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intern/moto/include/MT_Matrix3x3.h
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214
intern/moto/include/MT_Matrix3x3.h
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/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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/*
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* Copyright (c) 2000 Gino van den Bergen <gino@acm.org>
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*
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* Permission to use, copy, modify, distribute and sell this software
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* and its documentation for any purpose is hereby granted without fee,
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* provided that the above copyright notice appear in all copies and
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* that both that copyright notice and this permission notice appear
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* in supporting documentation. Gino van den Bergen makes no
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* representations about the suitability of this software for any
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* purpose. It is provided "as is" without express or implied warranty.
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*
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*/
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#ifndef MT_MATRIX3X3_H
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#define MT_MATRIX3X3_H
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#include <MT_assert.h>
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#include "MT_Vector3.h"
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#include "MT_Quaternion.h"
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class MT_Matrix3x3 {
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public:
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MT_Matrix3x3() {}
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MT_Matrix3x3(const float *m) { setValue(m); }
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MT_Matrix3x3(const double *m) { setValue(m); }
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MT_Matrix3x3(const MT_Quaternion& q) { setRotation(q); }
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MT_Matrix3x3(const MT_Quaternion& q, const MT_Vector3& s) {
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setRotation(q);
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scale(s[0], s[1], s[2]);
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}
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MT_Matrix3x3(const MT_Vector3& euler) { setEuler(euler); }
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MT_Matrix3x3(const MT_Vector3& euler, const MT_Vector3& s) {
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setEuler(euler);
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scale(s[0], s[1], s[2]);
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}
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MT_Matrix3x3(MT_Scalar xx, MT_Scalar xy, MT_Scalar xz,
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MT_Scalar yx, MT_Scalar yy, MT_Scalar yz,
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MT_Scalar zx, MT_Scalar zy, MT_Scalar zz) {
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setValue(xx, xy, xz,
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yx, yy, yz,
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zx, zy, zz);
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}
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MT_Vector3& operator[](int i) { return m_el[i]; }
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const MT_Vector3& operator[](int i) const { return m_el[i]; }
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void setValue(const float *m) {
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m_el[0][0] = *m++; m_el[1][0] = *m++; m_el[2][0] = *m++; m++;
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m_el[0][1] = *m++; m_el[1][1] = *m++; m_el[2][1] = *m++; m++;
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m_el[0][2] = *m++; m_el[1][2] = *m++; m_el[2][2] = *m;
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}
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void setValue(const double *m) {
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m_el[0][0] = *m++; m_el[1][0] = *m++; m_el[2][0] = *m++; m++;
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m_el[0][1] = *m++; m_el[1][1] = *m++; m_el[2][1] = *m++; m++;
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m_el[0][2] = *m++; m_el[1][2] = *m++; m_el[2][2] = *m;
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}
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void setValue(MT_Scalar xx, MT_Scalar xy, MT_Scalar xz,
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MT_Scalar yx, MT_Scalar yy, MT_Scalar yz,
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MT_Scalar zx, MT_Scalar zy, MT_Scalar zz) {
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m_el[0][0] = xx; m_el[0][1] = xy; m_el[0][2] = xz;
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m_el[1][0] = yx; m_el[1][1] = yy; m_el[1][2] = yz;
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m_el[2][0] = zx; m_el[2][1] = zy; m_el[2][2] = zz;
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}
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void setRotation(const MT_Quaternion& q) {
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MT_Scalar d = q.length2();
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MT_assert(!MT_fuzzyZero2(d));
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MT_Scalar s = MT_Scalar(2.0) / d;
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MT_Scalar xs = q[0] * s, ys = q[1] * s, zs = q[2] * s;
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MT_Scalar wx = q[3] * xs, wy = q[3] * ys, wz = q[3] * zs;
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MT_Scalar xx = q[0] * xs, xy = q[0] * ys, xz = q[0] * zs;
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MT_Scalar yy = q[1] * ys, yz = q[1] * zs, zz = q[2] * zs;
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setValue(MT_Scalar(1.0) - (yy + zz), xy - wz , xz + wy,
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xy + wz , MT_Scalar(1.0) - (xx + zz), yz - wx,
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xz - wy , yz + wx, MT_Scalar(1.0) - (xx + yy));
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}
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/**
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* setEuler
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* @param euler a const reference to a MT_Vector3 of euler angles
