#ifndef B3_MAT3x3_H #define B3_MAT3x3_H #include "Bullet3Common/shared/b3Quat.h" #ifdef __cplusplus #include "Bullet3Common/b3Matrix3x3.h" #define b3Mat3x3 b3Matrix3x3 #define b3Mat3x3ConstArg const b3Matrix3x3& inline b3Mat3x3 b3QuatGetRotationMatrix(b3QuatConstArg quat) { return b3Mat3x3(quat); } inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg mat) { return mat.absolute(); } #define b3GetRow(m, row) m.getRow(row) __inline b3Float4 mtMul3(b3Float4ConstArg a, b3Mat3x3ConstArg b) { return b * a; } #else typedef struct { b3Float4 m_row[3]; } b3Mat3x3; #define b3Mat3x3ConstArg const b3Mat3x3 #define b3GetRow(m, row) (m.m_row[row]) inline b3Mat3x3 b3QuatGetRotationMatrix(b3Quat quat) { b3Float4 quat2 = (b3Float4)(quat.x * quat.x, quat.y * quat.y, quat.z * quat.z, 0.f); b3Mat3x3 out; out.m_row[0].x = 1 - 2 * quat2.y - 2 * quat2.z; out.m_row[0].y = 2 * quat.x * quat.y - 2 * quat.w * quat.z; out.m_row[0].z = 2 * quat.x * quat.z + 2 * quat.w * quat.y; out.m_row[0].w = 0.f; out.m_row[1].x = 2 * quat.x * quat.y + 2 * quat.w * quat.z; out.m_row[1].y = 1 - 2 * quat2.x - 2 * quat2.z; out.m_row[1].z = 2 * quat.y * quat.z - 2 * quat.w * quat.x; out.m_row[1].w = 0.f; out.m_row[2].x = 2 * quat.x * quat.z - 2 * quat.w * quat.y; out.m_row[2].y = 2 * quat.y * quat.z + 2 * quat.w * quat.x; out.m_row[2].z = 1 - 2 * quat2.x - 2 * quat2.y; out.m_row[2].w = 0.f; return out; } inline b3Mat3x3 b3AbsoluteMat3x3(b3Mat3x3ConstArg matIn) { b3Mat3x3 out; out.m_row[0] = fabs(matIn.m_row[0]); out.m_row[1] = fabs(matIn.m_row[1]); out.m_row[2] = fabs(matIn.m_row[2]); return out; } __inline b3Mat3x3 mtZero(); __inline b3Mat3x3 mtIdentity(); __inline b3Mat3x3 mtTranspose(b3Mat3x3 m); __inline b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b); __inline b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b); __inline b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b); __inline b3Mat3x3 mtZero() { b3Mat3x3 m; m.m_row[0] = (b3Float4)(0.f); m.m_row[1] = (b3Float4)(0.f); m.m_row[2] = (b3Float4)(0.f); return m; } __inline b3Mat3x3 mtIdentity() { b3Mat3x3 m; m.m_row[0] = (b3Float4)(1, 0, 0, 0); m.m_row[1] = (b3Float4)(0, 1, 0, 0); m.m_row[2] = (b3Float4)(0, 0, 1, 0); return m; } __inline b3Mat3x3 mtTranspose(b3Mat3x3 m) { b3Mat3x3 out; out.m_row[0] = (b3Float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f); out.m_row[1] = (b3Float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f); out.m_row[2] = (b3Float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f); return out; } __inline b3Mat3x3 mtMul(b3Mat3x3 a, b3Mat3x3 b) { b3Mat3x3 transB; transB = mtTranspose(b); b3Mat3x3 ans; // why this doesn't run when 0ing in the for{} a.m_row[0].w = 0.f; a.m_row[1].w = 0.f; a.m_row[2].w = 0.f; for (int i = 0; i < 3; i++) { // a.m_row[i].w = 0.f; ans.m_row[i].x = b3Dot3F4(a.m_row[i], transB.m_row[0]); ans.m_row[i].y = b3Dot3F4(a.m_row[i], transB.m_row[1]); ans.m_row[i].z = b3Dot3F4(a.m_row[i], transB.m_row[2]); ans.m_row[i].w = 0.f; } return ans; } __inline b3Float4 mtMul1(b3Mat3x3 a, b3Float4 b) { b3Float4 ans; ans.x = b3Dot3F4(a.m_row[0], b); ans.y = b3Dot3F4(a.m_row[1], b); ans.z = b3Dot3F4(a.m_row[2], b); ans.w = 0.f; return ans; } __inline b3Float4 mtMul3(b3Float4 a, b3Mat3x3 b) { b3Float4 colx = b3MakeFloat4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0); b3Float4 coly = b3MakeFloat4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0); b3Float4 colz = b3MakeFloat4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0); b3Float4 ans; ans.x = b3Dot3F4(a, colx); ans.y = b3Dot3F4(a, coly); ans.z = b3Dot3F4(a, colz); return ans; } #endif #endif //B3_MAT3x3_H