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0ad/source/maths/Matrix3D.cpp

520 lines
13 KiB
C++
Executable File

//***********************************************************
//
// Name: Matrix3D.Cpp
// Last Update: 31/1/02
// Author: Poya Manouchehri
//
// Description: A Matrix class used for holding and
// manipulating transformation info.
//
//***********************************************************
#include "precompiled.h"
#include "Matrix3D.h"
#include "Quaternion.h"
#ifndef PERFORM_SELF_TEST
#define PERFORM_SELF_TEST 0
#endif
CMatrix3D::CMatrix3D ()
{
}
CMatrix3D::CMatrix3D(float a11,float a12,float a13,float a14,float a21,float a22,float a23,float a24,
float a31,float a32,float a33,float a34,float a41,float a42,float a43,float a44)
{
_11=a11;
_12=a12;
_13=a13;
_14=a14;
_21=a21;
_22=a22;
_23=a23;
_24=a24;
_31=a31;
_32=a32;
_33=a33;
_34=a34;
_41=a41;
_42=a42;
_43=a43;
_44=a44;
}
//Matrix multiplication
CMatrix3D CMatrix3D::operator*(const CMatrix3D& matrix) const
{
return CMatrix3D(
_11*matrix._11 + _12*matrix._21 + _13*matrix._31 + _14*matrix._41,
_11*matrix._12 + _12*matrix._22 + _13*matrix._32 + _14*matrix._42,
_11*matrix._13 + _12*matrix._23 + _13*matrix._33 + _14*matrix._43,
_11*matrix._14 + _12*matrix._24 + _13*matrix._34 + _14*matrix._44,
_21*matrix._11 + _22*matrix._21 + _23*matrix._31 + _24*matrix._41,
_21*matrix._12 + _22*matrix._22 + _23*matrix._32 + _24*matrix._42,
_21*matrix._13 + _22*matrix._23 + _23*matrix._33 + _24*matrix._43,
_21*matrix._14 + _22*matrix._24 + _23*matrix._34 + _24*matrix._44,
_31*matrix._11 + _32*matrix._21 + _33*matrix._31 + _34*matrix._41,
_31*matrix._12 + _32*matrix._22 + _33*matrix._32 + _34*matrix._42,
_31*matrix._13 + _32*matrix._23 + _33*matrix._33 + _34*matrix._43,
_31*matrix._14 + _32*matrix._24 + _33*matrix._34 + _34*matrix._44,
_41*matrix._11 + _42*matrix._21 + _43*matrix._31 + _44*matrix._41,
_41*matrix._12 + _42*matrix._22 + _43*matrix._32 + _44*matrix._42,
_41*matrix._13 + _42*matrix._23 + _43*matrix._33 + _44*matrix._43,
_41*matrix._14 + _42*matrix._24 + _43*matrix._34 + _44*matrix._44
);
}
//Matrix multiplication/assignment
CMatrix3D& CMatrix3D::operator*=(const CMatrix3D& matrix)
{
Concatenate(matrix);
return *this;
}
//Matrix scaling
CMatrix3D CMatrix3D::operator*(float f) const
{
CMatrix3D tmp;
for (int i=0;i<16;i++) {
tmp._data[i]=_data[i]*f;
}
return tmp;
}
//Matrix scaling/assignment
CMatrix3D& CMatrix3D::operator*=(float f)
{
for (int i=0;i<16;i++) {
_data[i]*=f;
}
return *this;
}
//Matrix addition
CMatrix3D CMatrix3D::operator+(const CMatrix3D& m) const
{
CMatrix3D tmp;
for (int i=0;i<16;i++) {
tmp._data[i]=_data[i]+m._data[i];
}
return tmp;
}
//Matrix addition/assignment
CMatrix3D& CMatrix3D::operator+=(const CMatrix3D& m)
{
for (int i=0;i<16;i++) {
_data[i]+=m._data[i];
}
return *this;
}
//Sets the identity matrix
void CMatrix3D::SetIdentity ()
{
_11=1.0f; _12=0.0f; _13=0.0f; _14=0.0f;
_21=0.0f; _22=1.0f; _23=0.0f; _24=0.0f;
_31=0.0f; _32=0.0f; _33=1.0f; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
//Sets the zero matrix
void CMatrix3D::SetZero ()
{
_11=0.0f; _12=0.0f; _13=0.0f; _14=0.0f;
_21=0.0f; _22=0.0f; _23=0.0f; _24=0.0f;
_31=0.0f; _32=0.0f; _33=0.0f; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=0.0f;
