axis) const {
  40. return elements[axis];
  41. }
  42. _FORCE_INLINE_ Vector3& operator[](int axis) {
  43. return elements[axis];
  44. }
  45. void invert();
  46. void transpose();
  47. Matrix3 inverse() const;
  48. Matrix3 transposed() const;
  49. _FORCE_INLINE_ float determinant() const;
  50. void from_z(const Vector3& p_z);
  51. _FORCE_INLINE_ Vector3 get_axis(int p_axis) const {
  52. // get actual basis axis (elements is transposed for performance)
  53. return Vector3( elements[0][p_axis], elements[1][p_axis], elements[2][p_axis] );
  54. }
  55. _FORCE_INLINE_ void set_axis(int p_axis, const Vector3& p_value) {
  56. // get actual basis axis (elements is transposed for performance)
  57. elements[0][p_axis]=p_value.x;
  58. elements[1][p_axis]=p_value.y;
  59. elements[2][p_axis]=p_value.z;
  60. }
  61. void rotate(const Vector3& p_axis, real_t p_phi);
  62. Matrix3 rotated(const Vector3& p_axis, real_t p_phi) const;
  63. void scale( const Vector3& p_scale );
  64. Matrix3 scaled( const Vector3& p_scale ) const;
  65. Vector3 get_scale() const;
  66. Vector3 get_euler() const;
  67. void set_euler(const Vector3& p_euler);
  68. // transposed dot products
  69. _FORCE_INLINE_ real_t tdotx(const Vector3& v) const {
  70. return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
  71. }
  72. _FORCE_INLINE_ real_t tdoty(const Vector3& v) const {
  73. return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
  74. }
  75. _FORCE_INLINE_ real_t tdotz(const Vector3& v) const {
  76. return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
  77. }
  78. bool operator==(const Matrix3& p_matrix) const;
  79. bool operator!=(const Matrix3& p_matrix) const;
  80. _FORCE_INLINE_ Vector3 xform(const Vector3& p_vector) const;
  81. _FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vector) const;
  82. _FORCE_INLINE_ void operator*=(const Matrix3& p_matrix);
  83. _FORCE_INLINE_ Matrix3 operator*(const Matrix3& p_matrix) const;
  84. int get_orthogonal_index() const;
  85. void set_orthogonal_index(int p_index);
  86. operator String() const;
  87. void get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const;
  88. /* create / set */
  89. _FORCE_INLINE_ void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
  90. elements[0][0]=xx;
  91. elements[0][1]=xy;
  92. elements[0][2]=xz;
  93. elements[1][0]=yx;
  94. elements[1][1]=yy;
  95. elements[1][2]=yz;
  96. elements[2][0]=zx;
  97. elements[2][1]=zy;
  98. elements[2][2]=zz;
  99. }
  100. _FORCE_INLINE_ Vector3 get_column(int i) const {
  101. return Vector3(elements[0][i],elements[1][i],elements[2][i]);
  102. }
  103. _FORCE_INLINE_ Vector3 get_row(int i) const {
  104. return Vector3(elements[i][0],elements[i][1],elements[i][2]);
  105. }
  106. _FORCE_INLINE_ void set_row(int i, const Vector3& p_row) {
  107. elements[i][0]=p_row.x;
  108. elements[i][1]=p_row.y;
  109. elements[i][2]=p_row.z;
  110. }
  111. _FORCE_INLINE_ void set_zero() {
  112. elements[0].zero();
  113. elements[1].zero();
  114. elements[2].zero();
  115. }
  116. _FORCE_INLINE_ Matrix3 transpose_xform(const Matrix3& m) const
  117. {
  118. return Matrix3(
  119. elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
  120. elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
  121. elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
  122. elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
  123. elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
  124. elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
  125. elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
  126. elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
  127. elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
  128. }
  129. Matrix3(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
  130. set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  131. }
  132. void orthonormalize();
  133. Matrix3 orthonormalized() const;
  134. operator Quat() const;
  135. Matrix3(const Quat& p_quat); // euler
  136. Matrix3(const Vector3& p_euler); // euler
  137. Matrix3(const Vector3& p_axis, real_t p_phi);
  138. _FORCE_INLINE_ Matrix3() {
  139. elements[0][0]=1;
  140. elements[0][1]=0;
  141. elements[0][2]=0;
  142. elements[1][0]=0;
  143. elements[1][1]=1;
  144. elements[1][2]=0;
  145. elements[2][0]=0;
  146. elements[2][1]=0;
  147. elements[2][2]=1;
  148. }
  149. };
  150. _FORCE_INLINE_ void Matrix3::operator*=(const Matrix3& p_matrix) {
  151. set(
  152. p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
  153. p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
  154. p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
  155. }
  156. _FORCE_INLINE_ Matrix3 Matrix3::operator*(const Matrix3& p_matrix) const {
  157. return Matrix3(
  158. p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
  159. p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
  160. p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]) );
  161. }
  162. Vector3 Matrix3::xform(const Vector3& p_vector) const {
  163. return Vector3(
  164. elements[0].dot(p_vector),
  165. elements[1].dot(p_vector),
  166. elements[2].dot(p_vector)
  167. );
  168. }
  169. Vector3 Matrix3::xform_inv(const Vector3& p_vector) const {
  170. return Vector3(
  171. (elements[0][0]*p_vector.x ) + ( elements[1][0]*p_vector.y ) + ( elements[2][0]*p_vector.z ),
  172. (elements[0][1]*p_vector.x ) + ( elements[1][1]*p_vector.y ) + ( elements[2][1]*p_vector.z ),
  173. (elements[0][2]*p_vector.x ) + ( elements[1][2]*p_vector.y ) + ( elements[2][2]*p_vector.z )
  174. );
  175. }
  176. float Matrix3::determinant() const {
  177. return elements[0][0]*(elements[1][1]*elements[2][2] - elements[2][1]*elements[1][2]) -
  178. elements[1][0]*(elements[0][1]*elements[2][2] - elements[2][1]*elements[0][2]) +
  179. elements[2][0]*(elements[0][1]*elements[1][2] - elements[1][1]*elements[0][2]);
  180. }
  181. #endif