Files
o3de/Code/Legacy/CryCommon/Cry_Matrix34.h
T
Artur K 56904d1799 Cry Legacy: the Lessening (#5961)
* Generic Cleanup

Removals:

* Unused cvars,member variables and defines
* Windows media center edition support routines
* CSystem - removed debug_GetCallStackRaw/GetRootWindowMessageHandler/
UnloadDLL/ShutdownModuleLibraries

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix CryMessageBox return values in Windows build

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove named selection group and a few smaller unused functionalities

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove ObjectManager export functionality + 2 deprecated functions

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove object legacy freeze/hide support from ObjectManager

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove ObjectManager duplicate name dection, as well as object renaming

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove ObjectManager serialization and selection callbacks

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* ObjectManager - remove MoveObjects/HitTestObject/EndEditParams and related members/functions

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove a bunch of unused clone related functionality + misc

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* ObjectManager - misc removals

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* ObjectManager - more removals

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove unused object selection/retrieval in ObjectManager and LoadObjects in ObjectLoader

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* CBaseObject - remove unused material layers mask support

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* More CBaseObject cleanups.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* CBaseObject - remove SubObj functions and IMouseCreateCallback

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove unused procedural floor management, helper scale and tags.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* CBaseObject - remove more unused methods.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Removals in multiple places.

CBaseObject - unused `OBJTYPE_DUMMY` flag removed, member `IsSameClass`
CObjectArchive removed unused methods/members
CObjectManager removed unused `Update` method

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* More removals

IDisplayViewport - HitTestLine/GetGridStep/setHitcontext/
GetConstructionPlane
Unused Cry_Matrix44 template specializations.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* O3DE.exe Project-Centric "Open Editor" fix (#5852)

* The O3DE.exe Open Editor button now attempts to open the Editor in the
build directory of the project being opened.

If their is no Editor within the build directory of the Project, it uses
the Editor.exe in the current O3DE.exe executable directory if it exists

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Engine .gitignore now ignores the build directory if placed in the
AutomatedTesting project

Previously it was just ignoring a `[Bb]uild` directory if it was
directly within the engine root.
This change matches the behavior of the project templates.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Renamed the ProjectUtils GetEditorDirectory function to
GetEditorExecutablePath

Added a platform specific implementation for retrieving the path to the
Editor executable in the GetEditorExectuablePath function.

It first attempts to locate the Editor via checking the project build
directory for an Editor executable before falling back to checking the
binary directory of the currently running O3DE executable.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Correct the MacOS GetEditorExecutablePath to return the Editor path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Adding missing C++20 std::erase implementations (#5735)

There were already implementations for std::erase_if.
This adds the counterpart AZStd::erase versions

resolves #5734

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* More removals and refactors

`ShowMessage` and `CryMessageBox` return void now
Simplify code in `CSystem::WarningV`
Remove unused `CryGetTicksPerSec`
Remove unused WinBase functionality
Replace `nanosleep` call in WinBase with `std::this_thread::sleep_for`
Remove unused Win32Wrapper routines
Remove unused IFunctorBase.h and IEntityObjectListener.h
Fix VectorAndArray.cpp compilation
Use QMessageBox instead of CryMessageBox in the editor.
Remove empty ArchiveVars platform specific files

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix test code.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove an unused  function

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* CBaseObject and undo description removals.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* A bunch of removals

* Remove IRenderNode
* Remove editor's KDTree
* Remove StatObjBus, InstanceStatObjEventBus::ReleaseData is redundant (
same functionality in the only available handler is triggered by
`OnCryEditorCloseScene`)
* Remove CExportManager::AddStatObj/AddMeshes/AddMesh,
IExportManager::ExportSingleStatObj
* Remove CIconManager/IIconManager::GetObject
* Remove CBaseObject::IntersectRayMesh
* Remove IIndexedMesh and related structs.
* Unused IUndoObject::GetDescription and all derived implementations.
* Unused CUndoBaseLibrary/CUndoBaseLibraryManager
* Unused Matrix34_tpl typedefs
* Legacy Xml classes cleanup

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove unused `Vec3ToVector3D` helper

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* fix - remove unused static variable