}
//The following clear the matrix and set the
//rotation of each of the 3 axes
void CMatrix3D::SetXRotation (float angle)
{
float Cos = cosf (angle);
float Sin = sinf (angle);
_11=1.0f; _12=0.0f; _13=0.0f; _14=0.0f;
_21=0.0f; _22=Cos; _23=-Sin; _24=0.0f;
_31=0.0f; _32=Sin; _33=Cos; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
void CMatrix3D::SetYRotation (float angle)
{
float Cos = cosf (angle);
float Sin = sinf (angle);
_11=Cos; _12=0.0f; _13=Sin; _14=0.0f;
_21=0.0f; _22=1.0f; _23=0.0f; _24=0.0f;
_31=-Sin; _32=0.0f; _33=Cos; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
void CMatrix3D::SetZRotation (float angle)
{
float Cos = cosf (angle);
float Sin = sinf (angle);
_11=Cos; _12=-Sin; _13=0.0f; _14=0.0f;
_21=Sin; _22=Cos; _23=0.0f; _24=0.0f;
_31=0.0f; _32=0.0f; _33=1.0f; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
//The following apply a rotation to the matrix
//about each of the axes;
void CMatrix3D::RotateX (float angle)
{
CMatrix3D Temp;
Temp.SetXRotation (angle);
Concatenate(Temp);
}
void CMatrix3D::RotateY (float angle)
{
CMatrix3D Temp;
Temp.SetYRotation (angle);
Concatenate(Temp);
}
void CMatrix3D::RotateZ (float angle)
{
CMatrix3D Temp;
Temp.SetZRotation(angle);
Concatenate(Temp);
}
//Sets the translation of the matrix
void CMatrix3D::SetTranslation (float x, float y, float z)
{
_11=1.0f; _12=0.0f; _13=0.0f; _14=x;
_21=0.0f; _22=1.0f; _23=0.0f; _24=y;
_31=0.0f; _32=0.0f; _33=1.0f; _34=z;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
void CMatrix3D::SetTranslation(const CVector3D& vector)
{
SetTranslation(vector.X, vector.Y, vector.Z);
}
//Applies a translation to the matrix
void CMatrix3D::Translate(float x, float y, float z)
{
CMatrix3D Temp;
Temp.SetTranslation(x,y,z);
Concatenate(Temp);
}
void CMatrix3D::Translate(const CVector3D &vector)
{
Translate(vector.X,vector.Y,vector.Z);
}
void CMatrix3D::Concatenate(const CMatrix3D& m)
{
(*this)=m*(*this);
}
CVector3D CMatrix3D::GetTranslation() const
{
CVector3D Temp;
Temp.X = _14;
Temp.Y = _24;
Temp.Z = _34;
return Temp;
}
//Clears and sets the scaling of the matrix
void CMatrix3D::SetScaling (float x_scale, float y_scale, float z_scale)
{
_11=x_scale; _12=0.0f; _13=0.0f; _14=0.0f;
_21=0.0f; _22=y_scale; _23=0.0f; _24=0.0f;
_31=0.0f; _32=0.0f; _33=z_scale; _34=0.0f;
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
//Scales the matrix
void CMatrix3D::Scale (float x_scale, float y_scale, float z_scale)
{
CMatrix3D Temp;
Temp.SetScaling(x_scale,y_scale,z_scale);
Concatenate(Temp);
}
//Returns the transpose of the matrix. For orthonormal
//matrices, this is the same is the inverse matrix
void CMatrix3D::GetTranspose(CMatrix3D& result) const
{
result._11 = _11;
result._21 = _12;
result._31 = _13;
result._41 = _14;
result._12 = _21;
result._22 = _22;
result._32 = _23;
result._42 = _24;
result._13 = _31;
result._23 = _32;
result._33 = _33;
result._43 = _34;
result._14 = _41;
result._24 = _42;
result._34 = _43;
result._44 = _44;
}
//Get a vector which points to the left of the matrix
CVector3D CMatrix3D::GetLeft () const
{
CVector3D Temp;
Temp.X = -_11;
Temp.Y = -_21;
Temp.Z = -_31;
return Temp;
}
//Get a vector which points up from the matrix
CVector3D CMatrix3D::GetUp () const
{
CVector3D Temp;
Temp.X = _12;
