mMatrix.h 15 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _MMATRIX_H_
  23. #define _MMATRIX_H_
  24. #include <algorithm>
  25. #ifndef _MPLANE_H_
  26. #include "math/mPlane.h"
  27. #endif
  28. #ifndef _MBOX_H_
  29. #include "math/mBox.h"
  30. #endif
  31. #ifndef _MPOINT4_H_
  32. #include "math/mPoint4.h"
  33. #endif
  34. #ifndef _ENGINETYPEINFO_H_
  35. #include "console/engineTypeInfo.h"
  36. #endif
  37. /// 4x4 Matrix Class
  38. ///
  39. /// This runs at F32 precision.
  40. class MatrixF
  41. {
  42. friend class MatrixFEngineExport;
  43. private:
  44. F32 m[16]; ///< Note: Torque uses row-major matrices
  45. public:
  46. /// Create an uninitialized matrix.
  47. ///
  48. /// @param identity If true, initialize to the identity matrix.
  49. explicit MatrixF(bool identity=false);
  50. /// Create a matrix to rotate about origin by e.
  51. /// @see set
  52. explicit MatrixF( const EulerF &e);
  53. /// Create a matrix to rotate about p by e.
  54. /// @see set
  55. MatrixF( const EulerF &e, const Point3F& p);
  56. /// Get the index in m to element in column i, row j
  57. ///
  58. /// This is necessary as we have m as a one dimensional array.
  59. ///
  60. /// @param i Column desired.
  61. /// @param j Row desired.
  62. static U32 idx(U32 i, U32 j) { return (i + j*4); }
  63. /// Initialize matrix to rotate about origin by e.
  64. MatrixF& set( const EulerF &e);
  65. /// Initialize matrix to rotate about p by e.
  66. MatrixF& set( const EulerF &e, const Point3F& p);
  67. /// Initialize matrix with a cross product of p.
  68. MatrixF& setCrossProduct( const Point3F &p);
  69. /// Initialize matrix with a tensor product of p.
  70. MatrixF& setTensorProduct( const Point3F &p, const Point3F& q);
  71. operator F32*() { return (m); } ///< Allow people to get at m.
  72. operator const F32*() const { return (F32*)(m); } ///< Allow people to get at m.
  73. bool isAffine() const; ///< Check to see if this is an affine matrix.
  74. bool isIdentity() const; ///< Checks for identity matrix.
  75. /// Make this an identity matrix.
  76. MatrixF& identity();
  77. /// Invert m.
  78. MatrixF& inverse();
  79. /// Copy the inversion of this into out matrix.
  80. void invertTo( MatrixF *out );
  81. /// Take inverse of matrix assuming it is affine (rotation,
  82. /// scale, sheer, translation only).
  83. MatrixF& affineInverse();
  84. /// Swap rows and columns.
  85. MatrixF& transpose();
  86. /// M * Matrix(p) -> M
  87. MatrixF& scale( const Point3F &s );
  88. MatrixF& scale( F32 s ) { return scale( Point3F( s, s, s ) ); }
  89. /// Return scale assuming scale was applied via mat.scale(s).
  90. Point3F getScale() const;
  91. EulerF toEuler() const;
  92. /// Compute the inverse of the matrix.
  93. ///
  94. /// Computes inverse of full 4x4 matrix. Returns false and performs no inverse if
  95. /// the determinant is 0.
  96. ///
  97. /// Note: In most cases you want to use the normal inverse function. This method should
  98. /// be used if the matrix has something other than (0,0,0,1) in the bottom row.
  99. bool fullInverse();
  100. /// Reverse depth for projection matrix
  101. /// Simplifies reversal matrix mult to 4 subtractions
  102. void reverseProjection();
  103. /// Swaps rows and columns into matrix.
  104. void transposeTo(F32 *matrix) const;
  105. /// Normalize the matrix.
  106. void normalize();
  107. /// Copy the requested column into a Point4F.
