Matrix3.h 6.6 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  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 "Vector3.h"
  25. /// 3x3 matrix for rotation and scaling.
  26. class Matrix3
  27. {
  28. public:
  29. /// Construct undefined.
  30. Matrix3()
  31. {
  32. }
  33. /// Copy-construct from another matrix.
  34. Matrix3(const Matrix3& matrix) :
  35. m00_(matrix.m00_),
  36. m01_(matrix.m01_),
  37. m02_(matrix.m02_),
  38. m10_(matrix.m10_),
  39. m11_(matrix.m11_),
  40. m12_(matrix.m12_),
  41. m20_(matrix.m20_),
  42. m21_(matrix.m21_),
  43. m22_(matrix.m22_)
  44. {
  45. }
  46. /// Construct from values.
  47. Matrix3(float v00, float v01, float v02,
  48. float v10, float v11, float v12,
  49. float v20, float v21, float v22) :
  50. m00_(v00),
  51. m01_(v01),
  52. m02_(v02),
  53. m10_(v10),
  54. m11_(v11),
  55. m12_(v12),
  56. m20_(v20),
  57. m21_(v21),
  58. m22_(v22)
  59. {
  60. }
  61. /// Construct from a float array.
  62. Matrix3(float* data) :
  63. m00_(data[0]),
  64. m01_(data[1]),
  65. m02_(data[2]),
  66. m10_(data[3]),
  67. m11_(data[4]),
  68. m12_(data[5]),
  69. m20_(data[6]),
  70. m21_(data[7]),
  71. m22_(data[8])
  72. {
  73. }
  74. /// Assign from another matrix.
  75. Matrix3& operator = (const Matrix3& rhs)
  76. {
  77. m00_ = rhs.m00_;
  78. m01_ = rhs.m01_;
  79. m02_ = rhs.m02_;
  80. m10_ = rhs.m10_;
  81. m11_ = rhs.m11_;
  82. m12_ = rhs.m12_;
  83. m20_ = rhs.m20_;
  84. m21_ = rhs.m21_;
  85. m22_ = rhs.m22_;
  86. return *this;
  87. }
  88. /// Multiply a Vector3.
  89. Vector3 operator * (const Vector3& rhs) const
  90. {
  91. return Vector3(
  92. m00_ * rhs.x_ + m01_ * rhs.y_ + m02_ * rhs.z_,
  93. m10_ * rhs.x_ + m11_ * rhs.y_ + m12_ * rhs.z_,
  94. m20_ * rhs.x_ + m21_ * rhs.y_ + m22_ * rhs.z_
  95. );
  96. }
  97. /// Add a matrix.
  98. Matrix3 operator + (const Matrix3& rhs) const
  99. {
  100. return Matrix3(
  101. m00_ + rhs.m00_,
  102. m01_ + rhs.m01_,
  103. m02_ + rhs.m02_,
  104. m10_ + rhs.m10_,
  105. m11_ + rhs.m11_,
  106. m12_ + rhs.m12_,
  107. m20_ + rhs.m20_,
  108. m21_ + rhs.m21_,
  109. m22_ + rhs.m22_
  110. );
  111. }
  112. /// Subtract a matrix.
  113. Matrix3 operator - (const Matrix3& rhs) const
  114. {
  115. return Matrix3(
  116. m00_ - rhs.m00_,
  117. m01_ - rhs.m01_,
  118. m02_ - rhs.m02_,
  119. m10_ - rhs.m10_,
  120. m11_ - rhs.m11_,
  121. m12_ - rhs.m12_,
  122. m20_ - rhs.m20_,
  123. m21_ - rhs.m21_,
  124. m22_ - rhs.m22_
  125. );
  126. }
  127. /// Multiply with a scalar.
  128. Matrix3 operator * (float rhs) const
  129. {
  130. return Matrix3(
  131. m00_ * rhs,
  132. m01_ * rhs,
  133. m02_ * rhs,
  134. m10_ * rhs,
  135. m11_ * rhs,
  136. m12_ * rhs,
  137. m20_ * rhs,
  138. m21_ * rhs,
  139. m22_ * rhs
  140. );
  141. }
  142. /// Multiply a matrix.
  143. Matrix3 operator * (const Matrix3& rhs) const
  144. {
  145. return Matrix3(
  146. m00_ * rhs.m00_ + m01_ * rhs.m10_ + m02_ * rhs.m20_,
  147. m00_ * rhs.m01_ + m01_ * rhs.m11_ + m02_ * rhs.m21_,
  148. m00_ * rhs.m02_ + m01_ * rhs.m12_ + m02_ * rhs.m22_,
  149. m10_ * rhs.m00_ + m11_ * rhs.m10_ + m12_ * rhs.m20_,
  150. m10_ * rhs.m01_ + m11_ * rhs.m11_ + m12_ * rhs.m21_,
  151. m10_ * rhs.m02_ + m11_ * rhs.m12_ + m12_ * rhs.m22_,
  152. m20_ * rhs.m00_ + m21_ * rhs.m10_ + m22_ * rhs.m20_,
  153. m20_ * rhs.m01_ + m21_ * rhs.m11_ + m22_ * rhs.m21_,
  154. m20_ * rhs.m02_ + m21_ * rhs.m12_ + m22_ * rhs.m22_
  155. );
  156. }
  157. /// %Set scaling elements.
  158. void SetScale(const Vector3& scale)
  159. {
  160. m00_ = scale.x_;
  161. m11_ = scale.y_;
  162. m22_ = scale.z_;
  163. }
  164. /// %Set uniform scaling elements.
  165. void SetScale(float scale)
  166. {
  167. m00_ = scale;
  168. m11_ = scale;
  169. m22_ = scale;
  170. }
  171. /// Return the scaling part.
  172. Vector3 Scale() const
  173. {
  174. return Vector3(
  175. sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_),
  176. sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_),
  177. sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_)
  178. );
  179. }
  180. /// Return transpose.
  181. Matrix3 Transpose() const
  182. {
  183. return Matrix3(
  184. m00_,
  185. m10_,
  186. m20_,
  187. m01_,
  188. m11_,
  189. m21_,
  190. m02_,
  191. m12_,
  192. m22_
  193. );
  194. }
  195. /// Return scaled by a vector.
  196. Matrix3 Scaled(const Vector3& scale) const
  197. {
  198. return Matrix3(
  199. m00_ * scale.x_,
  200. m01_ * scale.y_,
  201. m02_ * scale.z_,
  202. m10_ * scale.x_,
  203. m11_ * scale.y_,
  204. m12_ * scale.z_,
  205. m20_ * scale.x_,
  206. m21_ * scale.y_,
  207. m22_ * scale.z_
  208. );
  209. }
  210. /// Return inverse.
  211. Matrix3 Inverse() const;
  212. /// Return float data.
  213. const float* Data() const { return &m00_; }
  214. float m00_;
  215. float m01_;
  216. float m02_;
  217. float m10_;
  218. float m11_;
  219. float m12_;
  220. float m20_;
  221. float m21_;
  222. float m22_;
  223. /// Zero matrix.
  224. static const Matrix3 ZERO;
  225. /// Identity matrix.
  226. static const Matrix3 IDENTITY;
  227. };
  228. /// Multiply a 3x3 matrix with a scalar.
  229. inline Matrix3 operator * (float lhs, const Matrix3& rhs) { return rhs * lhs; }