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* These angles are used to produce a rotation matrix. The euler
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* angles are applied in ZYX order. I.e a vector is first rotated
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* about X then Y and then Z
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**/
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void setEuler(const MT_Vector3& euler) {
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MT_Scalar ci = cos(euler[0]);
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MT_Scalar cj = cos(euler[1]);
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MT_Scalar ch = cos(euler[2]);
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MT_Scalar si = sin(euler[0]);
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MT_Scalar sj = sin(euler[1]);
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MT_Scalar sh = sin(euler[2]);
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MT_Scalar cc = ci * ch;
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MT_Scalar cs = ci * sh;
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MT_Scalar sc = si * ch;
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MT_Scalar ss = si * sh;
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setValue(cj * ch, sj * sc - cs, sj * cc + ss,
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cj * sh, sj * ss + cc, sj * cs - sc,
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-sj, cj * si, cj * ci);
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}
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void scale(MT_Scalar x, MT_Scalar y, MT_Scalar z) {
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m_el[0][0] *= x; m_el[0][1] *= y; m_el[0][2] *= z;
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m_el[1][0] *= x; m_el[1][1] *= y; m_el[1][2] *= z;
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m_el[2][0] *= x; m_el[2][1] *= y; m_el[2][2] *= z;
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}
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MT_Matrix3x3 scaled(MT_Scalar x, MT_Scalar y, MT_Scalar z) const {
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return MT_Matrix3x3(m_el[0][0] * x, m_el[0][1] * y, m_el[0][2] * z,
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m_el[1][0] * x, m_el[1][1] * y, m_el[1][2] * z,
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m_el[2][0] * x, m_el[2][1] * y, m_el[2][2] * z);
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}
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void setIdentity() {
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setValue(MT_Scalar(1.0), MT_Scalar(0.0), MT_Scalar(0.0),
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MT_Scalar(0.0), MT_Scalar(1.0), MT_Scalar(0.0),
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MT_Scalar(0.0), MT_Scalar(0.0), MT_Scalar(1.0));
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}
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void getValue(float *m) const {
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*m++ = m_el[0][0]; *m++ = m_el[1][0]; *m++ = m_el[2][0]; *m++ = 0.0;
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*m++ = m_el[0][1]; *m++ = m_el[1][1]; *m++ = m_el[2][1]; *m++ = 0.0;
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*m++ = m_el[0][2]; *m++ = m_el[1][2]; *m++ = m_el[2][2]; *m = 0.0;
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}
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void getValue(double *m) const {
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*m++ = m_el[0][0]; *m++ = m_el[1][0]; *m++ = m_el[2][0]; *m++ = 0.0;
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*m++ = m_el[0][1]; *m++ = m_el[1][1]; *m++ = m_el[2][1]; *m++ = 0.0;
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*m++ = m_el[0][2]; *m++ = m_el[1][2]; *m++ = m_el[2][2]; *m = 0.0;
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}
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MT_Quaternion getRotation() const;
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MT_Matrix3x3& operator*=(const MT_Matrix3x3& m);
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MT_Scalar tdot(int c, const MT_Vector3& v) const {
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return m_el[0][c] * v[0] + m_el[1][c] * v[1] + m_el[2][c] * v[2];
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}
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MT_Scalar cofac(int r1, int c1, int r2, int c2) const {
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return m_el[r1][c1] * m_el[r2][c2] - m_el[r1][c2] * m_el[r2][c1];
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}
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MT_Scalar determinant() const;
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MT_Matrix3x3 adjoint() const;
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MT_Matrix3x3 absolute() const;
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MT_Matrix3x3 transposed() const;
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void transpose();
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MT_Matrix3x3 inverse() const;
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void invert();
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protected:
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MT_Vector3 m_el[3];
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};
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MT_Vector3 operator*(const MT_Matrix3x3& m, const MT_Vector3& v);
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MT_Vector3 operator*(const MT_Vector3& v, const MT_Matrix3x3& m);
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MT_Matrix3x3 operator*(const MT_Matrix3x3& m1, const MT_Matrix3x3& m2);
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MT_Matrix3x3 MT_multTransposeLeft(const MT_Matrix3x3& m1, const MT_Matrix3x3& m2);
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MT_Matrix3x3 MT_multTransposeRight(const MT_Matrix3x3& m1, const MT_Matrix3x3& m2);
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inline MT_OStream& operator<<(MT_OStream& os, const MT_Matrix3x3& m) {
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return os << m[0] << GEN_endl << m[1] << GEN_endl << m[2] << GEN_endl;
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}
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#ifdef GEN_INLINED
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#include "MT_Matrix3x3.inl"
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#endif
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#endif
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