// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved. #include "Matrix3x3.h" #include "Matrix.h" #include "Quaternion.h" #include "../Types/String.h" const Matrix3x3 Matrix3x3::Zero(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); const Matrix3x3 Matrix3x3::Identity( 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); Matrix3x3::Matrix3x3(const Matrix& matrix) { Platform::MemoryCopy(&M11, &matrix.M11, sizeof(Float3)); Platform::MemoryCopy(&M21, &matrix.M21, sizeof(Float3)); Platform::MemoryCopy(&M31, &matrix.M31, sizeof(Float3)); } String Matrix3x3::ToString() const { return String::Format(TEXT("{}"), *this); } void Matrix3x3::NormalizeScale() { const float scaleX = 1.0f / Float3(M11, M21, M31).Length(); const float scaleY = 1.0f / Float3(M12, M22, M32).Length(); const float scaleZ = 1.0f / Float3(M13, M23, M33).Length(); M11 *= scaleX; M21 *= scaleX; M31 *= scaleX; M12 *= scaleY; M22 *= scaleY; M32 *= scaleY; M13 *= scaleZ; M23 *= scaleZ; M33 *= scaleZ; } void Matrix3x3::Invert(const Matrix3x3& value, Matrix3x3& result) { const float d11 = value.M22 * value.M33 + value.M23 * -value.M32; const float d12 = value.M21 * value.M33 + value.M23 * -value.M31; const float d13 = value.M21 * value.M32 + value.M22 * -value.M31; float det = value.M11 * d11 - value.M12 * d12 + value.M13 * d13; if (Math::Abs(det) < ZeroTolerance) { result = Zero; return; } det = 1.0f / det; const float d21 = value.M12 * value.M33 + value.M13 * -value.M32; const float d22 = value.M11 * value.M33 + value.M13 * -value.M31; const float d23 = value.M11 * value.M32 + value.M12 * -value.M31; const float d31 = value.M12 * value.M23 - value.M13 * value.M22; const float d32 = value.M11 * value.M23 - value.M13 * value.M21; const float d33 = value.M11 * value.M22 - value.M12 * value.M21; result = Matrix3x3( +d11 * det, -d21 * det, +d31 * det, -d12 * det, +d22 * det, -d32 * det, +d13 * det, -d23 * det, +d33 * det ); } void Matrix3x3::Transpose(const Matrix3x3& value, Matrix3x3& result) { result = Matrix3x3( value.M11, value.M21, value.M31, value.M12, value.M22, value.M32, value.M13, value.M23, value.M33 ); } void Matrix3x3::Add(const Matrix3x3& left, const Matrix3x3& right, Matrix3x3& result) { result.M11 = left.M11 + right.M11; result.M12 = left.M12 + right.M12; result.M13 = left.M13 + right.M13; result.M21 = left.M21 + right.M21; result.M22 = left.M22 + right.M22; result.M23 = left.M23 + right.M23; result.M31 = left.M31 + right.M31; result.M32 = left.M32 + right.M32; result.M33 = left.M33 + right.M33; } void Matrix3x3::Subtract(const Matrix3x3& left, const Matrix3x3& right, Matrix3x3& result) { result.M11 = left.M11 - right.M11; result.M12 = left.M12 - right.M12; result.M13 = left.M13 - right.M13; result.M21 = left.M21 - right.M21; result.M22 = left.M22 - right.M22; result.M23 = left.M23 - right.M23; result.M31 = left.M31 - right.M31; result.M32 = left.M32 - right.M32; result.M33 = left.M33 - right.M33; } void Matrix3x3::Multiply(const Matrix3x3& left, float right, Matrix3x3& result) { result.M11 = left.M11 * right; result.M12 = left.M12 * right; result.M13 = left.M13 * right; result.M21 = left.M21 * right; result.M22 = left.M22 * right; result.M23 = left.M23 * right; result.M31 = left.M31 * right; result.M32 = left.M32 * right; result.M33 = left.M33 * right; } void Matrix3x3::Multiply(const Matrix3x3& left, const Matrix3x3& right, Matrix3x3& result) { result = Matrix3x3( left.M11 * right.M11 + left.M12 * right.M21 + left.M13 * right.M31, left.M11 * right.M12 + left.M12 * right.M22 + left.M13 * right.M32, left.M11 * right.M13 + left.M12 * right.M23 + left.M13 * right.M33, left.M21 * right.M11 + left.M22 * right.M21 + left.M23 * right.M31, left.M21 * right.M12 + left.M22 * right.M22 + left.M23 * right.M32, left.M21 * right.M13 + left.M22 * right.M23 + left.M23 * right.M33, left.M31 * right.M11 + left.M32 * right.M21 + left.M33 * right.M31, left.M31 * right.M12 + left.M32 * right.M22 + left.M33 * right.M32, left.M31 * right.M13 + left.M32 * right.M23 + left.M33 * right.M33 ); } void Matrix3x3::Divide(const Matrix3x3& left, float right, Matrix3x3& result) { ASSERT(!Math::IsZero(right)); const float inv = 1.0f / right; result.M11 = left.M11 * inv; result.M12 = left.M12 * inv; result.M13 = left.M13 * inv; result.M21 = left.M21 * inv; result.M22 = left.M22 * inv; result.M23 = left.M23 * inv; result.M31 = left.M31 * inv; result.M32 = left.M32 * inv; result.M33 = left.M33 * inv; } void Matrix3x3::Divide(const Matrix3x3& left, const Matrix3x3& right, Matrix3x3& result) { result.M11 = left.M11 / right.M11; result.M12 = left.M12 / right.M12; result.M13 = left.M13 / right.M13; result.M21 = left.M21 / right.M21; result.M22 = left.M22 / right.M22; result.M23 = left.M23 / right.M23; result.M31 = left.M31 / right.M31; result.M32 = left.M32 / right.M32; result.M33 = left.M33 / right.M33; } void Matrix3x3::RotationQuaternion(const Quaternion& rotation, Matrix3x3& result) { const float xx = rotation.X * rotation.X; const float yy = rotation.Y * rotation.Y; const float zz = rotation.Z * rotation.Z; const float xy = rotation.X * rotation.Y; const float zw = rotation.Z * rotation.W; const float zx = rotation.Z * rotation.X; const float yw = rotation.Y * rotation.W; const float yz = rotation.Y * rotation.Z; const float xw = rotation.X * rotation.W; result.M11 = 1.0f - 2.0f * (yy + zz); result.M12 = 2.0f * (xy + zw); result.M13 = 2.0f * (zx - yw); result.M21 = 2.0f * (xy - zw); result.M22 = 1.0f - 2.0f * (zz + xx); result.M23 = 2.0f * (yz + xw); result.M31 = 2.0f * (zx + yw); result.M32 = 2.0f * (yz - xw); result.M33 = 1.0f - 2.0f * (yy + xx); } void Matrix3x3::Decompose(Float3& scale, Matrix3x3& rotation) const { // Scaling is the length of the rows scale = Float3( Math::Sqrt(M11 * M11 + M12 * M12 + M13 * M13), Math::Sqrt(M21 * M21 + M22 * M22 + M23 * M23), Math::Sqrt(M31 * M31 + M32 * M32 + M33 * M33)); // If any of the scaling factors are zero, than the rotation matrix can not exist rotation = Identity; if (scale.IsAnyZero()) return; // Calculate an perfect orthonormal matrix (no reflections) const auto at = Float3(M31 / scale.Z, M32 / scale.Z, M33 / scale.Z); const auto up = Float3::Cross(at, Float3(M11 / scale.X, M12 / scale.X, M13 / scale.X)); const auto right = Float3::Cross(up, at); rotation.SetRight(right); rotation.SetUp(up); rotation.SetBackward(at); // In case of reflexions scale.X = Float3::Dot(right, GetRight()) > 0.0f ? scale.X : -scale.X; scale.Y = Float3::Dot(up, GetUp()) > 0.0f ? scale.Y : -scale.Y; scale.Z = Float3::Dot(at, GetBackward()) > 0.0f ? scale.Z : -scale.Z; } void Matrix3x3::Decompose(Float3& scale, Quaternion& rotation) const { Matrix3x3 rotationMatrix; Decompose(scale, rotationMatrix); Quaternion::RotationMatrix(rotationMatrix, rotation); } bool Matrix3x3::operator==(const Matrix3x3& other) const { return Math::NearEqual(M11, other.M11) && Math::NearEqual(M12, other.M12) && Math::NearEqual(M13, other.M13) && Math::NearEqual(M21, other.M21) && Math::NearEqual(M22, other.M22) && Math::NearEqual(M23, other.M23) && Math::NearEqual(M31, other.M31) && Math::NearEqual(M32, other.M32) && Math::NearEqual(M33, other.M33); }