diff options
Diffstat (limited to '')
| -rw-r--r-- | core/math/matrix3.h | 169 |
1 files changed, 80 insertions, 89 deletions
diff --git a/core/math/matrix3.h b/core/math/matrix3.h index 2792200b7..2f6af1592 100644 --- a/core/math/matrix3.h +++ b/core/math/matrix3.h @@ -29,22 +29,21 @@ #ifndef MATRIX3_H #define MATRIX3_H -#include "vector3.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 { + _FORCE_INLINE_ const Vector3 &operator[](int axis) const { return elements[axis]; } - _FORCE_INLINE_ Vector3& operator[](int axis) { + _FORCE_INLINE_ Vector3 &operator[](int axis) { return elements[axis]; } @@ -57,83 +56,82 @@ public: _FORCE_INLINE_ float determinant() const; - void from_z(const Vector3& p_z); + 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] ); + 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) { + _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; + 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 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; + 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); + void set_euler(const Vector3 &p_euler); // transposed dot products - _FORCE_INLINE_ real_t tdotx(const Vector3& v) const { + _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 { + _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 { + _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; + 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; + _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; + 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; + 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]); + 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]); + 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_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() { @@ -142,18 +140,17 @@ public: elements[2].zero(); } - _FORCE_INLINE_ Matrix3 transpose_xform(const Matrix3& m) const - { + _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); + 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) { @@ -165,66 +162,60 @@ public: operator Quat() const; - Matrix3(const Quat& p_quat); // euler - Matrix3(const Vector3& p_euler); // euler - Matrix3(const Vector3& p_axis, real_t p_phi); + 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; + 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) { +_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])); - + 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 { +_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]) ); - + 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 { +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) - ); + elements[0].dot(p_vector), + elements[1].dot(p_vector), + elements[2].dot(p_vector)); } -Vector3 Matrix3::xform_inv(const Vector3& p_vector) const { +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 ) - ); + (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]); + 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 |
