Matrix3x4.h 14 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Matrix4.h"
  25. namespace Urho3D
  26. {
  27. /// 3x4 matrix for scene node transform calculations.
  28. class Matrix3x4
  29. {
  30. public:
  31. /// Construct undefined.
  32. Matrix3x4()
  33. {
  34. }
  35. /// Copy-construct from another matrix.
  36. Matrix3x4(const Matrix3x4& matrix) :
  37. m00_(matrix.m00_),
  38. m01_(matrix.m01_),
  39. m02_(matrix.m02_),
  40. m03_(matrix.m03_),
  41. m10_(matrix.m10_),
  42. m11_(matrix.m11_),
  43. m12_(matrix.m12_),
  44. m13_(matrix.m13_),
  45. m20_(matrix.m20_),
  46. m21_(matrix.m21_),
  47. m22_(matrix.m22_),
  48. m23_(matrix.m23_)
  49. {
  50. }
  51. /// Copy-construct from a 3x3 matrix and set the extra elements to identity.
  52. Matrix3x4(const Matrix3& matrix) :
  53. m00_(matrix.m00_),
  54. m01_(matrix.m01_),
  55. m02_(matrix.m02_),
  56. m03_(0.0f),
  57. m10_(matrix.m10_),
  58. m11_(matrix.m11_),
  59. m12_(matrix.m12_),
  60. m13_(0.0f),
  61. m20_(matrix.m20_),
  62. m21_(matrix.m21_),
  63. m22_(matrix.m22_),
  64. m23_(0.0f)
  65. {
  66. }
  67. /// Copy-construct from a 4x4 matrix which is assumed to contain no projection.
  68. Matrix3x4(const Matrix4& matrix) :
  69. m00_(matrix.m00_),
  70. m01_(matrix.m01_),
  71. m02_(matrix.m02_),
  72. m03_(matrix.m03_),
  73. m10_(matrix.m10_),
  74. m11_(matrix.m11_),
  75. m12_(matrix.m12_),
  76. m13_(matrix.m13_),
  77. m20_(matrix.m20_),
  78. m21_(matrix.m21_),
  79. m22_(matrix.m22_),
  80. m23_(matrix.m23_)
  81. {
  82. }
  83. // Construct from values.
  84. Matrix3x4(float v00, float v01, float v02, float v03,
  85. float v10, float v11, float v12, float v13,
  86. float v20, float v21, float v22, float v23) :
  87. m00_(v00),
  88. m01_(v01),
  89. m02_(v02),
  90. m03_(v03),
  91. m10_(v10),
  92. m11_(v11),
  93. m12_(v12),
  94. m13_(v13),
  95. m20_(v20),
  96. m21_(v21),
  97. m22_(v22),
  98. m23_(v23)
  99. {
  100. }
  101. /// Construct from a float array.
  102. Matrix3x4(const float* data) :
  103. m00_(data[0]),
  104. m01_(data[1]),
  105. m02_(data[2]),
  106. m03_(data[3]),
  107. m10_(data[4]),
  108. m11_(data[5]),
  109. m12_(data[6]),
  110. m13_(data[7]),
  111. m20_(data[8]),
  112. m21_(data[9]),
  113. m22_(data[10]),
  114. m23_(data[11])
  115. {
  116. }
  117. /// Construct from translation, rotation and uniform scale.
  118. Matrix3x4(const Vector3& translation, const Quaternion& rotation, float scale);
  119. /// Construct from translation, rotation and nonuniform scale.
  120. Matrix3x4(const Vector3& translation, const Quaternion& rotation, const Vector3& scale);
  121. /// Assign from another matrix.
  122. Matrix3x4& operator = (const Matrix3x4& rhs)
  123. {
  124. m00_ = rhs.m00_;
  125. m01_ = rhs.m01_;
  126. m02_ = rhs.m02_;
  127. m03_ = rhs.m03_;
  128. m10_ = rhs.m10_;
  129. m11_ = rhs.m11_;
  130. m12_ = rhs.m12_;
  131. m13_ = rhs.m13_;
  132. m20_ = rhs.m20_;
  133. m21_ = rhs.m21_;
  134. m22_ = rhs.m22_;
  135. m23_ = rhs.m23_;
  136. return *this;
  137. }
  138. /// Assign from a 3x3 matrix and set the extra elements to identity.
