190 lines
6.0 KiB
C++
190 lines
6.0 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "Matrix3x3.h"
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#include "../Types/String.h"
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#include "Quaternion.h"
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const Matrix3x3 Matrix3x3::Zero(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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const Matrix3x3 Matrix3x3::Identity(
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f);
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String Matrix3x3::ToString() const
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{
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return String::Format(TEXT("{}"), *this);
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}
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void Matrix3x3::Invert(const Matrix3x3& value, Matrix3x3& result)
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{
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const float d11 = value.M22 * value.M33 + value.M23 * -value.M32;
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const float d12 = value.M21 * value.M33 + value.M23 * -value.M31;
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const float d13 = value.M21 * value.M32 + value.M22 * -value.M31;
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float det = value.M11 * d11 - value.M12 * d12 + value.M13 * d13;
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if (Math::Abs(det) < ZeroTolerance)
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{
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result = Zero;
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return;
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}
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det = 1.0f / det;
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const float d21 = value.M12 * value.M33 + value.M13 * -value.M32;
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const float d22 = value.M11 * value.M33 + value.M13 * -value.M31;
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const float d23 = value.M11 * value.M32 + value.M12 * -value.M31;
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const float d31 = value.M12 * value.M23 - value.M13 * value.M22;
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const float d32 = value.M11 * value.M23 - value.M13 * value.M21;
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const float d33 = value.M11 * value.M22 - value.M12 * value.M21;
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result = Matrix3x3(
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+d11 * det,
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-d21 * det,
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+d31 * det,
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-d12 * det,
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+d22 * det,
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-d32 * det,
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+d13 * det,
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-d23 * det,
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+d33 * det
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);
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}
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void Matrix3x3::Transpose(const Matrix3x3& value, Matrix3x3& result)
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{
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result = Matrix3x3(
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value.M11,
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value.M21,
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value.M31,
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value.M12,
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value.M22,
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value.M32,
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value.M13,
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value.M23,
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value.M33
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);
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}
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void Matrix3x3::Add(const Matrix3x3& left, const Matrix3x3& right, Matrix3x3& result)
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{
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result.M11 = left.M11 + right.M11;
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result.M12 = left.M12 + right.M12;
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result.M13 = left.M13 + right.M13;
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result.M21 = left.M21 + right.M21;
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result.M22 = left.M22 + right.M22;
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result.M23 = left.M23 + right.M23;
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result.M31 = left.M31 + right.M31;
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result.M32 = left.M32 + right.M32;
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result.M33 = left.M33 + right.M33;
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}
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void Matrix3x3::Subtract(const Matrix3x3& left, const Matrix3x3& right, Matrix3x3& result)
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{
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result.M11 = left.M11 - right.M11;
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result.M12 = left.M12 - right.M12;
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result.M13 = left.M13 - right.M13;
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result.M21 = left.M21 - right.M21;
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result.M22 = left.M22 - right.M22;
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result.M23 = left.M23 - right.M23;
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result.M31 = left.M31 - right.M31;
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result.M32 = left.M32 - right.M32;
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result.M33 = left.M33 - right.M33;
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}
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void Matrix3x3::Multiply(const Matrix3x3& left, float right, Matrix3x3& result)
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{
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result.M11 = left.M11 * right;
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result.M12 = left.M12 * right;
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result.M13 = left.M13 * right;
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result.M21 = left.M21 * right;
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result.M22 = left.M22 * right;
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result.M23 = left.M23 * right;
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result.M31 = left.M31 * right;
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result.M32 = left.M32 * right;
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result.M33 = left.M33 * right;
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}
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void Matrix3x3::Multiply(const Matrix3x3& left, const Matrix3x3& right, Matrix3x3& result)
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{
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result = Matrix3x3(
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left.M11 * right.M11 + left.M12 * right.M21 + left.M13 * right.M31,
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left.M11 * right.M12 + left.M12 * right.M22 + left.M13 * right.M32,
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left.M11 * right.M13 + left.M12 * right.M23 + left.M13 * right.M33,
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left.M21 * right.M11 + left.M22 * right.M21 + left.M23 * right.M31,
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left.M21 * right.M12 + left.M22 * right.M22 + left.M23 * right.M32,
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left.M21 * right.M13 + left.M22 * right.M23 + left.M23 * right.M33,
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left.M31 * right.M11 + left.M32 * right.M21 + left.M33 * right.M31,
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left.M31 * right.M12 + left.M32 * right.M22 + left.M33 * right.M32,
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left.M31 * right.M13 + left.M32 * right.M23 + left.M33 * right.M33
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);
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}
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void Matrix3x3::Divide(const Matrix3x3& left, float right, Matrix3x3& result)
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{
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ASSERT(!Math::IsZero(right));
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const float inv = 1.0f / right;
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result.M11 = left.M11 * inv;
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result.M12 = left.M12 * inv;
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result.M13 = left.M13 * inv;
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result.M21 = left.M21 * inv;
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result.M22 = left.M22 * inv;
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result.M23 = left.M23 * inv;
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result.M31 = left.M31 * inv;
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result.M32 = left.M32 * inv;
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result.M33 = left.M33 * inv;
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}
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void Matrix3x3::Divide(const Matrix3x3& left, const Matrix3x3& right, Matrix3x3& result)
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{
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result.M11 = left.M11 / right.M11;
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result.M12 = left.M12 / right.M12;
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result.M13 = left.M13 / right.M13;
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result.M21 = left.M21 / right.M21;
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result.M22 = left.M22 / right.M22;
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result.M23 = left.M23 / right.M23;
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result.M31 = left.M31 / right.M31;
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result.M32 = left.M32 / right.M32;
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result.M33 = left.M33 / right.M33;
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}
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void Matrix3x3::RotationQuaternion(const Quaternion& rotation, Matrix3x3& result)
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{
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const float xx = rotation.X * rotation.X;
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const float yy = rotation.Y * rotation.Y;
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const float zz = rotation.Z * rotation.Z;
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const float xy = rotation.X * rotation.Y;
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const float zw = rotation.Z * rotation.W;
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const float zx = rotation.Z * rotation.X;
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const float yw = rotation.Y * rotation.W;
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const float yz = rotation.Y * rotation.Z;
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const float xw = rotation.X * rotation.W;
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result.M11 = 1.0f - 2.0f * (yy + zz);
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result.M12 = 2.0f * (xy + zw);
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result.M13 = 2.0f * (zx - yw);
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result.M21 = 2.0f * (xy - zw);
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result.M22 = 1.0f - 2.0f * (zz + xx);
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result.M23 = 2.0f * (yz + xw);
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result.M31 = 2.0f * (zx + yw);
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result.M32 = 2.0f * (yz - xw);
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result.M33 = 1.0f - 2.0f * (yy + xx);
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}
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bool Matrix3x3::operator==(const Matrix3x3& other) const
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{
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return
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Math::NearEqual(M11, other.M11) &&
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Math::NearEqual(M12, other.M12) &&
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Math::NearEqual(M13, other.M13) &&
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Math::NearEqual(M21, other.M21) &&
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Math::NearEqual(M22, other.M22) &&
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Math::NearEqual(M23, other.M23) &&
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Math::NearEqual(M31, other.M31) &&
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Math::NearEqual(M32, other.M32) &&
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Math::NearEqual(M33, other.M33);
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}
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