Namespace std.geom #rem monkeydoc @hidden #end Alias Mat3f:Mat3 #rem monkeydoc @hidden #end Struct Mat3 Field i:Vec3 Field j:Vec3 Field k:Vec3 Method New() i.x=1;j.y=1;k.z=1 End Method New( i:Vec3,j:Vec3,k:Vec3 ) Self.i=i; Self.j=j; Self.k=k End Method New( q:Quat ) End Method New( ix:Float,jy:Float,kz:Float ) i.x=ix; j.y=jy; k.z=kz End Method New( ix:T,iy:T,iz:T,jx:T,jy:T,jz:T,kx:T,ky:T,kz:T ) i.x=ix; i.y=iy; i.z=iz j.x=jx; j.y=jy; j.z=jz k.x=kx; k.y=ky; k.z=kz End Operator To:Mat3() Return New Mat3( i,j,k ) End Operator To:String() Return "Mat3("+i+","+j+","+k+")" End Property Determinant:T() Return i.x*(j.y*k.z-j.z*k.y )-i.y*(j.x*k.z-j.z*k.x )+i.z*(j.x*k.y-j.y*k.x ) End Operator~:Mat3() Return New Mat3( i.x,j.x,k.x, i.y,j.y,k.y, i.z,j.z,k.z ) End Operator-:Mat3() Local t:=1.0/Determinant Return New Mat3( t*(j.y*k.z-j.z*k.y),-t*(i.y*k.z-i.z*k.y), t*(i.y*j.z-i.z*j.y), -t*(j.x*k.z-j.z*k.x), t*(i.x*k.z-i.z*k.x),-t*(i.x*j.z-i.z*j.x), t*(j.x*k.y-j.y*k.x),-t*(i.x*k.y-i.y*k.x), t*(i.x*j.y-i.y*j.x) ) End Operator*:Mat3( m:Mat3 ) Return New Mat3( i.x*m.i.x+j.x*m.i.y+k.x*m.i.z, i.y*m.i.x+j.y*m.i.y+k.y*m.i.z, i.z*m.i.x+j.z*m.i.y+k.z*m.i.z, i.x*m.j.x+j.x*m.j.y+k.x*m.j.z, i.y*m.j.x+j.y*m.j.y+k.y*m.j.z, i.z*m.j.x+j.z*m.j.y+k.z*m.j.z, i.x*m.k.x+j.x*m.k.y+k.x*m.k.z, i.y*m.k.x+j.y*m.k.y+k.y*m.k.z, i.z*m.k.x+j.z*m.k.y+k.z*m.k.z ) End Operator*:Mat3( q:Quat ) Return Self * New Mat3( q ) End Operator*:Vec3( v:Vec3 ) Return New Vec3( i.x*v.x+j.x*v.y+k.x*v.z,i.y*v.x+j.y*v.y+k.y*v.z,i.z*v.x+j.z*v.y+k.z*v.z ) End Method GetCofactor:Mat3() Return New Mat3( (j.y*k.z-j.z*k.y),-(j.x*k.z-j.z*k.x), (j.x*k.y-j.y*k.x), -(i.y*k.z-i.z*k.y), (i.x*k.z-i.z*k.x),-(i.x*k.y-i.y*k.x), (i.y*j.z-i.z*j.y),-(i.x*j.z-i.z*j.x), (i.x*j.y-i.y*j.x) ) End Method GetPitch:Double() Return k.Pitch End Method GetYaw:Double() Return k.Yaw End Method GetRoll:Double() Return ATan2( i.y,j.y ) End Method GetRotation:Vec3() Return New Vec3( GetPitch(),GetYaw(),GetRoll() ) End Method GetQuat:Quat() Local r:Quat Local m:=Orthogonalize() Local t:=m.i.x+m.j.y+m.k.z If t>EPSILON t=Sqrt( t+1 )*2 r.v.x=(m.k.y-m.j.z)/t r.v.y=(m.i.z-m.k.x)/t r.v.z=(m.j.x-m.i.y)/t r.w=t/4 Else If m.i.x>m.j.y And m.i.x>m.k.z t=Sqrt( m.i.x-m.j.y-m.k.z+1 )*2 r.v.x=t/4 r.v.y=(m.j.x+m.i.y)/t r.v.z=(m.i.z+m.k.x)/t r.w=(m.k.y-m.j.z)/t Else If m.j.y>m.k.z t=Sqrt( m.j.y-m.k.z-m.i.x+1 )*2 