  139. Matrix3x4& operator = (const Matrix3& rhs)
  140. {
  141. m00_ = rhs.m00_;
  142. m01_ = rhs.m01_;
  143. m02_ = rhs.m02_;
  144. m03_ = 0.0;
  145. m10_ = rhs.m10_;
  146. m11_ = rhs.m11_;
  147. m12_ = rhs.m12_;
  148. m13_ = 0.0;
  149. m20_ = rhs.m20_;
  150. m21_ = rhs.m21_;
  151. m22_ = rhs.m22_;
  152. m23_ = 0.0;
  153. return *this;
  154. }
  155. /// Assign from a 4x4 matrix which is assumed to contain no projection.
  156. Matrix3x4& operator = (const Matrix4& rhs)
  157. {
  158. m00_ = rhs.m00_;
  159. m01_ = rhs.m01_;
  160. m02_ = rhs.m02_;
  161. m03_ = rhs.m03_;
  162. m10_ = rhs.m10_;
  163. m11_ = rhs.m11_;
  164. m12_ = rhs.m12_;
  165. m13_ = rhs.m13_;
  166. m20_ = rhs.m20_;
  167. m21_ = rhs.m21_;
  168. m22_ = rhs.m22_;
  169. m23_ = rhs.m23_;
  170. return *this;
  171. }
  172. /// Multiply a Vector3 which is assumed to represent position.
  173. Vector3 operator * (const Vector3& rhs) const
  174. {
  175. return Vector3(
  176. (m00_ * rhs.x_ + m01_ * rhs.y_ + m02_ * rhs.z_ + m03_),
  177. (m10_ * rhs.x_ + m11_ * rhs.y_ + m12_ * rhs.z_ + m13_),
  178. (m20_ * rhs.x_ + m21_ * rhs.y_ + m22_ * rhs.z_ + m23_)
  179. );
  180. }
  181. /// Multiply a Vector4.
  182. Vector3 operator * (const Vector4& rhs) const
  183. {
  184. return Vector3(
  185. (m00_ * rhs.x_ + m01_ * rhs.y_ + m02_ * rhs.z_ + m03_ * rhs.w_),
  186. (m10_ * rhs.x_ + m11_ * rhs.y_ + m12_ * rhs.z_ + m13_ * rhs.w_),
  187. (m20_ * rhs.x_ + m21_ * rhs.y_ + m22_ * rhs.z_ + m23_ * rhs.w_)
  188. );
  189. }
  190. /// Add a matrix.
  191. Matrix3x4 operator + (const Matrix3x4& rhs) const
  192. {
  193. return Matrix3x4(
  194. m00_ + rhs.m00_,
  195. m01_ + rhs.m01_,
  196. m02_ + rhs.m02_,
  197. m03_ + rhs.m03_,
  198. m10_ + rhs.m10_,
  199. m11_ + rhs.m11_,
  200. m12_ + rhs.m12_,
  201. m13_ + rhs.m13_,
  202. m20_ + rhs.m20_,
  203. m21_ + rhs.m21_,
  204. m22_ + rhs.m22_,
  205. m23_ + rhs.m23_
  206. );
  207. }
  208. /// Subtract a matrix.
  209. Matrix3x4 operator - (const Matrix3x4& rhs) const
  210. {
  211. return Matrix3x4(
  212. m00_ - rhs.m00_,
  213. m01_ - rhs.m01_,
  214. m02_ - rhs.m02_,
  215. m03_ - rhs.m03_,
  216. m10_ - rhs.m10_,
  217. m11_ - rhs.m11_,
  218. m12_ - rhs.m12_,
  219. m13_ - rhs.m13_,
  220. m20_ - rhs.m20_,
  221. m21_ - rhs.m21_,
  222. m22_ - rhs.m22_,
  223. m23_ - rhs.m23_
  224. );
  225. }
  226. /// Multiply with a scalar.
  227. Matrix3x4 operator * (float rhs) const
  228. {
  229. return Matrix3x4(
  230. m00_ * rhs,
  231. m01_ * rhs,
  232. m02_ * rhs,
  233. m03_ * rhs,
  234. m10_ * rhs,
  235. m11_ * rhs,
  236. m12_ * rhs,
  237. m13_ * rhs,
  238. m20_ * rhs,
  239. m21_ * rhs,
  240. m22_ * rhs,
  241. m23_ * rhs
  242. );
  243. }
  244. /// Multiply a matrix.
