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) 2000-2013 Torus Knot Software Ltd |
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8 | |
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9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | of this software and associated documentation files (the "Software"), to deal |
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11 | in the Software without restriction, including without limitation the rights |
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12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | copies of the Software, and to permit persons to whom the Software is |
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14 | furnished to do so, subject to the following conditions: |
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15 | |
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16 | The above copyright notice and this permission notice shall be included in |
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17 | all copies or substantial portions of the Software. |
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18 | |
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19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | THE SOFTWARE. |
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26 | ----------------------------------------------------------------------------- |
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27 | */ |
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28 | #ifndef __Matrix4__ |
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29 | #define __Matrix4__ |
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30 | |
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31 | // Precompiler options |
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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 | #include "OgreMatrix3.h" |
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36 | #include "OgreVector4.h" |
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37 | #include "OgrePlane.h" |
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38 | namespace Ogre |
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39 | { |
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40 | /** \addtogroup Core |
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41 | * @{ |
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42 | */ |
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43 | /** \addtogroup Math |
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44 | * @{ |
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45 | */ |
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46 | /** Class encapsulating a standard 4x4 homogeneous matrix. |
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47 | @remarks |
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48 | OGRE uses column vectors when applying matrix multiplications, |
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49 | This means a vector is represented as a single column, 4-row |
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50 | matrix. This has the effect that the transformations implemented |
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51 | by the matrices happens right-to-left e.g. if vector V is to be |
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52 | transformed by M1 then M2 then M3, the calculation would be |
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53 | M3 * M2 * M1 * V. The order that matrices are concatenated is |
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54 | vital since matrix multiplication is not commutative, i.e. you |
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55 | can get a different result if you concatenate in the wrong order. |
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56 | @par |
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57 | The use of column vectors and right-to-left ordering is the |
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58 | standard in most mathematical texts, and is the same as used in |
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59 | OpenGL. It is, however, the opposite of Direct3D, which has |
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60 | inexplicably chosen to differ from the accepted standard and uses |
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61 | row vectors and left-to-right matrix multiplication. |
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62 | @par |
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63 | OGRE deals with the differences between D3D and OpenGL etc. |
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64 | internally when operating through different render systems. OGRE |
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65 | users only need to conform to standard maths conventions, i.e. |
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66 | right-to-left matrix multiplication, (OGRE transposes matrices it |
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67 | passes to D3D to compensate). |
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68 | @par |
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69 | The generic form M * V which shows the layout of the matrix |
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70 | entries is shown below: |
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71 | <pre> |
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72 | [ m[0][0] m[0][1] m[0][2] m[0][3] ] {x} |
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73 | | m[1][0] m[1][1] m[1][2] m[1][3] | * {y} |
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74 | | m[2][0] m[2][1] m[2][2] m[2][3] | {z} |
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75 | [ m[3][0] m[3][1] m[3][2] m[3][3] ] {1} |
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76 | </pre> |
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77 | */ |
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78 | class _OgreExport Matrix4 |
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79 | { |
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80 | protected: |
