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- /*************************************************************************/
- /* matrix3.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef MATRIX3_H
- #define MATRIX3_H
- #include "quat.h"
- #include "vector3.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class Matrix3 {
- public:
- Vector3 elements[3];
- _FORCE_INLINE_ const Vector3 &operator[](int axis) const {
- return elements[axis];
- }
- _FORCE_INLINE_ Vector3 &operator[](int axis) {
- return elements[axis];
- }
- void invert();
- void transpose();
- Matrix3 inverse() const;
- Matrix3 transposed() const;
- _FORCE_INLINE_ float determinant() const;
- void from_z(const Vector3 &p_z);
- _FORCE_INLINE_ Vector3 get_axis(int p_axis) const {
- // get actual basis axis (elements is transposed for performance)
- return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]);
- }
- _FORCE_INLINE_ void set_axis(int p_axis, const Vector3 &p_value) {
- // get actual basis axis (elements is transposed for performance)
- elements[0][p_axis] = p_value.x;
- elements[1][p_axis] = p_value.y;
- elements[2][p_axis] = p_value.z;
- }
- void rotate(const Vector3 &p_axis, real_t p_phi);
- Matrix3 rotated(const Vector3 &p_axis, real_t p_phi) const;
- void scale(const Vector3 &p_scale);
- Matrix3 scaled(const Vector3 &p_scale) const;
- Vector3 get_scale() const;
- Vector3 get_euler() const;
- void set_euler(const Vector3 &p_euler);
- // transposed dot products
- _FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
- return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
- }
- _FORCE_INLINE_ real_t tdoty(const Vector3 &v) const {
- return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
- }
- _FORCE_INLINE_ real_t tdotz(const Vector3 &v) const {
- return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
- }
- bool operator==(const Matrix3 &p_matrix) const;
- bool operator!=(const Matrix3 &p_matrix) const;
- _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
- _FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
- _FORCE_INLINE_ void operator*=(const Matrix3 &p_matrix);
- _FORCE_INLINE_ Matrix3 operator*(const Matrix3 &p_matrix) const;
- int get_orthogonal_index() const;
- void set_orthogonal_index(int p_index);
- operator String() const;
- void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const;
- /* create / set */
- _FORCE_INLINE_ void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
- elements[0][0] = xx;
- elements[0][1] = xy;
- elements[0][2] = xz;
- elements[1][0] = yx;
- elements[1][1] = yy;
- elements[1][2] = yz;
- elements[2][0] = zx;
- elements[2][1] = zy;
- elements[2][2] = zz;
- }
- _FORCE_INLINE_ Vector3 get_column(int i) const {
- return Vector3(elements[0][i], elements[1][i], elements[2][i]);
- }
- _FORCE_INLINE_ Vector3 get_row(int i) const {
- return Vector3(elements[i][0], elements[i][1], elements[i][2]);
- }
- _FORCE_INLINE_ void set_row(int i, const Vector3 &p_row) {
- elements[i][0] = p_row.x;
- elements[i][1] = p_row.y;
- elements[i][2] = p_row.z;
- }
- _FORCE_INLINE_ void set_zero() {
- elements[0].zero();
- elements[1].zero();
- elements[2].zero();
- }
- _FORCE_INLINE_ Matrix3 transpose_xform(const Matrix3 &m) const {
- return Matrix3(
- elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
- elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
- elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
- elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
- elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
- elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
- elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
- elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
- elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
- }
- Matrix3(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
- set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
- }
- void orthonormalize();
- Matrix3 orthonormalized() const;
- operator Quat() const;
- Matrix3(const Quat &p_quat); // euler
- Matrix3(const Vector3 &p_euler); // euler
- Matrix3(const Vector3 &p_axis, real_t p_phi);
- _FORCE_INLINE_ Matrix3() {
- elements[0][0] = 1;
- elements[0][1] = 0;
- elements[0][2] = 0;
- elements[1][0] = 0;
- elements[1][1] = 1;
- elements[1][2] = 0;
- elements[2][0] = 0;
- elements[2][1] = 0;
- elements[2][2] = 1;
- }
- };
- _FORCE_INLINE_ void Matrix3::operator*=(const Matrix3 &p_matrix) {
- set(
- p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
- p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
- p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
- }
- _FORCE_INLINE_ Matrix3 Matrix3::operator*(const Matrix3 &p_matrix) const {
- return Matrix3(
- p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
- p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
- p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
- }
- Vector3 Matrix3::xform(const Vector3 &p_vector) const {
- return Vector3(
- elements[0].dot(p_vector),
- elements[1].dot(p_vector),
- elements[2].dot(p_vector));
- }
- Vector3 Matrix3::xform_inv(const Vector3 &p_vector) const {
- return Vector3(
- (elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
- (elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
- (elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
- }
- float Matrix3::determinant() const {
- return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
- elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
- elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
- }
- #endif
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