1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __Matrix3_H__ |
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30 | #define __Matrix3_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | |
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34 | #include "OgreVector3.h" |
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35 | |
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36 | // NB All code adapted from Wild Magic 0.2 Matrix math (free source code) |
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37 | // http://www.geometrictools.com/ |
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38 | |
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39 | // NOTE. The (x,y,z) coordinate system is assumed to be right-handed. |
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40 | // Coordinate axis rotation matrices are of the form |
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41 | // RX = 1 0 0 |
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42 | // 0 cos(t) -sin(t) |
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43 | // 0 sin(t) cos(t) |
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44 | // where t > 0 indicates a counterclockwise rotation in the yz-plane |
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45 | // RY = cos(t) 0 sin(t) |
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46 | // 0 1 0 |
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47 | // -sin(t) 0 cos(t) |
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48 | // where t > 0 indicates a counterclockwise rotation in the zx-plane |
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49 | // RZ = cos(t) -sin(t) 0 |
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50 | // sin(t) cos(t) 0 |
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51 | // 0 0 1 |
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52 | // where t > 0 indicates a counterclockwise rotation in the xy-plane. |
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53 | |
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54 | namespace Ogre |
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55 | { |
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56 | /** A 3x3 matrix which can represent rotations around axes. |
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57 | @note |
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58 | <b>All the code is adapted from the Wild Magic 0.2 Matrix |
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59 | library (http://www.geometrictools.com/).</b> |
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60 | @par |
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61 | The coordinate system is assumed to be <b>right-handed</b>. |
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62 | */ |
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63 | class _OgreExport Matrix3 |
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64 | { |
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65 | public: |
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66 | /** Default constructor. |
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67 | @note |
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68 | It does <b>NOT</b> initialize the matrix for efficiency. |
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69 | */ |
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70 | inline Matrix3 () {}; |
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71 | inline explicit Matrix3 (const Real arr[3][3]) |
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72 | { |
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73 | memcpy(m,arr,9*sizeof(Real)); |
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74 | } |
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75 | inline Matrix3 (const Matrix3& rkMatrix) |
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76 | { |
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77 | memcpy(m,rkMatrix.m,9*sizeof(Real)); |
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78 | } |
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79 | Matrix3 (Real fEntry00, Real fEntry01, Real fEntry02, |
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80 | Real fEntry10, Real fEntry11, Real fEntry12, |
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81 | Real fEntry20, Real fEntry21, Real fEntry22) |
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82 | { |
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83 | m[0][0] = fEntry00; |
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84 | m[0][1] = fEntry01; |
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85 | m[0][2] = fEntry02; |
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86 | m[1][0] = fEntry10; |
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87 | m[1][1] = fEntry11; |
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88 | m[1][2] = fEntry12; |
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89 | m[2][0] = fEntry20; |
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90 | m[2][1] = fEntry21; |
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91 | m[2][2] = fEntry22; |
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92 | } |
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93 | |
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94 | // member access, allows use of construct mat[r][c] |
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95 | inline Real* operator[] (size_t iRow) const |
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96 | { |
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97 | return (Real*)m[iRow]; |
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98 | } |
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99 | /*inline operator Real* () |
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100 | { |
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101 | return (Real*)m[0]; |
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102 | }*/ |
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103 | Vector3 GetColumn (size_t iCol) const; |
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104 | void SetColumn(size_t iCol, const Vector3& vec); |
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105 | void FromAxes(const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis); |
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106 | |
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107 | // assignment and comparison |
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108 | inline Matrix3& operator= (const Matrix3& rkMatrix) |
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109 | { |
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110 | memcpy(m,rkMatrix.m,9*sizeof(Real)); |
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111 | return *this; |
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112 | } |
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113 | bool operator== (const Matrix3& rkMatrix) const; |
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114 | inline bool operator!= (const Matrix3& rkMatrix) const |
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115 | { |
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116 | return !operator==(rkMatrix); |
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117 | } |
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118 | |
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119 | // arithmetic operations |
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120 | Matrix3 operator+ (const Matrix3& rkMatrix) const; |
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121 | Matrix3 operator- (const Matrix3& rkMatrix) const; |
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122 | Matrix3 operator* (const Matrix3& rkMatrix) const; |
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123 | Matrix3 operator- () const; |
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124 | |
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125 | // matrix * vector [3x3 * 3x1 = 3x1] |
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126 | Vector3 operator* (const Vector3& rkVector) const; |
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127 | |
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128 | // vector * matrix [1x3 * 3x3 = 1x3] |
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129 | _OgreExport friend Vector3 operator* (const Vector3& rkVector, |
