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- #ifndef B3_MAT3x3_H
- #define B3_MAT3x3_H
- #include "Bullet3Common/shared/b3Quat.h"
- #ifdef __cplusplus
- #include "Bullet3Common/b3Matrix3x3.h"
- #define b3Mat3x3 b3Matrix3x3
- #define b3Mat3x3ConstArg const b3Matrix3x3&
- inline b3Mat3x3 b3QuatGetRotationMatrix(b3QuatConstArg quat)
- {
- return b3Mat3x3(quat);
- }
- inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg mat)
- {
- return mat.absolute();
- }
- #define b3GetRow(m,row) m.getRow(row)
- __inline
- b3Float4 mtMul3(b3Float4ConstArg a, b3Mat3x3ConstArg b)
- {
- return b*a;
- }
- #else
- typedef struct
- {
- b3Float4 m_row[3];
- }b3Mat3x3;
- #define b3Mat3x3ConstArg const b3Mat3x3
- #define b3GetRow(m,row) (m.m_row[row])
- inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat)
- {
- b3Float4 quat2 = (b3Float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);
- b3Mat3x3 out;
- out.m_row[0].x=1-2*quat2.y-2*quat2.z;
- out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;
- out.m_row[0].z=2*quat.x*quat.z+2*quat.w*quat.y;
- out.m_row[0].w = 0.f;
- out.m_row[1].x=2*quat.x*quat.y+2*quat.w*quat.z;
- out.m_row[1].y=1-2*quat2.x-2*quat2.z;
- out.m_row[1].z=2*quat.y*quat.z-2*quat.w*quat.x;
- out.m_row[1].w = 0.f;
- out.m_row[2].x=2*quat.x*quat.z-2*quat.w*quat.y;
- out.m_row[2].y=2*quat.y*quat.z+2*quat.w*quat.x;
- out.m_row[2].z=1-2*quat2.x-2*quat2.y;
- out.m_row[2].w = 0.f;
- return out;
- }
- inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg matIn)
- {
- b3Mat3x3 out;
- out.m_row[0] = fabs(matIn.m_row[0]);
- out.m_row[1] = fabs(matIn.m_row[1]);
- out.m_row[2] = fabs(matIn.m_row[2]);
- return out;
- }
- __inline
- b3Mat3x3 mtZero();
- __inline
- b3Mat3x3 mtIdentity();
- __inline
- b3Mat3x3 mtTranspose(b3Mat3x3 m);
- __inline
- b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b);
- __inline
- b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b);
- __inline
- b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b);
- __inline
- b3Mat3x3 mtZero()
- {
- b3Mat3x3 m;
- m.m_row[0] = (b3Float4)(0.f);
- m.m_row[1] = (b3Float4)(0.f);
- m.m_row[2] = (b3Float4)(0.f);
- return m;
- }
- __inline
- b3Mat3x3 mtIdentity()
- {
- b3Mat3x3 m;
- m.m_row[0] = (b3Float4)(1,0,0,0);
- m.m_row[1] = (b3Float4)(0,1,0,0);
- m.m_row[2] = (b3Float4)(0,0,1,0);
- return m;
- }
- __inline
- b3Mat3x3 mtTranspose(b3Mat3x3 m)
- {
- b3Mat3x3 out;
- out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);
- out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);
- out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);
- return out;
- }
- __inline
- b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b)
- {
- b3Mat3x3 transB;
- transB = mtTranspose( b );
- b3Mat3x3 ans;
- // why this doesn't run when 0ing in the for{}
- a.m_row[0].w = 0.f;
- a.m_row[1].w = 0.f;
- a.m_row[2].w = 0.f;
- for(int i=0; i<3; i++)
- {
- // a.m_row[i].w = 0.f;
- ans.m_row[i].x = b3Dot3F4(a.m_row[i],transB.m_row[0]);
- ans.m_row[i].y = b3Dot3F4(a.m_row[i],transB.m_row[1]);
- ans.m_row[i].z = b3Dot3F4(a.m_row[i],transB.m_row[2]);
- ans.m_row[i].w = 0.f;
- }
- return ans;
- }
- __inline
- b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b)
- {
- b3Float4 ans;
- ans.x = b3Dot3F4( a.m_row[0], b );
- ans.y = b3Dot3F4( a.m_row[1], b );
- ans.z = b3Dot3F4( a.m_row[2], b );
- ans.w = 0.f;
- return ans;
- }
- __inline
- b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b)
- {
- b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);
- b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);
- b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);
- b3Float4 ans;
- ans.x = b3Dot3F4( a, colx );
- ans.y = b3Dot3F4( a, coly );
- ans.z = b3Dot3F4( a, colz );
- return ans;
- }
- #endif
- #endif //B3_MAT3x3_H
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