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2022-10-26 12:25:11 +08:00

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C++

#ifndef _MATRIX33_H
#define _MATRIX33_H
//------------------------------------------------------------------------------
/**
A generic matrix33 class.
@author
- RadonLabs GmbH
@since
- 2005.7.06
@remarks
- Áö¿Ï Ãß°¡
*/
#include "_vector3.h"
#include "quaternion.h"
#include "euler.h"
#include "matrixdefs.h"
#include <memory.h>
static float _matrix33_ident[9] =
{
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
};
//------------------------------------------------------------------------------
class _matrix33
{
public:
/// constructor 1
_matrix33();
/// constructor 2
_matrix33(const _vector3& v0, const _vector3& v1, const _vector3& v2);
/// constructor 3
_matrix33(const _matrix33& mx);
/// constructor 4
_matrix33(float _m11, float _m12, float _m13, float _m21, float _m22, float _m23, float _m31, float _m32, float _m33);
/// constructor 5
_matrix33(const quaternion& q);
/// get as quaternion
quaternion get_quaternion() const;
/// get as euler representation
_vector3 to_euler() const;
/// set as euler
void from_euler(const _vector3& ea);
/// unrestricted lookat
void lookat(const _vector3& from, const _vector3& to, const _vector3& up);
/// restricted lookat (billboard)
void billboard(const _vector3& from, const _vector3& to, const _vector3& up);
/// set 1
void set(float m11, float m12, float m13, float m21, float m22, float m23, float m31, float m32, float m33);
/// set 2
void set(const _vector3& v0, const _vector3& v1, const _vector3& v2);
/// set 3
void set(const _matrix33& m1);
/// set to identity
void ident();
/// set to transpose
void transpose();
/// is orthonormal?
bool orthonorm(float limit);
/// scale
void scale(const _vector3& s);
/// rotate about global x
void rotate_x(const float a);
/// rotates matrix about global y
void rotate_y(const float a);
/// rotate about global z
void rotate_z(const float a);
/// rotate about local x (not very fast)
void rotate_local_x(const float a);
/// rotate about local y (not very fast)
void rotate_local_y(const float a);
/// rotate about local z (not very fast)
void rotate_local_z(const float a);
/// rotate about any axis
void rotate(const _vector3& vec, float a);
/// get x component
_vector3 x_component(void) const;
/// get y component
_vector3 y_component(void) const;
/// get z component
_vector3 z_component(void) const;
// inplace matrix multiply
void operator *= (const _matrix33& m1);
/// multiply source vector into target vector
void mult(const _vector3& src, _vector3& dst) const;
/// translate, this treats the matrix as a 2x2 rotation + translate matrix
void translate(const _vector2& t);
float m[3][3];
};
//------------------------------------------------------------------------------
/**
*/
static
inline
_matrix33
operator * (const _matrix33& m0, const _matrix33& m1)
{
_matrix33 m2(
m0.m[0][0]*m1.m[0][0] + m0.m[0][1]*m1.m[1][0] + m0.m[0][2]*m1.m[2][0],
m0.m[0][0]*m1.m[0][1] + m0.m[0][1]*m1.m[1][1] + m0.m[0][2]*m1.m[2][1],
m0.m[0][0]*m1.m[0][2] + m0.m[0][1]*m1.m[1][2] + m0.m[0][2]*m1.m[2][2],
m0.m[1][0]*m1.m[0][0] + m0.m[1][1]*m1.m[1][0] + m0.m[1][2]*m1.m[2][0],
m0.m[1][0]*m1.m[0][1] + m0.m[1][1]*m1.m[1][1] + m0.m[1][2]*m1.m[2][1],
m0.m[1][0]*m1.m[0][2] + m0.m[1][1]*m1.m[1][2] + m0.m[1][2]*m1.m[2][2],
m0.m[2][0]*m1.m[0][0] + m0.m[2][1]*m1.m[1][0] + m0.m[2][2]*m1.m[2][0],
m0.m[2][0]*m1.m[0][1] + m0.m[2][1]*m1.m[1][1] + m0.m[2][2]*m1.m[2][1],
m0.m[2][0]*m1.m[0][2] + m0.m[2][1]*m1.m[1][2] + m0.m[2][2]*m1.m[2][2]