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81 | /// The matrix entries, indexed by [row][col]. |
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82 | union { |
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83 | Real m[4][4]; |
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84 | Real _m[16]; |
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85 | }; |
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86 | public: |
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87 | /** Default constructor. |
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88 | @note |
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89 | It does <b>NOT</b> initialize the matrix for efficiency. |
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90 | */ |
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91 | inline Matrix4() |
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92 | { |
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93 | } |
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94 | |
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95 | inline Matrix4( |
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96 | Real m00, Real m01, Real m02, Real m03, |
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97 | Real m10, Real m11, Real m12, Real m13, |
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98 | Real m20, Real m21, Real m22, Real m23, |
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99 | Real m30, Real m31, Real m32, Real m33 ) |
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100 | { |
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101 | m[0][0] = m00; |
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102 | m[0][1] = m01; |
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103 | m[0][2] = m02; |
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104 | m[0][3] = m03; |
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105 | m[1][0] = m10; |
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106 | m[1][1] = m11; |
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107 | m[1][2] = m12; |
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108 | m[1][3] = m13; |
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109 | m[2][0] = m20; |
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110 | m[2][1] = m21; |
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111 | m[2][2] = m22; |
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112 | m[2][3] = m23; |
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113 | m[3][0] = m30; |
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114 | m[3][1] = m31; |
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115 | m[3][2] = m32; |
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116 | m[3][3] = m33; |
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117 | } |
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118 | |
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119 | /** Creates a standard 4x4 transformation matrix with a zero translation part from a rotation/scaling 3x3 matrix. |
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120 | */ |
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121 | |
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122 | inline Matrix4(const Matrix3& m3x3) |
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123 | { |
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124 | operator=(IDENTITY); |
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125 | operator=(m3x3); |
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126 | } |
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127 | |
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128 | /** Creates a standard 4x4 transformation matrix with a zero translation part from a rotation/scaling Quaternion. |
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129 | */ |
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130 | |
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131 | inline Matrix4(const Quaternion& rot) |
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132 | { |
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133 | Matrix3 m3x3; |
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134 | rot.ToRotationMatrix(m3x3); |
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135 | operator=(IDENTITY); |
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136 | operator=(m3x3); |
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137 | } |
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138 | |
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139 | |
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140 | /** Exchange the contents of this matrix with another. |
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141 | */ |
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142 | inline void swap(Matrix4& other) |
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143 | { |
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144 | std::swap(m[0][0], other.m[0][0]); |
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145 | std::swap(m[0][1], other.m[0][1]); |
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146 | std::swap(m[0][2], other.m[0][2]); |
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147 | std::swap(m[0][3], other.m[0][3]); |
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148 | std::swap(m[1][0], other.m[1][0]); |
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149 | std::swap(m[1][1], other.m[1][1]); |
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150 | std::swap(m[1][2], other.m[1][2]); |
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151 | std::swap(m[1][3], other.m[1][3]); |
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152 | std::swap(m[2][0], other.m[2][0]); |
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153 | std::swap(m[2][1], other.m[2][1]); |
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154 | std::swap(m[2][2], other.m[2][2]); |
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155 | std::swap(m[2][3], other.m[2][3]); |