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-11-29 11:21:06 -07:00

998 lines
29 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
// Description : Common matrix class
#pragma once
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// struct Matrix34_tpl
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
template <typename F>
struct Matrix34_tpl
{
F m00, m01, m02, m03;
F m10, m11, m12, m13;
F m20, m21, m22, m23;
//default constructor
#if defined(_DEBUG)
ILINE Matrix34_tpl()
{
if constexpr (sizeof(F) == 4)
{
uint32* p = (uint32*)&m00;
p[ 0] = F32NAN;
p[ 1] = F32NAN;
p[ 2] = F32NAN;
p[ 3] = F32NAN;
p[ 4] = F32NAN;
p[ 5] = F32NAN;
p[ 6] = F32NAN;
p[ 7] = F32NAN;
p[ 8] = F32NAN;
p[ 9] = F32NAN;
p[10] = F32NAN;
p[11] = F32NAN;
}
if constexpr (sizeof(F) == 8)
{
uint64* p = (uint64*)&m00;
p[ 0] = F64NAN;
p[ 1] = F64NAN;
p[ 2] = F64NAN;
p[ 3] = F64NAN;
p[ 4] = F64NAN;
p[ 5] = F64NAN;
p[ 6] = F64NAN;
p[ 7] = F64NAN;
p[ 8] = F64NAN;
p[ 9] = F64NAN;
p[10] = F64NAN;
p[11] = F64NAN;
}
}
#else
ILINE Matrix34_tpl(){};
#endif
//set matrix to Identity
ILINE Matrix34_tpl(type_identity)
{
m00 = 1;
m01 = 0;
m02 = 0;
m03 = 0;
m10 = 0;
m11 = 1;
m12 = 0;
m13 = 0;
m20 = 0;
m21 = 0;
m22 = 1;
m23 = 0;
}
//set matrix to Zero
ILINE Matrix34_tpl(type_zero)
{
m00 = 0;
m01 = 0;
m02 = 0;
m03 = 0;
m10 = 0;
m11 = 0;
m12 = 0;
m13 = 0;
m20 = 0;
m21 = 0;
m22 = 0;
m23 = 0;
}
//ASSIGNMENT OPERATOR of identical Matrix33 types.
//The assignment operator has precedence over assignment constructor
//Matrix34 m; m=m34;
ILINE Matrix34_tpl<F>& operator = (const Matrix34_tpl<F>& m)
{
assert(m.IsValid());
m00 = m.m00;
m01 = m.m01;
m02 = m.m02;
m03 = m.m03;
m10 = m.m10;
m11 = m.m11;
m12 = m.m12;
m13 = m.m13;
m20 = m.m20;
m21 = m.m21;
m22 = m.m22;
m23 = m.m23;
return *this;
}
//--------------------------------------------------------------------
//---- implementation of the constructors ---
//--------------------------------------------------------------------
//CONSTRUCTOR for identical float-types. It initialises a matrix34 with 12 floats.
ILINE Matrix34_tpl<F>(F v00, F v01, F v02, F v03, F v10, F v11, F v12, F v13, F v20, F v21, F v22, F v23)
{
m00 = v00;
m01 = v01;
m02 = v02;
m03 = v03;
m10 = v10;
m11 = v11;
m12 = v12;
m13 = v13;
m20 = v20;
m21 = v21;
m22 = v22;
m23 = v23;
}
//CONSTRUCTOR for different float-types. It initialises a matrix34 with 12 floats.
template<class F1>
ILINE Matrix34_tpl<F>(F1 v00, F1 v01, F1 v02, F1 v03, F1 v10, F1 v11, F1 v12, F1 v13, F1 v20, F1 v21, F1 v22, F1 v23)
{
m00 = F(v00);
m01 = F(v01);
m02 = F(v02);
m03 = F(v03);
m10 = F(v10);
m11 = F(v11);
m12 = F(v12);
m13 = F(v13);
m20 = F(v20);
m21 = F(v21);
m22 = F(v22);
m23 = F(v23);
}
//CONSTRUCTOR for identical float-types. It converts a Matrix33 into a Matrix34.
//Matrix34(m33);
ILINE Matrix34_tpl<F>(const Matrix33_tpl<F>&m)
{
assert(m.IsValid());
m00 = m.m00;
m01 = m.m01;
m02 = m.m02;
m03 = 0;
m10 = m.m10;
m11 = m.m11;
m12 = m.m12;
m13 = 0;
m20 = m.m20;
m21 = m.m21;
m22 = m.m22;
m23 = 0;
}
//CONSTRUCTOR for different float-types. It converts a Matrix33 into a Matrix34 and also converts between double/float.
