| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131 |
- // 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 <cassert>
- #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
|