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+/*************************************************************************/
+/* matrix3.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "vector3.h"
+#include "quat.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