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156 | std::swap(m[3][0], other.m[3][0]); |
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157 | std::swap(m[3][1], other.m[3][1]); |
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158 | std::swap(m[3][2], other.m[3][2]); |
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159 | std::swap(m[3][3], other.m[3][3]); |
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160 | } |
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161 | |
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162 | inline Real* operator [] ( size_t iRow ) |
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163 | { |
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164 | assert( iRow < 4 ); |
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165 | return m[iRow]; |
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166 | } |
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167 | |
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168 | inline const Real *operator [] ( size_t iRow ) const |
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169 | { |
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170 | assert( iRow < 4 ); |
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171 | return m[iRow]; |
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172 | } |
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173 | |
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174 | inline Matrix4 concatenate(const Matrix4 &m2) const |
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175 | { |
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176 | Matrix4 r; |
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177 | r.m[0][0] = m[0][0] * m2.m[0][0] + m[0][1] * m2.m[1][0] + m[0][2] * m2.m[2][0] + m[0][3] * m2.m[3][0]; |
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178 | r.m[0][1] = m[0][0] * m2.m[0][1] + m[0][1] * m2.m[1][1] + m[0][2] * m2.m[2][1] + m[0][3] * m2.m[3][1]; |
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179 | r.m[0][2] = m[0][0] * m2.m[0][2] + m[0][1] * m2.m[1][2] + m[0][2] * m2.m[2][2] + m[0][3] * m2.m[3][2]; |
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180 | r.m[0][3] = m[0][0] * m2.m[0][3] + m[0][1] * m2.m[1][3] + m[0][2] * m2.m[2][3] + m[0][3] * m2.m[3][3]; |
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181 | |
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182 | r.m[1][0] = m[1][0] * m2.m[0][0] + m[1][1] * m2.m[1][0] + m[1][2] * m2.m[2][0] + m[1][3] * m2.m[3][0]; |
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183 | r.m[1][1] = m[1][0] * m2.m[0][1] + m[1][1] * m2.m[1][1] + m[1][2] * m2.m[2][1] + m[1][3] * m2.m[3][1]; |
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184 | r.m[1][2] = m[1][0] * m2.m[0][2] + m[1][1] * m2.m[1][2] + m[1][2] * m2.m[2][2] + m[1][3] * m2.m[3][2]; |
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185 | r.m[1][3] = m[1][0] * m2.m[0][3] + m[1][1] * m2.m[1][3] + m[1][2] * m2.m[2][3] + m[1][3] * m2.m[3][3]; |
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186 | |
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187 | r.m[2][0] = m[2][0] * m2.m[0][0] + m[2][1] * m2.m[1][0] + m[2][2] * m2.m[2][0] + m[2][3] * m2.m[3][0]; |
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188 | r.m[2][1] = m[2][0] * m2.m[0][1] + m[2][1] * m2.m[1][1] + m[2][2] * m2.m[2][1] + m[2][3] * m2.m[3][1]; |
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189 | r.m[2][2] = m[2][0] * m2.m[0][2] + m[2][1] * m2.m[1][2] + m[2][2] * m2.m[2][2] + m[2][3] * m2.m[3][2]; |
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190 | r.m[2][3] = m[2][0] * m2.m[0][3] + m[2][1] * m2.m[1][3] + m[2][2] * m2.m[2][3] + m[2][3] * m2.m[3][3]; |
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191 | |
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192 | r.m[3][0] = m[3][0] * m2.m[0][0] + m[3][1] * m2.m[1][0] + m[3][2] * m2.m[2][0] + m[3][3] * m2.m[3][0]; |
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193 | r.m[3][1] = m[3][0] * m2.m[0][1] + m[3][1] * m2.m[1][1] + m[3][2] * m2.m[2][1] + m[3][3] * m2.m[3][1]; |
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194 | r.m[3][2] = m[3][0] * m2.m[0][2] + m[3][1] * m2.m[1][2] + m[3][2] * m2.m[2][2] + m[3][3] * m2.m[3][2]; |
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195 | r.m[3][3] = m[3][0] * m2.m[0][3] + m[3][1] * m2.m[1][3] + m[3][2] * m2.m[2][3] + m[3][3] * m2.m[3][3]; |
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196 | |
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197 | return r; |
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198 | } |
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199 | |
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200 | /** Matrix concatenation using '*'. |
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201 | */ |
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202 | inline Matrix4 operator * ( const Matrix4 &m2 ) const |
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203 | { |
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204 | return concatenate( m2 ); |
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205 | } |
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206 | |
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207 | /** Vector transformation using '*'. |
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208 | @remarks |
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209 | Transforms the given 3-D vector by the matrix, projecting the |
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210 | result back into <i>w</i> = 1. |
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211 | @note |
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212 | This means that the initial <i>w</i> is considered to be 1.0, |
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213 | and then all the tree elements of the resulting 3-D vector are |
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214 | divided by the resulting <i>w</i>. |
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215 | */ |
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216 | inline Vector3 operator * ( const Vector3 &v ) const |