//Matrix34(Matrix33);
template<class F1>
ILINE Matrix34_tpl<F>(const Matrix33_tpl<F1>&m)
{
assert(m.IsValid());
m00 = F(m.m00);
m01 = F(m.m01);
m02 = F(m.m02);
m03 = 0;
m10 = F(m.m10);
m11 = F(m.m11);
m12 = F(m.m12);
m13 = 0;
m20 = F(m.m20);
m21 = F(m.m21);
m22 = F(m.m22);
m23 = 0;
}
//CONSTRUCTOR for identical float-types. It converts a Matrix33 with a translation-vector into a Matrix34.
//Matrix34(m33,Vec3(1,2,3));
ILINE Matrix34_tpl<F>(const Matrix33_tpl<F>&m, const Vec3_tpl<F>&t)
{
assert(m.IsValid());
assert(t.IsValid());
m00 = m.m00;
m01 = m.m01;
m02 = m.m02;
m03 = t.x;
m10 = m.m10;
m11 = m.m11;
m12 = m.m12;
m13 = t.y;
m20 = m.m20;
m21 = m.m21;
m22 = m.m22;
m23 = t.z;
}
//CONSTRUCTOR for different float-types. It converts a Matrix33 with a translation-vector into a Matrix34 and also converts between double/float.
//Matrix34(Matrix33r,Vec3d(1,2,3));
template<class F1>
ILINE Matrix34_tpl<F>(const Matrix33_tpl<F1>&m, const Vec3_tpl<F1>&t)
{
assert(m.IsValid());
assert(t.IsValid());
m00 = F(m.m00);
m01 = F(m.m01);
m02 = F(m.m02);
m03 = F(t.x);
m10 = F(m.m10);
m11 = F(m.m11);
m12 = F(m.m12);
m13 = F(t.y);
m20 = F(m.m20);
m21 = F(m.m21);
m22 = F(m.m22);
m23 = F(t.z);
}
//CONSTRUCTOR for identical float types
//Matrix34 m=m34;
ILINE Matrix34_tpl<F>(const Matrix34_tpl<F>&m)
{
assert(m.IsValid());
m00 = m.m00;
m01 = m.m01;
m02 = m.m02;
m03 = m.m03;
m10 = m.m10;
m11 = m.m11;
m12 = m.m12;
m13 = m.m13;
m20 = m.m20;
m21 = m.m21;
m22 = m.m22;
m23 = m.m23;
}
//CONSTRUCTOR for different float-types.
//Matrix34 m=m34d;
template<class F1>
ILINE Matrix34_tpl<F>(const Matrix34_tpl<F1>&m)
{
assert(m.IsValid());
m00 = F(m.m00);
m01 = F(m.m01);
m02 = F(m.m02);
m03 = F(m.m03);
m10 = F(m.m10);
m11 = F(m.m11);
m12 = F(m.m12);
m13 = F(m.m13);
m20 = F(m.m20);
m21 = F(m.m21);
m22 = F(m.m22);
m23 = F(m.m23);
}
//CONSTRUCTOR for identical float-types. It converts a Matrix44 into a Matrix34.
//Needs to be 'explicit' because we loose the translation vector in the conversion process
//Matrix34(m44);
ILINE explicit Matrix34_tpl<F>(const Matrix44_tpl<F>&m)
{
assert(m.IsValid());
m00 = m.m00;
m01 = m.m01;
m02 = m.m02;
m03 = m.m03;
m10 = m.m10;
m11 = m.m11;
m12 = m.m12;
m13 = m.m13;
m20 = m.m20;
m21 = m.m21;
m22 = m.m22;
m23 = m.m23;
}
//CONSTRUCTOR for different float types. It converts a Matrix44 into a Matrix34 and converts between double/float.
//Needs to be 'explicit' because we loose the translation vector in the conversion process
//Matrix34(m44r);
template<class F1>
ILINE explicit Matrix34_tpl<F>(const Matrix44_tpl<F1>&m)
{
assert(m.IsValid());
m00 = F(m.m00);
m01 = F(m.m01);
m02 = F(m.m02);
m03 = F(m.m03);
m10 = F(m.m10);
m11 = F(m.m11);
m12 = F(m.m12);
m13 = F(m.m13);
m20 = F(m.m20);
m21 = F(m.m21);
m22 = F(m.m22);
m23 = F(m.m23);
}
//CONSTRUCTOR for identical float-types. It converts a Quat into a Matrix34.
//Needs to be 'explicit' because we loose float-precision in the conversion process
//Matrix34(QuatT);
explicit ILINE Matrix34_tpl<F>(const Quat_tpl<F>&q)
{
*this = Matrix33_tpl<F>(q);
}
//CONSTRUCTOR for different float-types. It converts a Quat into a Matrix34.