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130 | const Matrix3& rkMatrix); |
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131 | |
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132 | // matrix * scalar |
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133 | Matrix3 operator* (Real fScalar) const; |
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134 | |
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135 | // scalar * matrix |
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136 | _OgreExport friend Matrix3 operator* (Real fScalar, const Matrix3& rkMatrix); |
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137 | |
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138 | // utilities |
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139 | Matrix3 Transpose () const; |
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140 | bool Inverse (Matrix3& rkInverse, Real fTolerance = 1e-06) const; |
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141 | Matrix3 Inverse (Real fTolerance = 1e-06) const; |
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142 | Real Determinant () const; |
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143 | |
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144 | // singular value decomposition |
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145 | void SingularValueDecomposition (Matrix3& rkL, Vector3& rkS, |
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146 | Matrix3& rkR) const; |
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147 | void SingularValueComposition (const Matrix3& rkL, |
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148 | const Vector3& rkS, const Matrix3& rkR); |
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149 | |
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150 | // Gram-Schmidt orthonormalization (applied to columns of rotation matrix) |
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151 | void Orthonormalize (); |
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152 | |
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153 | // orthogonal Q, diagonal D, upper triangular U stored as (u01,u02,u12) |
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154 | void QDUDecomposition (Matrix3& rkQ, Vector3& rkD, |
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155 | Vector3& rkU) const; |
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156 | |
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157 | Real SpectralNorm () const; |
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158 | |
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159 | // matrix must be orthonormal |
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160 | void ToAxisAngle (Vector3& rkAxis, Radian& rfAngle) const; |
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161 | inline void ToAxisAngle (Vector3& rkAxis, Degree& rfAngle) const { |
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162 | Radian r; |
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163 | ToAxisAngle ( rkAxis, r ); |
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164 | rfAngle = r; |
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165 | } |
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166 | void FromAxisAngle (const Vector3& rkAxis, const Radian& fRadians); |
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167 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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168 | inline void ToAxisAngle (Vector3& rkAxis, Real& rfRadians) const { |
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169 | Radian r; |
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170 | ToAxisAngle ( rkAxis, r ); |
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171 | rfRadians = r.valueRadians(); |
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172 | } |
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173 | inline void FromAxisAngle (const Vector3& rkAxis, Real fRadians) { |
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174 | FromAxisAngle ( rkAxis, Radian(fRadians) ); |
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175 | } |
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176 | #endif//OGRE_FORCE_ANGLE_TYPES |
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177 | |
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178 | // The matrix must be orthonormal. The decomposition is yaw*pitch*roll |
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179 | // where yaw is rotation about the Up vector, pitch is rotation about the |
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180 | // Right axis, and roll is rotation about the Direction axis. |
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181 | bool ToEulerAnglesXYZ (Radian& rfYAngle, Radian& rfPAngle, |
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182 | Radian& rfRAngle) const; |
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183 | bool ToEulerAnglesXZY (Radian& rfYAngle, Radian& rfPAngle, |
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184 | Radian& rfRAngle) const; |
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185 | bool ToEulerAnglesYXZ (Radian& rfYAngle, Radian& rfPAngle, |
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186 | Radian& rfRAngle) const; |
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187 | bool ToEulerAnglesYZX (Radian& rfYAngle, Radian& rfPAngle, |
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188 | Radian& rfRAngle) const; |
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189 | bool ToEulerAnglesZXY (Radian& rfYAngle, Radian& rfPAngle, |
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190 | Radian& rfRAngle) const; |
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191 | bool ToEulerAnglesZYX (Radian& rfYAngle, Radian& rfPAngle, |
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192 | Radian& rfRAngle) const; |
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193 | void FromEulerAnglesXYZ (const Radian& fYAngle, const Radian& fPAngle, const Radian& fRAngle); |
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194 | void FromEulerAnglesXZY (const Radian& fYAngle, const Radian& fPAngle, const Radian& fRAngle); |
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195 | void FromEulerAnglesYXZ (const Radian& fYAngle, const Radian& fPAngle, const Radian& fRAngle); |
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196 | void FromEulerAnglesYZX (const Radian& fYAngle, const Radian& fPAngle, const Radian& fRAngle); |
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197 | void FromEulerAnglesZXY (const Radian& fYAngle, const Radian& fPAngle, const Radian& fRAngle); |
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198 | void FromEulerAnglesZYX (const Radian& fYAngle, const Radian& fPAngle, const Radian& fRAngle); |
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199 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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200 | inline bool ToEulerAnglesXYZ (float& rfYAngle, float& rfPAngle, |
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201 | float& rfRAngle) const { |
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202 | Radian y, p, r; |
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203 | bool b = ToEulerAnglesXYZ(y,p,r); |
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204 | rfYAngle = y.valueRadians(); |
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205 | rfPAngle = p.valueRadians(); |
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206 | rfRAngle = r.valueRadians(); |
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207 | return b; |
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208 | } |
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209 | inline bool ToEulerAnglesXZY (float& rfYAngle, float& rfPAngle, |
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210 | float& rfRAngle) const { |
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211 | Radian y, p, r; |
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212 | bool b = ToEulerAnglesXZY(y,p,r); |
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213 | rfYAngle = y.valueRadians(); |
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214 | rfPAngle = p.valueRadians(); |