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217 | { |
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218 | Vector3 r; |
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219 | |
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220 | Real fInvW = 1.0f / ( m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] ); |
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221 | |
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222 | r.x = ( m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] ) * fInvW; |
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223 | r.y = ( m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] ) * fInvW; |
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224 | r.z = ( m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] ) * fInvW; |
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225 | |
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226 | return r; |
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227 | } |
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228 | inline Vector4 operator * (const Vector4& v) const |
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229 | { |
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230 | return Vector4( |
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231 | m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * v.w, |
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232 | m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * v.w, |
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233 | m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * v.w, |
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234 | m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] * v.w |
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235 | ); |
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236 | } |
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237 | inline Plane operator * (const Plane& p) const |
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238 | { |
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239 | Plane ret; |
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240 | Matrix4 invTrans = inverse().transpose(); |
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241 | Vector4 v4( p.normal.x, p.normal.y, p.normal.z, p.d ); |
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242 | v4 = invTrans * v4; |
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243 | ret.normal.x = v4.x; |
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244 | ret.normal.y = v4.y; |
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245 | ret.normal.z = v4.z; |
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246 | ret.d = v4.w / ret.normal.normalise(); |
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247 | |
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248 | return ret; |
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249 | } |
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250 | |
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251 | |
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252 | /** Matrix addition. |
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253 | */ |
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254 | inline Matrix4 operator + ( const Matrix4 &m2 ) const |
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255 | { |
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256 | Matrix4 r; |
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257 | |
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258 | r.m[0][0] = m[0][0] + m2.m[0][0]; |
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259 | r.m[0][1] = m[0][1] + m2.m[0][1]; |
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260 | r.m[0][2] = m[0][2] + m2.m[0][2]; |
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261 | r.m[0][3] = m[0][3] + m2.m[0][3]; |
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262 | |
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263 | r.m[1][0] = m[1][0] + m2.m[1][0]; |
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264 | r.m[1][1] = m[1][1] + m2.m[1][1]; |
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265 | r.m[1][2] = m[1][2] + m2.m[1][2]; |
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266 | r.m[1][3] = m[1][3] + m2.m[1][3]; |
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267 | |
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268 | r.m[2][0] = m[2][0] + m2.m[2][0]; |
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269 | r.m[2][1] = m[2][1] + m2.m[2][1]; |
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270 | r.m[2][2] = m[2][2] + m2.m[2][2]; |
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271 | r.m[2][3] = m[2][3] + m2.m[2][3]; |
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272 | |
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273 | r.m[3][0] = m[3][0] + m2.m[3][0]; |
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274 | r.m[3][1] = m[3][1] + m2.m[3][1]; |
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275 | r.m[3][2] = m[3][2] + m2.m[3][2]; |
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276 | r.m[3][3] = m[3][3] + m2.m[3][3]; |
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277 | |
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278 | return r; |
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279 | } |
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280 | |
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281 | /** Matrix subtraction. |
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282 | */ |
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283 | inline Matrix4 operator - ( const Matrix4 &m2 ) const |
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284 | { |
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285 | Matrix4 r; |
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286 | r.m[0][0] = m[0][0] - m2.m[0][0]; |
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287 | r.m[0][1] = m[0][1] - m2.m[0][1]; |