//Needs to be 'explicit' because we loose float-precision in the conversion process
//Matrix34(QuatTd);
template<class F1>
explicit ILINE Matrix34_tpl<F>(const Quat_tpl<F1>&q)
{
*this = Matrix33_tpl<F>(q);
}
//apply scaling to the columns of the matrix.
ILINE void ScaleColumn(const Vec3_tpl<F>& s)
{
m00 *= s.x;
m01 *= s.y;
m02 *= s.z;
m10 *= s.x;
m11 *= s.y;
m12 *= s.z;
m20 *= s.x;
m21 *= s.y;
m22 *= s.z;
}
/*!
*
* Initializes the Matrix34 with the identity.
*
*/
void SetIdentity()
{
m00 = 1.0f;
m01 = 0.0f;
m02 = 0.0f;
m03 = 0.0f;
m10 = 0.0f;
m11 = 1.0f;
m12 = 0.0f;
m13 = 0.0f;
m20 = 0.0f;
m21 = 0.0f;
m22 = 1.0f;
m23 = 0.0f;
}
ILINE static Matrix34_tpl<F> CreateIdentity()
{
Matrix34_tpl<F> m;
m.SetIdentity();
return m;
}
/*!
* Create rotation-matrix about X axis using an angle.
* The angle is assumed to be in radians.
* The translation-vector is set to zero.
*
* Example:
* Matrix34 m34;
* m34.SetRotationX(0.5f);
*/
ILINE void SetRotationX(const f32 rad, const Vec3_tpl<F>& t = Vec3(ZERO))
{
*this = Matrix33_tpl<F>::CreateRotationX(rad);
this->SetTranslation(t);
}
ILINE static Matrix34_tpl<F> CreateRotationX(const f32 rad, const Vec3_tpl<F>& t = Vec3(ZERO))
{
Matrix34_tpl<F> m34;
m34.SetRotationX(rad, t);
return m34;
}
/*!
* Create rotation-matrix about Y axis using an angle.
* The angle is assumed to be in radians.
* The translation-vector is set to zero.
*
* Example:
* Matrix34 m34;
* m34.SetRotationY(0.5f);
*/
ILINE void SetRotationY(const f32 rad, const Vec3_tpl<F>& t = Vec3(ZERO))
{
*this = Matrix33_tpl<F>::CreateRotationY(rad);
this->SetTranslation(t);
}
ILINE static Matrix34_tpl<F> CreateRotationY(const f32 rad, const Vec3_tpl<F>& t = Vec3(ZERO))
{
Matrix34_tpl<F> m34;
m34.SetRotationY(rad, t);
return m34;
}
/*!
*
* Convert three Euler angle to mat33 (rotation order:XYZ)
* The Euler angles are assumed to be in radians.
* The translation-vector is set to zero.
*
* Example 1:
* Matrix34 m34;
* m34.SetRotationXYZ( Ang3(0.5f,0.2f,0.9f), translation );
*
* Example 2:
* Matrix34 m34=Matrix34::CreateRotationXYZ( Ang3(0.5f,0.2f,0.9f), translation );
*/
ILINE void SetRotationXYZ(const Ang3_tpl<F>& rad, const Vec3_tpl<F>& t = Vec3(ZERO))
{
assert(rad.IsValid());
assert(t.IsValid());
*this = Matrix33_tpl<F>::CreateRotationXYZ(rad);
this->SetTranslation(t);
}
ILINE static Matrix34_tpl<F> CreateRotationXYZ(const Ang3_tpl<F>& rad, const Vec3_tpl<F>& t = Vec3(ZERO))
{
assert(rad.IsValid());
assert(t.IsValid());
Matrix34_tpl<F> m34;
m34.SetRotationXYZ(rad, t);
return m34;
}
ILINE void SetTranslationMat(const Vec3_tpl<F>& v)
{
m00 = 1.0f;
m01 = 0.0f;
m02 = 0.0f;
m03 = v.x;
m10 = 0.0f;
m11 = 1.0f;
m12 = 0.0f;
m13 = v.y;
m20 = 0.0f;
m21 = 0.0f;
m22 = 1.0f;
m23 = v.z;
}
ILINE static Matrix34_tpl<F> CreateTranslationMat(const Vec3_tpl<F>& v)
{
Matrix34_tpl<F> m34;
m34.SetTranslationMat(v);
return m34;
}
//NOTE: all vectors are stored in columns
ILINE void SetFromVectors(const Vec3& vx, const Vec3& vy, const Vec3& vz, const Vec3& pos)
{
m00 = vx.x;
m01 = vy.x;
m02 = vz.x;
m03 = pos.x;
m10 = vx.y;
m11 = vy.y;
m12 = vz.y;
m13 = pos.y;
m20 = vx.z;
m21 = vy.z;
m22 = vz.z;
m23 = pos.z;
}
