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- // 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_FMATRIX2x2
- #define DFPSR_GEOMETRY_FMATRIX2x2
- #include <cassert>
- #include "FVector.h"
- namespace dsr {
- struct FMatrix2x2 {
- FVector2D xAxis, yAxis;
- FMatrix2x2() :
- xAxis(FVector2D(1.0f, 0.0f)),
- yAxis(FVector2D(0.0f, 1.0f)) {}
- explicit FMatrix2x2(float uniformScale) :
- xAxis(FVector2D(uniformScale, 0.0f)),
- yAxis(FVector2D(0.0f, uniformScale)) {}
- FMatrix2x2(const FVector2D &xAxis, const FVector2D &yAxis) :
- xAxis(xAxis),
- yAxis(yAxis) {}
- // Transform the a vector by multiplying with the matrix
- FVector2D transform(const FVector2D &p) const {
- return FVector2D(
- p.x * this->xAxis.x + p.y * this->yAxis.x,
- p.x * this->xAxis.y + p.y * this->yAxis.y
- );
- }
- // 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.
- FVector2D transformTransposed(const FVector2D &p) const {
- return FVector2D(
- p.x * this->xAxis.x + p.y * this->xAxis.y,
- p.x * this->yAxis.x + p.y * this->yAxis.y
- );
- }
- };
- inline FMatrix2x2 operator*(const FMatrix2x2 &m, const float &scale) {
- return FMatrix2x2(m.xAxis * scale, m.yAxis * scale);
- }
- inline FMatrix2x2 operator*(const FMatrix2x2 &left, const FMatrix2x2 &right) {
- return FMatrix2x2(right.transform(left.xAxis), right.transform(left.yAxis));
- }
- inline float determinant(const FMatrix2x2& m) {
- return m.xAxis.x * m.yAxis.y - m.xAxis.y * m.yAxis.x;
- }
- // The full matrix inverse for any matrix where the determinant is not zero
- inline FMatrix2x2 inverse(const FMatrix2x2& m) {
- return FMatrix2x2(FVector2D(m.yAxis.y, -m.xAxis.y), FVector2D(-m.yAxis.x, m.xAxis.x)) * (1.0f / determinant(m));
- }
- }
- #endif
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