  108. void getColumn(S32 col, Point4F *cptr) const;
  109. Point4F getColumn4F(S32 col) const { Point4F ret; getColumn(col,&ret); return ret; }
  110. /// Copy the requested column into a Point3F.
  111. ///
  112. /// This drops the bottom-most row.
  113. void getColumn(S32 col, Point3F *cptr) const;
  114. Point3F getColumn3F(S32 col) const { Point3F ret; getColumn(col,&ret); return ret; }
  115. /// Set the specified column from a Point4F.
  116. void setColumn(S32 col, const Point4F& cptr);
  117. /// Set the specified column from a Point3F.
  118. ///
  119. /// The bottom-most row is not set.
  120. void setColumn(S32 col, const Point3F& cptr);
  121. /// Copy the specified row into a Point4F.
  122. void getRow(S32 row, Point4F *cptr) const;
  123. Point4F getRow4F(S32 row) const { Point4F ret; getRow(row,&ret); return ret; }
  124. /// Copy the specified row into a Point3F.
  125. ///
  126. /// Right-most item is dropped.
  127. void getRow(S32 row, Point3F *cptr) const;
  128. Point3F getRow3F(S32 row) const { Point3F ret; getRow(row,&ret); return ret; }
  129. /// Set the specified row from a Point4F.
  130. void setRow(S32 row, const Point4F& cptr);
  131. /// Set the specified row from a Point3F.
  132. ///
  133. /// The right-most item is not set.
  134. void setRow(S32 row, const Point3F& cptr);
  135. /// Get the position of the matrix.
  136. ///
  137. /// This is the 4th column of the matrix.
  138. Point3F getPosition() const;
  139. /// Set the position of the matrix.
  140. ///
  141. /// This is the 4th column of the matrix.
  142. void setPosition( const Point3F &pos ) { setColumn( 3, pos ); }
  143. /// Add the passed delta to the matrix position.
  144. void displace( const Point3F &delta );
  145. /// Get the x axis of the matrix.
  146. ///
  147. /// This is the 1st column of the matrix and is
  148. /// normally considered the right vector.
  149. VectorF getRightVector() const;
  150. /// Get the y axis of the matrix.
  151. ///
  152. /// This is the 2nd column of the matrix and is
  153. /// normally considered the forward vector.
  154. VectorF getForwardVector() const;
  155. /// Get the z axis of the matrix.
  156. ///
  157. /// This is the 3rd column of the matrix and is
  158. /// normally considered the up vector.
  159. VectorF getUpVector() const;
  160. MatrixF& mul(const MatrixF &a); ///< M * a -> M
  161. MatrixF& mulL(const MatrixF &a); ///< a * M -> M
  162. MatrixF& mul(const MatrixF &a, const MatrixF &b); ///< a * b -> M
  163. // Scalar multiplies
  164. MatrixF& mul(const F32 a); ///< M * a -> M
  165. MatrixF& mul(const MatrixF &a, const F32 b); ///< a * b -> M
  166. void mul( Point4F& p ) const; ///< M * p -> p (full [4x4] * [1x4])
  167. void mulP( Point3F& p ) const; ///< M * p -> p (assume w = 1.0f)
  168. void mulP( const Point3F &p, Point3F *d) const; ///< M * p -> d (assume w = 1.0f)
  169. void mulV( VectorF& p ) const; ///< M * v -> v (assume w = 0.0f)
  170. void mulV( const VectorF &p, Point3F *d) const; ///< M * v -> d (assume w = 0.0f)
  171. void mul(Box3F& b) const; ///< Axial box -> Axial Box
  172. MatrixF& add( const MatrixF& m );
  173. /// Convenience function to allow people to treat this like an array.