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288 | r.m[0][2] = m[0][2] - m2.m[0][2]; |
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289 | r.m[0][3] = m[0][3] - m2.m[0][3]; |
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290 | |
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291 | r.m[1][0] = m[1][0] - m2.m[1][0]; |
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292 | r.m[1][1] = m[1][1] - m2.m[1][1]; |
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293 | r.m[1][2] = m[1][2] - m2.m[1][2]; |
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294 | r.m[1][3] = m[1][3] - m2.m[1][3]; |
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295 | |
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296 | r.m[2][0] = m[2][0] - m2.m[2][0]; |
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297 | r.m[2][1] = m[2][1] - m2.m[2][1]; |
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298 | r.m[2][2] = m[2][2] - m2.m[2][2]; |
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299 | r.m[2][3] = m[2][3] - m2.m[2][3]; |
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300 | |
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301 | r.m[3][0] = m[3][0] - m2.m[3][0]; |
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302 | r.m[3][1] = m[3][1] - m2.m[3][1]; |
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303 | r.m[3][2] = m[3][2] - m2.m[3][2]; |
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304 | r.m[3][3] = m[3][3] - m2.m[3][3]; |
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305 | |
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306 | return r; |
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307 | } |
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308 | |
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309 | /** Tests 2 matrices for equality. |
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310 | */ |
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311 | inline bool operator == ( const Matrix4& m2 ) const |
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312 | { |
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313 | if( |
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314 | m[0][0] != m2.m[0][0] || m[0][1] != m2.m[0][1] || m[0][2] != m2.m[0][2] || m[0][3] != m2.m[0][3] || |
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315 | m[1][0] != m2.m[1][0] || m[1][1] != m2.m[1][1] || m[1][2] != m2.m[1][2] || m[1][3] != m2.m[1][3] || |
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316 | m[2][0] != m2.m[2][0] || m[2][1] != m2.m[2][1] || m[2][2] != m2.m[2][2] || m[2][3] != m2.m[2][3] || |
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317 | m[3][0] != m2.m[3][0] || m[3][1] != m2.m[3][1] || m[3][2] != m2.m[3][2] || m[3][3] != m2.m[3][3] ) |
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318 | return false; |
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319 | return true; |
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320 | } |
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321 | |
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322 | /** Tests 2 matrices for inequality. |
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323 | */ |
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324 | inline bool operator != ( const Matrix4& m2 ) const |
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325 | { |
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326 | if( |
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327 | m[0][0] != m2.m[0][0] || m[0][1] != m2.m[0][1] || m[0][2] != m2.m[0][2] || m[0][3] != m2.m[0][3] || |
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328 | m[1][0] != m2.m[1][0] || m[1][1] != m2.m[1][1] || m[1][2] != m2.m[1][2] || m[1][3] != m2.m[1][3] || |
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329 | m[2][0] != m2.m[2][0] || m[2][1] != m2.m[2][1] || m[2][2] != m2.m[2][2] || m[2][3] != m2.m[2][3] || |
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330 | m[3][0] != m2.m[3][0] || m[3][1] != m2.m[3][1] || m[3][2] != m2.m[3][2] || m[3][3] != m2.m[3][3] ) |
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331 | return true; |
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332 | return false; |
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333 | } |
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334 | |
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335 | /** Assignment from 3x3 matrix. |
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336 | */ |
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337 | inline void operator = ( const Matrix3& mat3 ) |
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338 | { |
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339 | m[0][0] = mat3.m[0][0]; m[0][1] = mat3.m[0][1]; m[0][2] = mat3.m[0][2]; |
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340 | m[1][0] = mat3.m[1][0]; m[1][1] = mat3.m[1][1]; m[1][2] = mat3.m[1][2]; |
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341 | m[2][0] = mat3.m[2][0]; m[2][1] = mat3.m[2][1]; m[2][2] = mat3.m[2][2]; |
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342 | } |
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343 | |
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344 | inline Matrix4 transpose(void) const |
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345 | { |
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346 | return Matrix4(m[0][0], m[1][0], m[2][0], m[3][0], |
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347 | m[0][1], m[1][1], m[2][1], m[3][1], |
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348 | m[0][2], m[1][2], m[2][2], m[3][2], |
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349 | m[0][3], m[1][3], m[2][3], m[3][3]); |
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350 | } |
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351 | |
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352 | /* |
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353 | ----------------------------------------------------------------------- |
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354 | Translation Transformation |