Temp.Y = _22;
Temp.Z = _32;
return Temp;
}
//Get a vector which points to front of the matrix
CVector3D CMatrix3D::GetIn () const
{
CVector3D Temp;
Temp.X = _13;
Temp.Y = _23;
Temp.Z = _33;
return Temp;
}
//Transform a vector by this matrix
CVector3D CMatrix3D::Transform (const CVector3D &vector) const
{
CVector3D result;
Transform(vector,result);
return result;
}
void CMatrix3D::Transform(const CVector3D& vector,CVector3D& result) const
{
result.X = _11*vector.X + _12*vector.Y + _13*vector.Z + _14;
result.Y = _21*vector.X + _22*vector.Y + _23*vector.Z + _24;
result.Z = _31*vector.X + _32*vector.Y + _33*vector.Z + _34;
}
//Transform a vector by this matrix
CVector4D CMatrix3D::Transform(const CVector4D &vector) const
{
CVector4D result;
Transform(vector,result);
return result;
}
void CMatrix3D::Transform(const CVector4D& vector,CVector4D& result) const
{
result[0] = _11*vector[0] + _12*vector[1] + _13*vector[2] + _14*vector[3];
result[1] = _21*vector[0] + _22*vector[1] + _23*vector[2] + _24*vector[3];
result[2] = _31*vector[0] + _32*vector[1] + _33*vector[2] + _34*vector[3];
result[3] = _41*vector[0] + _42*vector[1] + _43*vector[2] + _44*vector[3];
}
//Only rotate (not translate) a vector by this matrix
CVector3D CMatrix3D::Rotate(const CVector3D& vector) const
{
CVector3D result;
Rotate(vector,result);
return result;
}
void CMatrix3D::Rotate(const CVector3D& vector,CVector3D& result) const
{
result.X = _11*vector.X + _12*vector.Y + _13*vector.Z;
result.Y = _21*vector.X + _22*vector.Y + _23*vector.Z;
result.Z = _31*vector.X + _32*vector.Y + _33*vector.Z;
}
///////////////////////////////////////////////////////////////////////////////
// RotateTransposed: rotate a vector by the transpose of this matrix
CVector3D CMatrix3D::RotateTransposed(const CVector3D& vector) const
{
CVector3D result;
RotateTransposed(vector,result);
return result;
}
///////////////////////////////////////////////////////////////////////////////
// RotateTransposed: rotate a vector by the transpose of this matrix
void CMatrix3D::RotateTransposed(const CVector3D& vector,CVector3D& result) const
{
result.X = _11*vector.X + _21*vector.Y + _31*vector.Z;
result.Y = _12*vector.X + _22*vector.Y + _32*vector.Z;
result.Z = _13*vector.X + _23*vector.Y + _33*vector.Z;
}
void CMatrix3D::GetInverse(CMatrix3D& dst) const
{
float tmp[12]; // temp array for pairs
float src[16]; // array of transpose source matrix
float det; // determinant
// transpose matrix
for (int i = 0; i < 4; ++i) {
src[i] = _data[i*4];
src[i + 4] = _data[i*4 + 1];
src[i + 8] = _data[i*4 + 2];
src[i + 12] = _data[i*4 + 3];
}
// calculate pairs for first 8 elements (cofactors)
tmp[0] = src[10] * src[15];
tmp[1] = src[11] * src[14];
tmp[2] = src[9] * src[15];
tmp[3] = src[11] * src[13];
tmp[4] = src[9] * src[14];
tmp[5] = src[10] * src[13];
tmp[6] = src[8] * src[15];
tmp[7] = src[11] * src[12];
tmp[8] = src[8] * src[14];
tmp[9] = src[10] * src[12];
tmp[10] = src[8] * src[13];
tmp[11] = src[9] * src[12];
// calculate first 8 elements (cofactors)
dst._data[0] = tmp[0]*src[5] + tmp[3]*src[6] + tmp[4]*src[7];
dst._data[0] -= tmp[1]*src[5] + tmp[2]*src[6] + tmp[5]*src[7];
dst._data[1] = tmp[1]*src[4] + tmp[6]*src[6] + tmp[9]*src[7];
dst._data[1] -= tmp[0]*src[4] + tmp[7]*src[6] + tmp[8]*src[7];