  245. Matrix3x4 operator * (const Matrix3x4& rhs) const
  246. {
  247. return Matrix3x4(
  248. m00_ * rhs.m00_ + m01_ * rhs.m10_ + m02_ * rhs.m20_,
  249. m00_ * rhs.m01_ + m01_ * rhs.m11_ + m02_ * rhs.m21_,
  250. m00_ * rhs.m02_ + m01_ * rhs.m12_ + m02_ * rhs.m22_,
  251. m00_ * rhs.m03_ + m01_ * rhs.m13_ + m02_ * rhs.m23_ + m03_,
  252. m10_ * rhs.m00_ + m11_ * rhs.m10_ + m12_ * rhs.m20_,
  253. m10_ * rhs.m01_ + m11_ * rhs.m11_ + m12_ * rhs.m21_,
  254. m10_ * rhs.m02_ + m11_ * rhs.m12_ + m12_ * rhs.m22_,
  255. m10_ * rhs.m03_ + m11_ * rhs.m13_ + m12_ * rhs.m23_ + m13_,
  256. m20_ * rhs.m00_ + m21_ * rhs.m10_ + m22_ * rhs.m20_,
  257. m20_ * rhs.m01_ + m21_ * rhs.m11_ + m22_ * rhs.m21_,
  258. m20_ * rhs.m02_ + m21_ * rhs.m12_ + m22_ * rhs.m22_,
  259. m20_ * rhs.m03_ + m21_ * rhs.m13_ + m22_ * rhs.m23_ + m23_
  260. );
  261. }
  262. /// Multiply a 4x4 matrix.
  263. Matrix4 operator * (const Matrix4& rhs) const
  264. {
  265. return Matrix4(
  266. m00_ * rhs.m00_ + m01_ * rhs.m10_ + m02_ * rhs.m20_ + m03_ * rhs.m30_,
  267. m00_ * rhs.m01_ + m01_ * rhs.m11_ + m02_ * rhs.m21_ + m03_ * rhs.m31_,
  268. m00_ * rhs.m02_ + m01_ * rhs.m12_ + m02_ * rhs.m22_ + m03_ * rhs.m32_,
  269. m00_ * rhs.m03_ + m01_ * rhs.m13_ + m02_ * rhs.m23_ + m03_ * rhs.m33_,
  270. m10_ * rhs.m00_ + m11_ * rhs.m10_ + m12_ * rhs.m20_ + m13_ * rhs.m30_,
  271. m10_ * rhs.m01_ + m11_ * rhs.m11_ + m12_ * rhs.m21_ + m13_ * rhs.m31_,
  272. m10_ * rhs.m02_ + m11_ * rhs.m12_ + m12_ * rhs.m22_ + m13_ * rhs.m32_,
  273. m10_ * rhs.m03_ + m11_ * rhs.m13_ + m12_ * rhs.m23_ + m13_ * rhs.m33_,
  274. m20_ * rhs.m00_ + m21_ * rhs.m10_ + m22_ * rhs.m20_ + m23_ * rhs.m30_,
  275. m20_ * rhs.m01_ + m21_ * rhs.m11_ + m22_ * rhs.m21_ + m23_ * rhs.m31_,
  276. m20_ * rhs.m02_ + m21_ * rhs.m12_ + m22_ * rhs.m22_ + m23_ * rhs.m32_,
  277. m20_ * rhs.m03_ + m21_ * rhs.m13_ + m22_ * rhs.m23_ + m23_ * rhs.m33_,
  278. rhs.m30_,
  279. rhs.m31_,
  280. rhs.m32_,
  281. rhs.m33_
  282. );
  283. }
  284. /// Set translation elements.
  285. void SetTranslation(const Vector3& translation)
  286. {
  287. m03_ = translation.x_;
  288. m13_ = translation.y_;
  289. m23_ = translation.z_;
  290. }
  291. /// Set rotation elements from a 3x3 matrix.
  292. void SetRotation(const Matrix3& rotation)
  293. {
  294. m00_ = rotation.m00_;
  295. m01_ = rotation.m01_;
  296. m02_ = rotation.m02_;
  297. m10_ = rotation.m10_;
  298. m11_ = rotation.m11_;
  299. m12_ = rotation.m12_;
  300. m20_ = rotation.m20_;
  301. m21_ = rotation.m21_;
  302. m22_ = rotation.m22_;
  303. }
  304. /// Set scaling elements.
  305. void SetScale(const Vector3& scale)
  306. {
  307. m00_ = scale.x_;
  308. m11_ = scale.y_;
  309. m22_ = scale.z_;
  310. }
  311. /// Set uniform scaling elements.
  312. void SetScale(float scale)
  313. {
  314. m00_ = scale;
  315. m11_ = scale;
  316. m22_ = scale;
  317. }
  318. /// Return the combined rotation and scaling matrix.