  174. F32& operator ()(S32 row, S32 col) { return m[idx(col,row)]; }
  175. F32 operator ()(S32 row, S32 col) const { return m[idx(col,row)]; }
  176. void dumpMatrix(const char *caption=NULL) const;
  177. // Math operator overloads
  178. //------------------------------------
  179. friend MatrixF operator * ( const MatrixF &m1, const MatrixF &m2 );
  180. MatrixF& operator *= ( const MatrixF &m );
  181. // Static identity matrix
  182. const static MatrixF Identity;
  183. };
  184. class MatrixFEngineExport
  185. {
  186. public:
  187. static EngineFieldTable::Field getMatrixField();
  188. };
  189. //--------------------------------------
  190. // Inline Functions
  191. inline MatrixF::MatrixF(bool _identity)
  192. {
  193. if (_identity)
  194. identity();
  195. else
  196. std::fill_n(m, 16, 0);
  197. }
  198. inline MatrixF::MatrixF( const EulerF &e )
  199. {
  200. set(e);
  201. }
  202. inline MatrixF::MatrixF( const EulerF &e, const Point3F& p )
  203. {
  204. set(e,p);
  205. }
  206. inline MatrixF& MatrixF::set( const EulerF &e)
  207. {
  208. m_matF_set_euler( e, *this );
  209. return (*this);
  210. }
  211. inline MatrixF& MatrixF::set( const EulerF &e, const Point3F& p)
  212. {
  213. m_matF_set_euler_point( e, p, *this );
  214. return (*this);
  215. }
  216. inline MatrixF& MatrixF::setCrossProduct( const Point3F &p)
  217. {
  218. m[1] = -(m[4] = p.z);
  219. m[8] = -(m[2] = p.y);
  220. m[6] = -(m[9] = p.x);
  221. m[0] = m[3] = m[5] = m[7] = m[10] = m[11] =
  222. m[12] = m[13] = m[14] = 0.0f;
  223. m[15] = 1;
  224. return (*this);
  225. }
  226. inline MatrixF& MatrixF::setTensorProduct( const Point3F &p, const Point3F &q)
  227. {
  228. m[0] = p.x * q.x;
  229. m[1] = p.x * q.y;
  230. m[2] = p.x * q.z;
  231. m[4] = p.y * q.x;
  232. m[5] = p.y * q.y;
  233. m[6] = p.y * q.z;
  234. m[8] = p.z * q.x;
  235. m[9] = p.z * q.y;
  236. m[10] = p.z * q.z;
  237. m[3] = m[7] = m[11] = m[12] = m[13] = m[14] = 0.0f;
  238. m[15] = 1.0f;
  239. return (*this);
  240. }
  241. inline bool MatrixF::isIdentity() const
  242. {
  243. return
  244. m[0] == 1.0f &&
  245. m[1] == 0.0f &&
  246. m[2] == 0.0f &&
  247. m[3] == 0.0f &&
  248. m[4] == 0.0f &&
  249. m[5] == 1.0f &&
  250. m[6] == 0.0f &&
  251. m[7] == 0.0f &&
  252. m[8] == 0.0f &&
  253. m[9] == 0.0f &&
  254. m[10] == 1.0f &&
  255. m[11] == 0.0f &&
  256. m[12] == 0.0f &&
  257. m[13] == 0.0f &&
  258. m[14] == 0.0f &&
  259. m[15] == 1.0f;
  260. }
  261. inline MatrixF& MatrixF::identity()
  262. {
  263. m[0] = 1.0f;
  264. m[1] = 0.0f;
  265. m[2] = 0.0f;
  266. m[3] = 0.0f;
  267. m[4] = 0.0f;
  268. m[5] = 1.0f;
  269. m[6] = 0.0f;
  270. m[7] = 0.0f;
  271. m[8] = 0.0f;
  272. m[9] = 0.0f;
  273. m[10] = 1.0f;
  274. m[11] = 0.0f;
  275. m[12] = 0.0f;
  276. m[13] = 0.0f;
  277. m[14] = 0.0f;
  278. m[15] = 1.0f;
  279. return (*this);
  280. }
  281. inline MatrixF& MatrixF::inverse()
  282. {
  283. m_matF_inverse(m);
  284. return (*this);
  285. }
  286. inline void MatrixF::invertTo( MatrixF *out )