dst._data[2] = tmp[2]*src[4] + tmp[7]*src[5] + tmp[10]*src[7];
dst._data[2] -= tmp[3]*src[4] + tmp[6]*src[5] + tmp[11]*src[7];
dst._data[3] = tmp[5]*src[4] + tmp[8]*src[5] + tmp[11]*src[6];
dst._data[3] -= tmp[4]*src[4] + tmp[9]*src[5] + tmp[10]*src[6];
dst._data[4] = tmp[1]*src[1] + tmp[2]*src[2] + tmp[5]*src[3];
dst._data[4] -= tmp[0]*src[1] + tmp[3]*src[2] + tmp[4]*src[3];
dst._data[5] = tmp[0]*src[0] + tmp[7]*src[2] + tmp[8]*src[3];
dst._data[5] -= tmp[1]*src[0] + tmp[6]*src[2] + tmp[9]*src[3];
dst._data[6] = tmp[3]*src[0] + tmp[6]*src[1] + tmp[11]*src[3];
dst._data[6] -= tmp[2]*src[0] + tmp[7]*src[1] + tmp[10]*src[3];
dst._data[7] = tmp[4]*src[0] + tmp[9]*src[1] + tmp[10]*src[2];
dst._data[7] -= tmp[5]*src[0] + tmp[8]*src[1] + tmp[11]*src[2];
// calculate pairs for second 8 elements (cofactors)
tmp[0] = src[2]*src[7];
tmp[1] = src[3]*src[6];
tmp[2] = src[1]*src[7];
tmp[3] = src[3]*src[5];
tmp[4] = src[1]*src[6];
tmp[5] = src[2]*src[5];
tmp[6] = src[0]*src[7];
tmp[7] = src[3]*src[4];
tmp[8] = src[0]*src[6];
tmp[9] = src[2]*src[4];
tmp[10] = src[0]*src[5];
tmp[11] = src[1]*src[4];
// calculate second 8 elements (cofactors)
dst._data[8] = tmp[0]*src[13] + tmp[3]*src[14] + tmp[4]*src[15];
dst._data[8] -= tmp[1]*src[13] + tmp[2]*src[14] + tmp[5]*src[15];
dst._data[9] = tmp[1]*src[12] + tmp[6]*src[14] + tmp[9]*src[15];
dst._data[9] -= tmp[0]*src[12] + tmp[7]*src[14] + tmp[8]*src[15];
dst._data[10] = tmp[2]*src[12] + tmp[7]*src[13] + tmp[10]*src[15];
dst._data[10]-= tmp[3]*src[12] + tmp[6]*src[13] + tmp[11]*src[15];
dst._data[11] = tmp[5]*src[12] + tmp[8]*src[13] + tmp[11]*src[14];
dst._data[11]-= tmp[4]*src[12] + tmp[9]*src[13] + tmp[10]*src[14];
dst._data[12] = tmp[2]*src[10] + tmp[5]*src[11] + tmp[1]*src[9];
dst._data[12]-= tmp[4]*src[11] + tmp[0]*src[9] + tmp[3]*src[10];
dst._data[13] = tmp[8]*src[11] + tmp[0]*src[8] + tmp[7]*src[10];
dst._data[13]-= tmp[6]*src[10] + tmp[9]*src[11] + tmp[1]*src[8];
dst._data[14] = tmp[6]*src[9] + tmp[11]*src[11] + tmp[3]*src[8];
dst._data[14]-= tmp[10]*src[11] + tmp[2]*src[8] + tmp[7]*src[9];
dst._data[15] = tmp[10]*src[10] + tmp[4]*src[8] + tmp[9]*src[9];
dst._data[15]-= tmp[8]*src[9] + tmp[11]*src[10] + tmp[5]*src[8];
// calculate matrix inverse
det=src[0]*dst._data[0]+src[1]*dst._data[1]+src[2]*dst._data[2]+src[3]*dst._data[3];
det = 1/det;
for ( int j = 0; j < 16; j++) {
dst._data[j] *= det;
}
}
void CMatrix3D::Rotate(const CQuaternion& quat)
{
CMatrix3D rotationMatrix=quat.ToMatrix();
Concatenate(rotationMatrix);
}
void CMatrix3D::SetRotation(const CQuaternion& quat)
{
quat.ToMatrix(*this);
}
//----------------------------------------------------------------------------
// built-in self test
//----------------------------------------------------------------------------
#if PERFORM_SELF_TEST
namespace test {
static void test1()
{
CMatrix3D m;
srand(0);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 16; ++j)
m._data[j] = -1.0f + 2.0f*(rand()/(float)RAND_MAX);
CMatrix3D n;
m.GetInverse(n);
m *= n;
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
debug_assert(abs(m(x,y) - (x==y ? 1.0f : 0.0f)) < 0.0001f);
}
}
static int run_tests()
{
test1();
return 0;
}
static int dummy = run_tests();
} // namespace test
#endif // #if PERFORM_SELF_TEST