  319. Matrix3 ToMatrix3() const
  320. {
  321. return Matrix3(
  322. m00_,
  323. m01_,
  324. m02_,
  325. m10_,
  326. m11_,
  327. m12_,
  328. m20_,
  329. m21_,
  330. m22_
  331. );
  332. }
  333. /// Return the rotation matrix with scaling removed.
  334. Matrix3 RotationMatrix() const
  335. {
  336. Vector3 invScale(
  337. 1.0f / sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_),
  338. 1.0f / sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_),
  339. 1.0f / sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_)
  340. );
  341. return ToMatrix3().Scaled(invScale);
  342. }
  343. /// Return the translation part.
  344. Vector3 Translation() const
  345. {
  346. return Vector3(
  347. m03_,
  348. m13_,
  349. m23_
  350. );
  351. }
  352. /// Return the rotation part.
  353. Quaternion Rotation() const { return Quaternion(RotationMatrix()); }
  354. /// Return the scaling part.
  355. Vector3 Scale() const
  356. {
  357. return Vector3(
  358. sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_),
  359. sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_),
  360. sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_)
  361. );
  362. }
  363. /// Return decomposition to translation, rotation and scale.
  364. void Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const;
  365. /// Return inverse.
  366. Matrix3x4 Inverse() const;
  367. /// Return float data.
  368. const float* Data() const { return &m00_; }
  369. float m00_;
  370. float m01_;
  371. float m02_;
  372. float m03_;
  373. float m10_;
  374. float m11_;
  375. float m12_;
  376. float m13_;
  377. float m20_;
  378. float m21_;
  379. float m22_;
  380. float m23_;
  381. /// Zero matrix.
  382. static const Matrix3x4 ZERO;
  383. /// Identity matrix.
  384. static const Matrix3x4 IDENTITY;
  385. };
  386. /// Multiply a 3x4 matrix with a scalar.
  387. inline Matrix3x4 operator * (float lhs, const Matrix3x4& rhs) { return rhs * lhs; }
  388. /// Multiply a 3x4 matrix with a 4x4 matrix.
  389. inline Matrix4 operator * (const Matrix4& lhs, const Matrix3x4& rhs)
  390. {
  391. return Matrix4(
  392. lhs.m00_ * rhs.m00_ + lhs.m01_ * rhs.m10_ + lhs.m02_ * rhs.m20_,
  393. lhs.m00_ * rhs.m01_ + lhs.m01_ * rhs.m11_ + lhs.m02_ * rhs.m21_,
  394. lhs.m00_ * rhs.m02_ + lhs.m01_ * rhs.m12_ + lhs.m02_ * rhs.m22_,
  395. lhs.m00_ * rhs.m03_ + lhs.m01_ * rhs.m13_ + lhs.m02_ * rhs.m23_ + lhs.m03_,
  396. lhs.m10_ * rhs.m00_ + lhs.m11_ * rhs.m10_ + lhs.m12_ * rhs.m20_,
  397. lhs.m10_ * rhs.m01_ + lhs.m11_ * rhs.m11_ + lhs.m12_ * rhs.m21_,
  398. lhs.m10_ * rhs.m02_ + lhs.m11_ * rhs.m12_ + lhs.m12_ * rhs.m22_,
  399. lhs.m10_ * rhs.m03_ + lhs.m11_ * rhs.m13_ + lhs.m12_ * rhs.m23_ + lhs.m13_,
  400. lhs.m20_ * rhs.m00_ + lhs.m21_ * rhs.m10_ + lhs.m22_ * rhs.m20_,
  401. lhs.m20_ * rhs.m01_ + lhs.m21_ * rhs.m11_ + lhs.m22_ * rhs.m21_,
  402. lhs.m20_ * rhs.m02_ + lhs.m21_ * rhs.m12_ + lhs.m22_ * rhs.m22_,
  403. lhs.m20_ * rhs.m03_ + lhs.m21_ * rhs.m13_ + lhs.m22_ * rhs.m23_ + lhs.m23_,
  404. lhs.m30_ * rhs.m00_ + lhs.m31_ * rhs.m10_ + lhs.m32_ * rhs.m20_,
  405. lhs.m30_ * rhs.m01_ + lhs.m31_ * rhs.m11_ + lhs.m32_ * rhs.m21_,
  406. lhs.m30_ * rhs.m02_ + lhs.m31_ * rhs.m12_ + lhs.m32_ * rhs.m22_,
  407. lhs.m30_ * rhs.m03_ + lhs.m31_ * rhs.m13_ + lhs.m32_ * rhs.m23_ + lhs.m33_
  408. );
  409. }
  410. }