r.v.x=(m.j.x+m.i.y)/t r.v.y=t/4 r.v.z=(m.k.y+m.j.z)/t r.w=(m.i.z-m.k.x)/t Else t=Sqrt( m.k.z-m.j.y-m.i.x+1 )*2 r.v.x=(m.i.z+m.k.x)/t r.v.y=(m.k.y+m.j.z)/t r.v.z=t/4 r.w=(m.j.x-m.i.y)/t Endif Return r End Method GetScaling:Vec3() Return New Vec3( i.Length,j.Length,k.Length ) End Method Rotate:Mat3( rv:Vec3 ) Return Self * Rotation( rv ) End Method Rotate:Mat3( rx:Double,ry:Double,rz:Double ) Return Self * Rotation( rx,ry,rz ) End Method Scale:Mat3( rv:Vec3 ) Return Self * Scaling( rv ) End Method Scale:Mat3( sx:T,sy:T,sz:T ) Return Self * Scaling( sx,sy,sz ) End Method Scale:Mat3( t:T ) Return Self * Scaling( t ) End Method Orthogonalize:Mat3() Local k:=Self.k.Normalize() Return New Mat3( j.Cross( k ).Normalize(),k.Cross( i ).Normalize(),k ) End #rem monkeydoc Creates a yaw (y axis) rotation matrix. #end Function Yaw:Mat3( an:Double ) Local sin:=Sin(an),cos:=Cos(an) Return New Mat3( cos,0,sin, 0,1,0, -sin,0,cos ) End #rem monkeydoc Creates a pitch (x axis) rotation matrix. #end Function Pitch:Mat3( an:Double ) Local sin:=Sin(an),cos:=Cos(an) return New Mat3( 1,0,0, 0,cos,sin, 0,-sin,cos ) End #rem monkeydoc Creates a roll (z axis) rotation matrix. #end Function Roll:Mat3( an:Double ) Local sin:=Sin(an),cos:=Cos(an) Return New Mat3( cos,sin,0, -sin,cos,0, 0,0,1 ) End #rem monkeydoc Creates a rotation matrix from a quaternion. #end Function Rotation:Mat3( quat:Quat ) Local xx:=quat.v.x*quat.v.x , yy:=quat.v.y*quat.v.y , zz:=quat.v.z*quat.v.z Local xy:=quat.v.x*quat.v.y , xz:=quat.v.x*quat.v.z , yz:=quat.v.y*quat.v.z Local wx:=quat.w*quat.v.x , wy:=quat.w*quat.v.y , wz:=quat.w*quat.v.z Local r:Mat3 r.i.x=1-2*(yy+zz) ; r.i.y= 2*(xy-wz) ; r.i.z= 2*(xz+wy) r.j.x= 2*(xy+wz) ; r.j.y=1-2*(xx+zz) ; r.j.z= 2*(yz-wx) r.k.x= 2*(xz-wy) ; r.k.y= 2*(yz+wx) ; r.k.z=1-2*(xx+yy) Return r End #rem monkeydoc Creates a rotation matrix from euler angles. Order of rotation is Yaw * Pitch * Roll. #end Function Rotation:Mat3( rv:Vec3 ) Return Yaw( rv.y ) * Pitch( rv.x ) * Roll( rv.z ) End Function Rotation:Mat3( rx:Double,ry:Double,rz:Double ) Return Yaw( ry ) * Pitch( rx ) * Roll( rz ) End #rem monkeydoc Creates a scaling matrix. #end Function Scaling:Mat3( sv:Vec3 ) Return New Mat3( sv.x,sv.y,sv.z ) End Function Scaling:Mat3( sx:T,sy:T,sz:T ) Return New Mat3( sx,sy,sz ) End Function Scaling:Mat3( t:T ) Return New Mat3( t,t,t ) End End