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355 | ----------------------------------------------------------------------- |
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356 | */ |
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357 | /** Sets the translation transformation part of the matrix. |
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358 | */ |
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359 | inline void setTrans( const Vector3& v ) |
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360 | { |
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361 | m[0][3] = v.x; |
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362 | m[1][3] = v.y; |
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363 | m[2][3] = v.z; |
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364 | } |
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365 | |
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366 | /** Extracts the translation transformation part of the matrix. |
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367 | */ |
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368 | inline Vector3 getTrans() const |
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369 | { |
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370 | return Vector3(m[0][3], m[1][3], m[2][3]); |
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371 | } |
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372 | |
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373 | |
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374 | /** Builds a translation matrix |
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375 | */ |
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376 | inline void makeTrans( const Vector3& v ) |
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377 | { |
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378 | m[0][0] = 1.0; m[0][1] = 0.0; m[0][2] = 0.0; m[0][3] = v.x; |
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379 | m[1][0] = 0.0; m[1][1] = 1.0; m[1][2] = 0.0; m[1][3] = v.y; |
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380 | m[2][0] = 0.0; m[2][1] = 0.0; m[2][2] = 1.0; m[2][3] = v.z; |
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381 | m[3][0] = 0.0; m[3][1] = 0.0; m[3][2] = 0.0; m[3][3] = 1.0; |
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382 | } |
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383 | |
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384 | inline void makeTrans( Real tx, Real ty, Real tz ) |
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385 | { |
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386 | m[0][0] = 1.0; m[0][1] = 0.0; m[0][2] = 0.0; m[0][3] = tx; |
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387 | m[1][0] = 0.0; m[1][1] = 1.0; m[1][2] = 0.0; m[1][3] = ty; |
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388 | m[2][0] = 0.0; m[2][1] = 0.0; m[2][2] = 1.0; m[2][3] = tz; |
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389 | m[3][0] = 0.0; m[3][1] = 0.0; m[3][2] = 0.0; m[3][3] = 1.0; |
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390 | } |
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391 | |
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392 | /** Gets a translation matrix. |
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393 | */ |
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394 | inline static Matrix4 getTrans( const Vector3& v ) |
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395 | { |
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396 | Matrix4 r; |
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397 | |
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398 | r.m[0][0] = 1.0; r.m[0][1] = 0.0; r.m[0][2] = 0.0; r.m[0][3] = v.x; |
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399 | r.m[1][0] = 0.0; r.m[1][1] = 1.0; r.m[1][2] = 0.0; r.m[1][3] = v.y; |
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400 | r.m[2][0] = 0.0; r.m[2][1] = 0.0; r.m[2][2] = 1.0; r.m[2][3] = v.z; |
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401 | r.m[3][0] = 0.0; r.m[3][1] = 0.0; r.m[3][2] = 0.0; r.m[3][3] = 1.0; |
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402 | |
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403 | return r; |
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404 | } |
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405 | |
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406 | /** Gets a translation matrix - variation for not using a vector. |
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407 | */ |
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408 | inline static Matrix4 getTrans( Real t_x, Real t_y, Real t_z ) |
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409 | { |
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410 | Matrix4 r; |
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411 | |
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412 | r.m[0][0] = 1.0; r.m[0][1] = 0.0; r.m[0][2] = 0.0; r.m[0][3] = t_x; |
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413 | r.m[1][0] = 0.0; r.m[1][1] = 1.0; r.m[1][2] = 0.0; r.m[1][3] = t_y; |
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414 | r.m[2][0] = 0.0; r.m[2][1] = 0.0; r.m[2][2] = 1.0; r.m[2][3] = t_z; |
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415 | r.m[3][0] = 0.0; r.m[3][1] = 0.0; r.m[3][2] = 0.0; r.m[3][3] = 1.0; |
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416 | |
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417 | return r; |
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418 | } |
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419 | |
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420 | /* |
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421 | ----------------------------------------------------------------------- |
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422 | Scale Transformation |
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423 | ----------------------------------------------------------------------- |