  287. {
  288. m_matF_invert_to(m,*out);
  289. }
  290. inline MatrixF& MatrixF::affineInverse()
  291. {
  292. // AssertFatal(isAffine() == true, "Error, this matrix is not an affine transform");
  293. m_matF_affineInverse(m);
  294. return (*this);
  295. }
  296. inline MatrixF& MatrixF::transpose()
  297. {
  298. m_matF_transpose(m);
  299. return (*this);
  300. }
  301. inline MatrixF& MatrixF::scale(const Point3F& p)
  302. {
  303. m_matF_scale(m,p);
  304. return *this;
  305. }
  306. inline Point3F MatrixF::getScale() const
  307. {
  308. Point3F scale;
  309. scale.x = mSqrt(m[0]*m[0] + m[4] * m[4] + m[8] * m[8]);
  310. scale.y = mSqrt(m[1]*m[1] + m[5] * m[5] + m[9] * m[9]);
  311. scale.z = mSqrt(m[2]*m[2] + m[6] * m[6] + m[10] * m[10]);
  312. return scale;
  313. }
  314. inline void MatrixF::normalize()
  315. {
  316. m_matF_normalize(m);
  317. }
  318. inline MatrixF& MatrixF::mul( const MatrixF &a )
  319. { // M * a -> M
  320. AssertFatal(&a != this, "MatrixF::mul - a.mul(a) is invalid!");
  321. MatrixF tempThis(*this);
  322. m_matF_x_matF(tempThis, a, *this);
  323. return (*this);
  324. }
  325. inline MatrixF& MatrixF::mulL( const MatrixF &a )
  326. { // a * M -> M
  327. AssertFatal(&a != this, "MatrixF::mulL - a.mul(a) is invalid!");
  328. MatrixF tempThis(*this);
  329. m_matF_x_matF(a, tempThis, *this);
  330. return (*this);
  331. }
  332. inline MatrixF& MatrixF::mul( const MatrixF &a, const MatrixF &b )
  333. { // a * b -> M
  334. AssertFatal((&a != this) && (&b != this), "MatrixF::mul - a.mul(a, b) a.mul(b, a) a.mul(a, a) is invalid!");
  335. m_matF_x_matF(a, b, *this);
  336. return (*this);
  337. }
  338. inline MatrixF& MatrixF::mul(const F32 a)
  339. {
  340. for (U32 i = 0; i < 16; i++)
  341. m[i] *= a;
  342. return *this;
  343. }
  344. inline MatrixF& MatrixF::mul(const MatrixF &a, const F32 b)
  345. {
  346. *this = a;
  347. mul(b);
  348. return *this;
  349. }
  350. inline void MatrixF::mul( Point4F& p ) const
  351. {
  352. Point4F temp;
  353. m_matF_x_point4F(*this, &p.x, &temp.x);
  354. p = temp;
  355. }
  356. inline void MatrixF::mulP( Point3F& p) const
  357. {
  358. // M * p -> d
  359. Point3F d;
  360. m_matF_x_point3F(*this, &p.x, &d.x);
  361. p = d;
  362. }
  363. inline void MatrixF::mulP( const Point3F &p, Point3F *d) const
  364. {
  365. // M * p -> d
  366. m_matF_x_point3F(*this, &p.x, &d->x);
  367. }
  368. inline void MatrixF::mulV( VectorF& v) const
  369. {
  370. // M * v -> v
  371. VectorF temp;
  372. m_matF_x_vectorF(*this, &v.x, &temp.x);
  373. v = temp;
  374. }
  375. inline void MatrixF::mulV( const VectorF &v, Point3F *d) const
  376. {
  377. // M * v -> d
  378. m_matF_x_vectorF(*this, &v.x, &d->x);
  379. }
  380. inline void MatrixF::mul(Box3F& b) const
  381. {
  382. m_matF_x_box3F(*this, &b.minExtents.x, &b.maxExtents.x);
  383. }
  384. inline MatrixF& MatrixF::add( const MatrixF& a )
  385. {
  386. for( U32 i = 0; i < 16; ++ i )
  387. m[ i ] += a.m[ i ];
