// zlib open source license // // Copyright (c) 2017 to 2019 David Forsgren Piuva // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. #ifndef DFPSR_GEOMETRY_FMATRIX3x3 #define DFPSR_GEOMETRY_FMATRIX3x3 #include #include "FVector.h" namespace dsr { struct FMatrix3x3 { FVector3D xAxis, yAxis, zAxis; FMatrix3x3() : xAxis(FVector3D(1.0f, 0.0f, 0.0f)), yAxis(FVector3D(0.0f, 1.0f, 0.0f)), zAxis(FVector3D(0.0f, 0.0f, 1.0f)) {} explicit FMatrix3x3(float uniformScale) : xAxis(FVector3D(uniformScale, 0.0f, 0.0f)), yAxis(FVector3D(0.0f, uniformScale, 0.0f)), zAxis(FVector3D(0.0f, 0.0f, uniformScale)) {} FMatrix3x3(const FVector3D &xAxis, const FVector3D &yAxis, const FVector3D &zAxis) : xAxis(xAxis), yAxis(yAxis), zAxis(zAxis) {} static FMatrix3x3 makeAxisSystem(const FVector3D &forward, const FVector3D &up) { FMatrix3x3 result; FVector3D forwardNormalized = normalize(forward); result.zAxis = forwardNormalized; result.xAxis = normalize(crossProduct(normalize(up), forwardNormalized)); result.yAxis = normalize(crossProduct(forwardNormalized, result.xAxis)); return result; } // Transform the a vector by multiplying with the matrix FVector3D transform(const FVector3D &p) const { return FVector3D( p.x * this->xAxis.x + p.y * this->yAxis.x + p.z * this->zAxis.x, p.x * this->xAxis.y + p.y * this->yAxis.y + p.z * this->zAxis.y, p.x * this->xAxis.z + p.y * this->yAxis.z + p.z * this->zAxis.z ); } // Transform the a vector by multiplying with the transpose of the matrix // The transpose is the inverse for axis aligned normalized matrices // Axis aligned: Each non-self axis dot-product equals zero. // Normalized: The length of each axis equals one. FVector3D transformTransposed(const FVector3D &p) const { return FVector3D( p.x * this->xAxis.x + p.y * this->xAxis.y + p.z * this->xAxis.z, p.x * this->yAxis.x + p.y * this->yAxis.y + p.z * this->yAxis.z, p.x * this->zAxis.x + p.y * this->zAxis.y + p.z * this->zAxis.z ); } }; inline FMatrix3x3 operator*(const FMatrix3x3 &m, const float &scale) { return FMatrix3x3(m.xAxis * scale, m.yAxis * scale, m.zAxis * scale); } inline FMatrix3x3 operator*(const FMatrix3x3 &left, const FMatrix3x3 &right) { return FMatrix3x3(right.transform(left.xAxis), right.transform(left.yAxis), right.transform(left.zAxis)); } inline float determinant(const FMatrix3x3& m) { return m.xAxis.x * m.yAxis.y * m.zAxis.z + m.zAxis.x * m.xAxis.y * m.yAxis.z + m.yAxis.x * m.zAxis.y * m.xAxis.z - m.xAxis.x * m.zAxis.y * m.yAxis.z - m.yAxis.x * m.xAxis.y * m.zAxis.z - m.zAxis.x * m.yAxis.y * m.xAxis.z; } inline FMatrix3x3 inverseUsingInvDet(const FMatrix3x3& m, float invDet) { FMatrix3x3 result; result.xAxis.x = invDet * (m.yAxis.y * m.zAxis.z - m.yAxis.z * m.zAxis.y); result.xAxis.y = -invDet * (m.xAxis.y * m.zAxis.z - m.xAxis.z * m.zAxis.y); result.xAxis.z = invDet * (m.xAxis.y * m.yAxis.z - m.xAxis.z * m.yAxis.y); result.yAxis.x = -invDet * (m.yAxis.x * m.zAxis.z - m.yAxis.z * m.zAxis.x); result.yAxis.y = invDet * (m.xAxis.x * m.zAxis.z - m.xAxis.z * m.zAxis.x); result.yAxis.z = -invDet * (m.xAxis.x * m.yAxis.z - m.xAxis.z * m.yAxis.x); result.zAxis.x = invDet * (m.yAxis.x * m.zAxis.y - m.yAxis.y * m.zAxis.x); result.zAxis.y = -invDet * (m.xAxis.x * m.zAxis.y - m.xAxis.y * m.zAxis.x); result.zAxis.z = invDet * (m.xAxis.x * m.yAxis.y - m.xAxis.y * m.yAxis.x); return result; } inline FMatrix3x3 inverse(const FMatrix3x3& m) { return inverseUsingInvDet(m, 1.0f / determinant(m)); } inline FMatrix3x3 transpose(const FMatrix3x3& m) { FMatrix3x3 result; result.xAxis.x = m.xAxis.x; result.xAxis.y = m.yAxis.x; result.xAxis.z = m.zAxis.x; result.yAxis.x = m.xAxis.y; result.yAxis.y = m.yAxis.y; result.yAxis.z = m.zAxis.y; result.zAxis.x = m.xAxis.z; result.zAxis.y = m.yAxis.z; result.zAxis.z = m.zAxis.z; return result; } inline String& string_toStreamIndented(String& target, const FMatrix3x3& source, const ReadableString& indentation) { string_append(target, indentation, U"XAxis(", source.xAxis, U"), YAxis(", source.yAxis, U"), ZAxis(", source.zAxis, U")"); return target; } } #endif