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424 | */ |
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425 | /** Sets the scale part of the matrix. |
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426 | */ |
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427 | inline void setScale( const Vector3& v ) |
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428 | { |
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429 | m[0][0] = v.x; |
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430 | m[1][1] = v.y; |
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431 | m[2][2] = v.z; |
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432 | } |
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433 | |
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434 | /** Gets a scale matrix. |
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435 | */ |
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436 | inline static Matrix4 getScale( const Vector3& v ) |
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437 | { |
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438 | Matrix4 r; |
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439 | r.m[0][0] = v.x; r.m[0][1] = 0.0; r.m[0][2] = 0.0; r.m[0][3] = 0.0; |
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440 | r.m[1][0] = 0.0; r.m[1][1] = v.y; r.m[1][2] = 0.0; r.m[1][3] = 0.0; |
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441 | r.m[2][0] = 0.0; r.m[2][1] = 0.0; r.m[2][2] = v.z; r.m[2][3] = 0.0; |
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442 | r.m[3][0] = 0.0; r.m[3][1] = 0.0; r.m[3][2] = 0.0; r.m[3][3] = 1.0; |
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443 | |
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444 | return r; |
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445 | } |
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446 | |
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447 | /** Gets a scale matrix - variation for not using a vector. |
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448 | */ |
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449 | inline static Matrix4 getScale( Real s_x, Real s_y, Real s_z ) |
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450 | { |
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451 | Matrix4 r; |
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452 | r.m[0][0] = s_x; r.m[0][1] = 0.0; r.m[0][2] = 0.0; r.m[0][3] = 0.0; |
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453 | r.m[1][0] = 0.0; r.m[1][1] = s_y; r.m[1][2] = 0.0; r.m[1][3] = 0.0; |
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454 | r.m[2][0] = 0.0; r.m[2][1] = 0.0; r.m[2][2] = s_z; r.m[2][3] = 0.0; |
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455 | r.m[3][0] = 0.0; r.m[3][1] = 0.0; r.m[3][2] = 0.0; r.m[3][3] = 1.0; |
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456 | |
---|
457 | return r; |
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458 | } |
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459 | |
---|
460 | /** Extracts the rotation / scaling part of the Matrix as a 3x3 matrix. |
---|
461 | @param m3x3 Destination Matrix3 |
---|
462 | */ |
---|
463 | inline void extract3x3Matrix(Matrix3& m3x3) const |
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464 | { |
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465 | m3x3.m[0][0] = m[0][0]; |
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466 | m3x3.m[0][1] = m[0][1]; |
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467 | m3x3.m[0][2] = m[0][2]; |
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468 | m3x3.m[1][0] = m[1][0]; |
---|
469 | m3x3.m[1][1] = m[1][1]; |
---|
470 | m3x3.m[1][2] = m[1][2]; |
---|
471 | m3x3.m[2][0] = m[2][0]; |
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472 | m3x3.m[2][1] = m[2][1]; |
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473 | m3x3.m[2][2] = m[2][2]; |
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474 | |
---|
475 | } |
---|
476 | |
---|
477 | /** Determines if this matrix involves a scaling. */ |
---|
478 | inline bool hasScale() const |
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479 | { |
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480 | // check magnitude of column vectors (==local axes) |
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481 | Real t = m[0][0] * m[0][0] + m[1][0] * m[1][0] + m[2][0] * m[2][0]; |
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482 | if (!Math::RealEqual(t, 1.0, (Real)1e-04)) |
---|
483 | return true; |
---|
484 | t = m[0][1] * m[0][1] + m[1][1] * m[1][1] + m[2][1] * m[2][1]; |
---|
485 | if (!Math::RealEqual(t, 1.0, (Real)1e-04)) |
---|
486 | return true; |
---|
487 | t = m[0][2] * m[0][2] + m[1][2] * m[1][2] + m[2][2] * m[2][2]; |
---|
488 | if (!Math::RealEqual(t, 1.0, (Real)1e-04)) |
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489 | return true; |
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490 | |
---|
491 | return false; |
---|
492 | } |
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493 | |
---|
494 | /** Determines if this matrix involves a negative scaling. */ |
---|
495 | inline bool hasNegativeScale() const |
---|
496 | { |
---|
497 | return determinant() < 0; |
---|
498 | } |
---|
499 | |
---|
500 | /** Extracts the rotation / scaling part as a quaternion from the Matrix. |
---|
501 | */ |
---|
502 | inline Quaternion extractQuaternion() const |
---|
503 | { |
---|
504 | Matrix3 m3x3; |
---|
505 | extract3x3Matrix(m3x3); |
---|
506 | return Quaternion(m3x3); |
---|
507 | } |
---|
508 | |
---|
509 | static const Matrix4 ZERO; |
---|
510 | static const Matrix4 ZEROAFFINE; |
---|
511 | static const Matrix4 IDENTITY; |
---|
512 | /** Useful little matrix which takes 2D clipspace {-1, 1} to {0,1} |
---|
513 | and inverts the Y. */ |
---|
514 | static const Matrix4 CLIPSPACE2DTOIMAGESPACE; |
---|
515 | |
---|
516 | inline Matrix4 operator*(Real scalar) const |
---|
517 | { |
---|
518 | return Matrix4( |
---|
519 | scalar*m[0][0], scalar*m[0][1], scalar*m[0][2], scalar*m[0][3], |
---|