);
return m2;
}
//------------------------------------------------------------------------------
/**
*/
static
inline
_vector3 operator * (const _matrix33& m, const _vector3& v)
{
return _vector3(
m.M11*v.x + m.M21*v.y + m.M31*v.z,
m.M12*v.x + m.M22*v.y + m.M32*v.z,
m.M13*v.x + m.M23*v.y + m.M33*v.z);
};
//------------------------------------------------------------------------------
/**
*/
inline
_matrix33::_matrix33()
{
memcpy(&(m[0][0]), _matrix33_ident, sizeof(_matrix33_ident));
}
//------------------------------------------------------------------------------
/**
*/
inline
_matrix33::_matrix33(const _vector3& v0, const _vector3& v1, const _vector3& v2)
{
M11=v0.x; M12=v0.y; M13=v0.z;
M21=v1.x; M22=v1.y; M23=v1.z;
M31=v2.x; M32=v2.y; M33=v2.z;
}
//------------------------------------------------------------------------------
/**
*/
inline
_matrix33::_matrix33(const _matrix33& m1)
{
memcpy(m, &(m1.m[0][0]), 9*sizeof(float));
}
//------------------------------------------------------------------------------
/**
*/
inline
_matrix33::_matrix33(float _m11, float _m12, float _m13,
float _m21, float _m22, float _m23,
float _m31, float _m32, float _m33)
{
M11=_m11; M12=_m12; M13=_m13;
M21=_m21; M22=_m22; M23=_m23;
M31=_m31; M32=_m32; M33=_m33;
}
//------------------------------------------------------------------------------
/**
*/
inline
_matrix33::_matrix33(const quaternion& q)
{
float xx = q.x*q.x; float yy = q.y*q.y; float zz = q.z*q.z;
float xy = q.x*q.y; float xz = q.x*q.z; float yz = q.y*q.z;
float wx = q.w*q.x; float wy = q.w*q.y; float wz = q.w*q.z;
m[0][0] = 1.0f - 2.0f * (yy + zz);
m[1][0] = 2.0f * (xy - wz);
m[2][0] = 2.0f * (xz + wy);
m[0][1] = 2.0f * (xy + wz);
m[1][1] = 1.0f - 2.0f * (xx + zz);
m[2][1] = 2.0f * (yz - wx);
m[0][2] = 2.0f * (xz - wy);
m[1][2] = 2.0f * (yz + wx);
m[2][2] = 1.0f - 2.0f * (xx + yy);
}
//------------------------------------------------------------------------------
/**
*/
inline
quaternion
_matrix33::get_quaternion() const
{
float qa[4];
float tr = m[0][0] + m[1][1] + m[2][2];
if (tr > 0.0f)
{
float s = n_sqrt (tr + 1.0f);
qa[3] = s * 0.5f;
s = 0.5f / s;
qa[0] = (m[1][2] - m[2][1]) * s;
qa[1] = (m[2][0] - m[0][2]) * s;
qa[2] = (m[0][1] - m[1][0]) * s;
}
else
{
int i, j, k, nxt[3] = {1,2,0};
i = 0;
if (m[1][1] > m[0][0]) i=1;
if (m[2][2] > m[i][i]) i=2;
j = nxt[i];
k = nxt[j];
float s = n_sqrt((m[i][i] - (m[j][j] + m[k][k])) + 1.0f);
qa[i] = s * 0.5f;
s = 0.5f / s;
qa[3] = (m[j][k] - m[k][j])* s;
qa[j] = (m[i][j] + m[j][i]) * s;
qa[k] = (m[i][k] + m[k][i]) * s;
}
quaternion q(qa[0],qa[1],qa[2],qa[3]);
return q;
}
//------------------------------------------------------------------------------
/**
*/
inline
_vector3
_matrix33::to_euler() const
{
_vector3 ea;
// work on matrix with flipped row/columns
_matrix33 tmp(*this);
tmp.transpose();
int i,j,k,h,n,s,f;
EulGetOrd(EulOrdXYZs,i,j,k,h,n,s,f);
if (s==EulRepYes)
{
double sy = (float) sqrt(tmp.M12 * tmp.M12 + tmp.M13 * tmp.M13);
if (sy > 16*FLT_EPSILON)
{
ea.x = (float) atan2(tmp.M12, tmp.M13);
ea.y = (float) atan2((float)sy, tmp.M11);
ea.z = (float) atan2(tmp.M21, -tmp.M31);
} else {
ea.x = (float) atan2(-tmp.M23, tmp.M22);
ea.y = (float) atan2((float)sy, tmp.M11);
ea.z = 0;
}
}
else
{
double cy = sqrt(tmp.M11 * tmp.M11 + tmp.M21 * tmp.M21);
if (cy > 16*FLT_EPSILON)
{
ea.x = (float) atan2(tmp.M32, tmp.M33);
ea.y = (float) atan2(-tmp.M31, (float)cy);
ea.z = (float) atan2(tmp.M21, tmp.M11);
}
else
{
ea.x = (float) atan2(-tmp.M23, tmp.M22);
ea.y = (float) atan2(-tmp.M31, (float)cy);