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215 | rfRAngle = r.valueRadians(); |
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216 | return b; |
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217 | } |
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218 | inline bool ToEulerAnglesYXZ (float& rfYAngle, float& rfPAngle, |
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219 | float& rfRAngle) const { |
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220 | Radian y, p, r; |
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221 | bool b = ToEulerAnglesYXZ(y,p,r); |
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222 | rfYAngle = y.valueRadians(); |
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223 | rfPAngle = p.valueRadians(); |
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224 | rfRAngle = r.valueRadians(); |
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225 | return b; |
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226 | } |
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227 | inline bool ToEulerAnglesYZX (float& rfYAngle, float& rfPAngle, |
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228 | float& rfRAngle) const { |
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229 | Radian y, p, r; |
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230 | bool b = ToEulerAnglesYZX(y,p,r); |
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231 | rfYAngle = y.valueRadians(); |
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232 | rfPAngle = p.valueRadians(); |
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233 | rfRAngle = r.valueRadians(); |
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234 | return b; |
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235 | } |
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236 | inline bool ToEulerAnglesZXY (float& rfYAngle, float& rfPAngle, |
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237 | float& rfRAngle) const { |
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238 | Radian y, p, r; |
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239 | bool b = ToEulerAnglesZXY(y,p,r); |
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240 | rfYAngle = y.valueRadians(); |
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241 | rfPAngle = p.valueRadians(); |
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242 | rfRAngle = r.valueRadians(); |
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243 | return b; |
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244 | } |
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245 | inline bool ToEulerAnglesZYX (float& rfYAngle, float& rfPAngle, |
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246 | float& rfRAngle) const { |
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247 | Radian y, p, r; |
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248 | bool b = ToEulerAnglesZYX(y,p,r); |
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249 | rfYAngle = y.valueRadians(); |
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250 | rfPAngle = p.valueRadians(); |
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251 | rfRAngle = r.valueRadians(); |
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252 | return b; |
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253 | } |
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254 | inline void FromEulerAnglesXYZ (float fYAngle, float fPAngle, float fRAngle) { |
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255 | FromEulerAnglesXYZ ( Radian(fYAngle), Radian(fPAngle), Radian(fRAngle) ); |
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256 | } |
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257 | inline void FromEulerAnglesXZY (float fYAngle, float fPAngle, float fRAngle) { |
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258 | FromEulerAnglesXZY ( Radian(fYAngle), Radian(fPAngle), Radian(fRAngle) ); |
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259 | } |
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260 | inline void FromEulerAnglesYXZ (float fYAngle, float fPAngle, float fRAngle) { |
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261 | FromEulerAnglesYXZ ( Radian(fYAngle), Radian(fPAngle), Radian(fRAngle) ); |
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262 | } |
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263 | inline void FromEulerAnglesYZX (float fYAngle, float fPAngle, float fRAngle) { |
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264 | FromEulerAnglesYZX ( Radian(fYAngle), Radian(fPAngle), Radian(fRAngle) ); |
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265 | } |
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266 | inline void FromEulerAnglesZXY (float fYAngle, float fPAngle, float fRAngle) { |
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267 | FromEulerAnglesZXY ( Radian(fYAngle), Radian(fPAngle), Radian(fRAngle) ); |
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268 | } |
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269 | inline void FromEulerAnglesZYX (float fYAngle, float fPAngle, float fRAngle) { |
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270 | FromEulerAnglesZYX ( Radian(fYAngle), Radian(fPAngle), Radian(fRAngle) ); |
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271 | } |
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272 | #endif//OGRE_FORCE_ANGLE_TYPES |
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273 | // eigensolver, matrix must be symmetric |
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274 | void EigenSolveSymmetric (Real afEigenvalue[3], |
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275 | Vector3 akEigenvector[3]) const; |
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276 | |
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277 | static void TensorProduct (const Vector3& rkU, const Vector3& rkV, |
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278 | Matrix3& rkProduct); |
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279 | |
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280 | static const Real EPSILON; |
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281 | static const Matrix3 ZERO; |
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282 | static const Matrix3 IDENTITY; |
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283 | |
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284 | protected: |
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285 | // support for eigensolver |
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286 | void Tridiagonal (Real afDiag[3], Real afSubDiag[3]); |
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287 | bool QLAlgorithm (Real afDiag[3], Real afSubDiag[3]); |
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288 | |
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289 | // support for singular value decomposition |
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290 | static const Real ms_fSvdEpsilon; |
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291 | static const unsigned int ms_iSvdMaxIterations; |
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292 | static void Bidiagonalize (Matrix3& kA, Matrix3& kL, |
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293 | Matrix3& kR); |
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294 | static void GolubKahanStep (Matrix3& kA, Matrix3& kL, |
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295 | Matrix3& kR); |
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296 | |
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297 | // support for spectral norm |
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298 | static Real MaxCubicRoot (Real afCoeff[3]); |
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299 | |
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300 | Real m[3][3]; |
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301 | |
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302 | // for faster access |
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303 | friend class Matrix4; |
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304 | }; |
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305 | } |
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306 | #endif |
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