  388. return *this;
  389. }
  390. inline void MatrixF::getColumn(S32 col, Point4F *cptr) const
  391. {
  392. cptr->x = m[col];
  393. cptr->y = m[col+4];
  394. cptr->z = m[col+8];
  395. cptr->w = m[col+12];
  396. }
  397. inline void MatrixF::getColumn(S32 col, Point3F *cptr) const
  398. {
  399. cptr->x = m[col];
  400. cptr->y = m[col+4];
  401. cptr->z = m[col+8];
  402. }
  403. inline void MatrixF::setColumn(S32 col, const Point4F &cptr)
  404. {
  405. m[col] = cptr.x;
  406. m[col+4] = cptr.y;
  407. m[col+8] = cptr.z;
  408. m[col+12]= cptr.w;
  409. }
  410. inline void MatrixF::setColumn(S32 col, const Point3F &cptr)
  411. {
  412. m[col] = cptr.x;
  413. m[col+4] = cptr.y;
  414. m[col+8] = cptr.z;
  415. }
  416. inline void MatrixF::getRow(S32 col, Point4F *cptr) const
  417. {
  418. col *= 4;
  419. cptr->x = m[col++];
  420. cptr->y = m[col++];
  421. cptr->z = m[col++];
  422. cptr->w = m[col];
  423. }
  424. inline void MatrixF::getRow(S32 col, Point3F *cptr) const
  425. {
  426. col *= 4;
  427. cptr->x = m[col++];
  428. cptr->y = m[col++];
  429. cptr->z = m[col];
  430. }
  431. inline void MatrixF::setRow(S32 col, const Point4F &cptr)
  432. {
  433. col *= 4;
  434. m[col++] = cptr.x;
  435. m[col++] = cptr.y;
  436. m[col++] = cptr.z;
  437. m[col] = cptr.w;
  438. }
  439. inline void MatrixF::setRow(S32 col, const Point3F &cptr)
  440. {
  441. col *= 4;
  442. m[col++] = cptr.x;
  443. m[col++] = cptr.y;
  444. m[col] = cptr.z;
  445. }
  446. inline Point3F MatrixF::getPosition() const
  447. {
  448. return Point3F( m[3], m[3+4], m[3+8] );
  449. }
  450. inline void MatrixF::displace( const Point3F &delta )
  451. {
  452. m[3] += delta.x;
  453. m[3+4] += delta.y;
  454. m[3+8] += delta.z;
  455. }
  456. inline VectorF MatrixF::getForwardVector() const
  457. {
  458. VectorF vec;
  459. getColumn( 1, &vec );
  460. return vec;
  461. }
  462. inline VectorF MatrixF::getRightVector() const
  463. {
  464. VectorF vec;
  465. getColumn( 0, &vec );
  466. return vec;
  467. }
  468. inline VectorF MatrixF::getUpVector() const
  469. {
  470. VectorF vec;
  471. getColumn( 2, &vec );
  472. return vec;
  473. }
  474. //------------------------------------
  475. // Math operator overloads
  476. //------------------------------------
  477. inline MatrixF operator * ( const MatrixF &m1, const MatrixF &m2 )
  478. {
  479. // temp = m1 * m2
  480. MatrixF temp;
  481. m_matF_x_matF(m1, m2, temp);
  482. return temp;
  483. }
  484. inline MatrixF& MatrixF::operator *= ( const MatrixF &m1 )
  485. {
  486. MatrixF tempThis(*this);
  487. m_matF_x_matF(tempThis, m1, *this);
  488. return (*this);
  489. }
  490. //------------------------------------
  491. // Non-member methods
  492. //------------------------------------
  493. inline void mTransformPlane(const MatrixF& mat, const Point3F& scale, const PlaneF& plane, PlaneF * result)
  494. {
  495. m_matF_x_scale_x_planeF(mat, &scale.x, &plane.x, &result->x);
  496. }
  497. #endif //_MMATRIX_H_