ea.z = 0;
}
}
if (n==EulParOdd) {ea.x = -ea.x; ea.y = - ea.y; ea.z = -ea.z;}
if (f==EulFrmR) {float t = ea.x; ea.x = ea.z; ea.z = t;}
return ea;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::from_euler(const _vector3& ea)
{
_vector3 tea = ea;
double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
int i,j,k,h,n,s,f;
EulGetOrd(EulOrdXYZs,i,j,k,h,n,s,f);
if (f==EulFrmR) {float t = ea.x; tea.x = ea.z; tea.z = t;}
if (n==EulParOdd) {tea.x = -ea.x; tea.y = -ea.y; tea.z = -ea.z;}
ti = tea.x; tj = tea.y; th = tea.z;
ci = cos(ti); cj = cos(tj); ch = cos(th);
si = sin(ti); sj = sin(tj); sh = sin(th);
cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;
if (s==EulRepYes)
{
M11 = (float)(cj); M12 = (float)(sj*si); M13 = (float)(sj*ci);
M21 = (float)(sj*sh); M22 = (float)(-cj*ss+cc); M23 = (float)(-cj*cs-sc);
M31 = (float)(-sj*ch); M23 = (float)( cj*sc+cs); M33 = (float)( cj*cc-ss);
}
else
{
M11 = (float)(cj*ch); M12 = (float)(sj*sc-cs); M13 = (float)(sj*cc+ss);
M21 = (float)(cj*sh); M22 = (float)(sj*ss+cc); M23 = (float)(sj*cs-sc);
M31 = (float)(-sj); M32 = (float)(cj*si); M33 = (float)(cj*ci);
}
// flip row/column
this->transpose();
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::lookat(const _vector3& from, const _vector3& to, const _vector3& up)
{
_vector3 z(from - to);
z.norm();
_vector3 x(up * z); // x = y cross z
x.norm();
_vector3 y = z * x; // y = z cross x
M11=x.x; M12=x.y; M13=x.z;
M21=y.x; M22=y.y; M23=y.z;
M31=z.x; M32=z.y; M33=z.z;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::billboard(const _vector3& from, const _vector3& to, const _vector3& up)
{
_vector3 z(from - to);
z.norm();
_vector3 y(up);
y.norm();
_vector3 x(y * z);
z = x * y;
M11=x.x; M12=x.y; M13=x.z;
M21=y.x; M22=y.y; M23=y.z;
M31=z.x; M32=z.y; M33=z.z;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::set(float m11, float m12, float m13,
float m21, float m22, float m23,
float m31, float m32, float m33)
{
M11=m11; M12=m12; M13=m13;
M21=m21; M22=m22; M23=m23;
M31=m31; M32=m32; M33=m33;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::set(const _vector3& v0, const _vector3& v1, const _vector3& v2)
{
M11=v0.x; M12=v0.y; M13=v0.z;
M21=v1.x; M22=v1.y; M23=v1.z;
M31=v2.x; M32=v2.y; M33=v2.z;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::set(const _matrix33& m1)
{
memcpy(m, &(m1.m), 9*sizeof(float));
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::ident()
{
memcpy(&(m[0][0]), _matrix33_ident, sizeof(_matrix33_ident));
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::transpose()
{
#undef n_swap
#define n_swap(x,y) { float t=x; x=y; y=t; }
n_swap(m[0][1],m[1][0]);
n_swap(m[0][2],m[2][0]);
n_swap(m[1][2],m[2][1]);
}
//------------------------------------------------------------------------------
/**
*/
inline
bool
_matrix33::orthonorm(float limit)
{
if (((M11*M21+M12*M22+M13*M23)<limit) &&
((M11*M31+M12*M32+M13*M33)<limit) &&
((M31*M21+M32*M22+M33*M23)<limit) &&
((M11*M11+M12*M12+M13*M13)>(1.0-limit)) &&
((M11*M11+M12*M12+M13*M13)<(1.0+limit)) &&
((M21*M21+M22*M22+M23*M23)>(1.0-limit)) &&
((M21*M21+M22*M22+M23*M23)<(1.0+limit)) &&
((M31*M31+M32*M32+M33*M33)>(1.0-limit)) &&
((M31*M31+M32*M32+M33*M33)<(1.0+limit)))
return true;
else
return false;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::scale(const _vector3& s)
{
int i;
for (i=0; i<3; i++) {
m[i][0] *= s.x;
m[i][1] *= s.y;
m[i][2] *= s.z;
}
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::rotate_x(const float a)
{
float c = n_cos(a);
float s = n_sin(a);
int i;
for (i=0; i<3; i++)
{