520 | scalar*m[1][0], scalar*m[1][1], scalar*m[1][2], scalar*m[1][3], |
---|
521 | scalar*m[2][0], scalar*m[2][1], scalar*m[2][2], scalar*m[2][3], |
---|
522 | scalar*m[3][0], scalar*m[3][1], scalar*m[3][2], scalar*m[3][3]); |
---|
523 | } |
---|
524 | |
---|
525 | /** Function for writing to a stream. |
---|
526 | */ |
---|
527 | inline _OgreExport friend std::ostream& operator << |
---|
528 | ( std::ostream& o, const Matrix4& mat ) |
---|
529 | { |
---|
530 | o << "Matrix4("; |
---|
531 | for (size_t i = 0; i < 4; ++i) |
---|
532 | { |
---|
533 | o << " row" << (unsigned)i << "{"; |
---|
534 | for(size_t j = 0; j < 4; ++j) |
---|
535 | { |
---|
536 | o << mat[i][j] << " "; |
---|
537 | } |
---|
538 | o << "}"; |
---|
539 | } |
---|
540 | o << ")"; |
---|
541 | return o; |
---|
542 | } |
---|
543 | |
---|
544 | Matrix4 adjoint() const; |
---|
545 | Real determinant() const; |
---|
546 | Matrix4 inverse() const; |
---|
547 | |
---|
548 | /** Building a Matrix4 from orientation / scale / position. |
---|
549 | @remarks |
---|
550 | Transform is performed in the order scale, rotate, translation, i.e. translation is independent |
---|
551 | of orientation axes, scale does not affect size of translation, rotation and scaling are always |
---|
552 | centered on the origin. |
---|
553 | */ |
---|
554 | void makeTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation); |
---|
555 | |
---|
556 | /** Building an inverse Matrix4 from orientation / scale / position. |
---|
557 | @remarks |
---|
558 | As makeTransform except it build the inverse given the same data as makeTransform, so |
---|
559 | performing -translation, -rotate, 1/scale in that order. |
---|
560 | */ |
---|
561 | void makeInverseTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation); |
---|
562 | |
---|
563 | /** Decompose a Matrix4 to orientation / scale / position. |
---|
564 | */ |
---|
565 | void decomposition(Vector3& position, Vector3& scale, Quaternion& orientation) const; |
---|
566 | |
---|
567 | /** Check whether or not the matrix is affine matrix. |
---|
568 | @remarks |
---|
569 | An affine matrix is a 4x4 matrix with row 3 equal to (0, 0, 0, 1), |
---|
570 | e.g. no projective coefficients. |
---|
571 | */ |
---|
572 | inline bool isAffine(void) const |
---|
573 | { |
---|
574 | return m[3][0] == 0 && m[3][1] == 0 && m[3][2] == 0 && m[3][3] == 1; |
---|
575 | } |
---|
576 | |
---|
577 | /** Returns the inverse of the affine matrix. |
---|
578 | @note |
---|
579 | The matrix must be an affine matrix. @see Matrix4::isAffine. |
---|
580 | */ |
---|
581 | Matrix4 inverseAffine(void) const; |
---|
582 | |
---|
583 | /** Concatenate two affine matrices. |
---|
584 | @note |
---|
585 | The matrices must be affine matrix. @see Matrix4::isAffine. |
---|
586 | */ |
---|
587 | inline Matrix4 concatenateAffine(const Matrix4 &m2) const |
---|
588 | { |
---|
589 | assert(isAffine() && m2.isAffine()); |
---|
590 | |
---|
591 | return Matrix4( |
---|
592 | m[0][0] * m2.m[0][0] + m[0][1] * m2.m[1][0] + m[0][2] * m2.m[2][0], |
---|
593 | m[0][0] * m2.m[0][1] + m[0][1] * m2.m[1][1] + m[0][2] * m2.m[2][1], |
---|
594 | m[0][0] * m2.m[0][2] + m[0][1] * m2.m[1][2] + m[0][2] * m2.m[2][2], |
---|
595 | m[0][0] * m2.m[0][3] + m[0][1] * m2.m[1][3] + m[0][2] * m2.m[2][3] + m[0][3], |
---|
596 | |
---|
597 | m[1][0] * m2.m[0][0] + m[1][1] * m2.m[1][0] + m[1][2] * m2.m[2][0], |
---|
598 | m[1][0] * m2.m[0][1] + m[1][1] * m2.m[1][1] + m[1][2] * m2.m[2][1], |
---|
599 | m[1][0] * m2.m[0][2] + m[1][1] * m2.m[1][2] + m[1][2] * m2.m[2][2], |
---|
600 | m[1][0] * m2.m[0][3] + m[1][1] * m2.m[1][3] + m[1][2] * m2.m[2][3] + m[1][3], |
---|
601 | |
---|
602 | m[2][0] * m2.m[0][0] + m[2][1] * m2.m[1][0] + m[2][2] * m2.m[2][0], |
---|
603 | m[2][0] * m2.m[0][1] + m[2][1] * m2.m[1][1] + m[2][2] * m2.m[2][1], |
---|
604 | m[2][0] * m2.m[0][2] + m[2][1] * m2.m[1][2] + m[2][2] * m2.m[2][2], |
---|
605 | m[2][0] * m2.m[0][3] + m[2][1] * m2.m[1][3] + m[2][2] * m2.m[2][3] + m[2][3], |
---|
606 | |
---|
607 | 0, 0, 0, 1); |
---|
608 | } |
---|
609 | |
---|
610 | /** 3-D Vector transformation specially for an affine matrix. |
---|
611 | @remarks |
---|
612 | Transforms the given 3-D vector by the matrix, projecting the |
---|
613 | result back into <i>w</i> = 1. |
---|
614 | @note |
---|
615 | The matrix must be an affine matrix. @see Matrix4::isAffine. |
---|
616 | */ |
---|
617 | inline Vector3 transformAffine(const Vector3& v) const |
---|
618 | { |
---|
619 | assert(isAffine()); |
---|
620 | |
---|
621 | return Vector3( |
---|
622 | m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3], |
---|
623 | m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3], |
---|
624 | m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3]); |
---|
625 | } |
---|
626 | |
---|
627 | /** 4-D Vector transformation specially for an affine matrix. |
---|
628 | @note |
---|
629 | The matrix must be an affine matrix. @see Matrix4::isAffine. |
---|
630 | */ |
---|
631 | inline Vector4 transformAffine(const Vector4& v) const |
---|
632 | { |
---|
633 | assert(isAffine()); |
---|
634 | |
---|
635 | return Vector4( |
---|
636 | m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * v.w, |
---|
637 | m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * v.w, |
---|
638 | m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * v.w, |
---|
639 | v.w); |
---|
640 | } |
---|
641 | }; |
---|
642 | |
---|
643 | /* Removed from Vector4 and made a non-member here because otherwise |
---|
644 | OgreMatrix4.h and OgreVector4.h have to try to include and inline each |
---|
645 | other, which frankly doesn't work ;) |
---|
646 | */ |
---|
647 | inline Vector4 operator * (const Vector4& v, const Matrix4& mat) |
---|
648 | { |
---|
649 | return Vector4( |
---|
650 | v.x*mat[0][0] + v.y*mat[1][0] + v.z*mat[2][0] + v.w*mat[3][0], |
---|
651 | v.x*mat[0][1] + v.y*mat[1][1] + v.z*mat[2][1] + v.w*mat[3][1], |
---|
652 | v.x*mat[0][2] + v.y*mat[1][2] + v.z*mat[2][2] + v.w*mat[3][2], |
---|
653 | v.x*mat[0][3] + v.y*mat[1][3] + v.z*mat[2][3] + v.w*mat[3][3] |
---|
654 | ); |
---|
655 | } |
---|
656 | /** @} */ |
---|
657 | /** @} */ |
---|
658 | |
---|
659 | } |
---|
660 | #endif |
---|