float mi1 = m[i][1];
float mi2 = m[i][2];
m[i][1] = mi1*c + mi2*-s;
m[i][2] = mi1*s + mi2*c;
}
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::rotate_y(const float a)
{
float c = n_cos(a);
float s = n_sin(a);
int i;
for (i=0; i<3; i++)
{
float mi0 = m[i][0];
float mi2 = m[i][2];
m[i][0] = mi0*c + mi2*s;
m[i][2] = mi0*-s + mi2*c;
}
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::rotate_z(const float a)
{
float c = n_cos(a);
float s = n_sin(a);
int i;
for (i=0; i<3; i++)
{
float mi0 = m[i][0];
float mi1 = m[i][1];
m[i][0] = mi0*c + mi1*-s;
m[i][1] = mi0*s + mi1*c;
}
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::rotate_local_x(const float a)
{
_matrix33 rotM; // initialized as identity matrix
rotM.M22 = (float) cos(a); rotM.M23 = -(float) sin(a);
rotM.M32 = (float) sin(a); rotM.M33 = (float) cos(a);
(*this) = rotM * (*this);
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::rotate_local_y(const float a)
{
_matrix33 rotM; // initialized as identity matrix
rotM.M11 = (float) cos(a); rotM.M13 = (float) sin(a);
rotM.M31 = -(float) sin(a); rotM.M33 = (float) cos(a);
(*this) = rotM * (*this);
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::rotate_local_z(const float a)
{
_matrix33 rotM; // initialized as identity matrix
rotM.M11 = (float) cos(a); rotM.M12 = -(float) sin(a);
rotM.M21 = (float) sin(a); rotM.M22 = (float) cos(a);
(*this) = rotM * (*this);
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::rotate(const _vector3& vec, float a)
{
_vector3 v(vec);
v.norm();
float sa = (float) n_sin(a);
float ca = (float) n_cos(a);
_matrix33 rotM;
rotM.M11 = ca + (1.0f - ca) * v.x * v.x;
rotM.M12 = (1.0f - ca) * v.x * v.y - sa * v.z;
rotM.M13 = (1.0f - ca) * v.z * v.x + sa * v.y;
rotM.M21 = (1.0f - ca) * v.x * v.y + sa * v.z;
rotM.M22 = ca + (1.0f - ca) * v.y * v.y;
rotM.M23 = (1.0f - ca) * v.y * v.z - sa * v.x;
rotM.M31 = (1.0f - ca) * v.z * v.x - sa * v.y;
rotM.M32 = (1.0f - ca) * v.y * v.z + sa * v.x;
rotM.M33 = ca + (1.0f - ca) * v.z * v.z;
(*this) = (*this) * rotM;
}
//------------------------------------------------------------------------------
/**
*/
inline
_vector3
_matrix33::x_component() const
{
_vector3 v(M11,M12,M13);
return v;
}
//------------------------------------------------------------------------------
/**
*/
inline
_vector3
_matrix33::y_component(void) const
{
_vector3 v(M21,M22,M23);
return v;
}
//------------------------------------------------------------------------------
/**
*/
inline
_vector3
_matrix33::z_component(void) const
{
_vector3 v(M31,M32,M33);
return v;
};
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::operator *= (const _matrix33& m1)
{
int i;
for (i=0; i<3; i++) {
float mi0 = m[i][0];
float mi1 = m[i][1];
float mi2 = m[i][2];
m[i][0] = mi0*m1.m[0][0] + mi1*m1.m[1][0] + mi2*m1.m[2][0];
m[i][1] = mi0*m1.m[0][1] + mi1*m1.m[1][1] + mi2*m1.m[2][1];
m[i][2] = mi0*m1.m[0][2] + mi1*m1.m[1][2] + mi2*m1.m[2][2];
};
}
//------------------------------------------------------------------------------
/**
multiply source vector with matrix and store in destination vector
this eliminates the construction of a temp _vector3 object
*/
inline
void
_matrix33::mult(const _vector3& src, _vector3& dst) const
{
dst.x = M11*src.x + M21*src.y + M31*src.z;
dst.y = M12*src.x + M22*src.y + M32*src.z;
dst.z = M13*src.x + M23*src.y + M33*src.z;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_matrix33::translate(const _vector2& t)
{
M31 += t.x;
M32 += t.y;
}
//------------------------------------------------------------------------------
#endif