ILINE static Matrix34_tpl<F> CreateFromVectors(const Vec3_tpl<F>& vx, const Vec3_tpl<F>& vy, const Vec3_tpl<F>& vz, const Vec3_tpl<F>& pos)
{
Matrix34_tpl<F> m;
m.SetFromVectors(vx, vy, vz, pos);
return m;
}
Matrix34_tpl<F> GetInvertedFast() const
{
assert(IsOrthonormal());
Matrix34_tpl<F> dst;
dst.m00 = m00;
dst.m01 = m10;
dst.m02 = m20;
dst.m03 = -m03 * m00 - m13 * m10 - m23 * m20;
dst.m10 = m01;
dst.m11 = m11;
dst.m12 = m21;
dst.m13 = -m03 * m01 - m13 * m11 - m23 * m21;
dst.m20 = m02;
dst.m21 = m12;
dst.m22 = m22;
dst.m23 = -m03 * m02 - m13 * m12 - m23 * m22;
return dst;
}
//! transforms a vector. the translation is not beeing considered
ILINE Vec3_tpl<F> TransformVector(const Vec3_tpl<F>& v) const
{
assert(v.IsValid());
return Vec3_tpl<F>(m00 * v.x + m01 * v.y + m02 * v.z, m10 * v.x + m11 * v.y + m12 * v.z, m20 * v.x + m21 * v.y + m22 * v.z);
}
//! transforms a point and add translation vector
ILINE Vec3_tpl<F> TransformPoint(const Vec3_tpl<F>& p) const
{
assert(p.IsValid());
return Vec3_tpl<F>(m00 * p.x + m01 * p.y + m02 * p.z + m03, m10 * p.x + m11 * p.y + m12 * p.z + m13, m20 * p.x + m21 * p.y + m22 * p.z + m23);
}
//! Remove scale from matrix.
void OrthonormalizeFast()
{
Vec3_tpl<F> x(m00, m10, m20);
Vec3_tpl<F> y(m01, m11, m21);
Vec3_tpl<F> z;
x = x.GetNormalized();
z = (x % y).GetNormalized();
y = (z % x).GetNormalized();
m00 = x.x;
m10 = x.y;
m20 = x.z;
m01 = y.x;
m11 = y.y;
m21 = y.z;
m02 = z.x;
m12 = z.y;
m22 = z.z;
}
//--------------------------------------------------------------------------------
//---- helper functions to access matrix-members ------------
//--------------------------------------------------------------------------------
F* GetData() { return &m00; }
const F* GetData() const { return &m00; }
ILINE F operator () (uint32 i, uint32 j) const { assert ((i < 3) && (j < 4)); F* p_data = (F*)(&m00); return p_data[i * 4 + j]; }
ILINE F& operator () (uint32 i, uint32 j) { assert ((i < 3) && (j < 4)); F* p_data = (F*)(&m00); return p_data[i * 4 + j]; }
ILINE void SetRow(int i, const Vec3_tpl<F>& v) { assert(i < 3); F* p = (F*)(&m00); p[0 + 4 * i] = v.x; p[1 + 4 * i] = v.y; p[2 + 4 * i] = v.z; }
ILINE const Vec3_tpl<F>& GetRow(int i) const { assert(i < 3); return *(const Vec3_tpl<F>*)(&m00 + 4 * i); }
ILINE const Vec4& GetRow4(int i) const { assert(i < 3); return *(const Vec4*)(&m00 + 4 * i); }
ILINE Vec3_tpl<F> GetColumn0() const { return Vec3_tpl<F>(m00, m10, m20); }
ILINE Vec3_tpl<F> GetColumn1() const { return Vec3_tpl<F>(m01, m11, m21); }
ILINE Vec3_tpl<F> GetColumn2() const { return Vec3_tpl<F>(m02, m12, m22); }
ILINE Vec3_tpl<F> GetColumn3() const { return Vec3_tpl<F>(m03, m13, m23); }
ILINE void SetTranslation(const Vec3_tpl<F>& t) { m03 = t.x; m13 = t.y; m23 = t.z; }
ILINE Vec3_tpl<F> GetTranslation() const { return Vec3_tpl<F>(m03, m13, m23); }
ILINE void SetRotation33(const Matrix33_tpl<F>& m33)
{
m00 = m33.m00;
m01 = m33.m01;
m02 = m33.m02;
m10 = m33.m10;
m11 = m33.m11;
m12 = m33.m12;
m20 = m33.m20;
m21 = m33.m21;
m22 = m33.m22;
}
//check if we have an orthonormal-base (general case, works even with reflection matrices)
int IsOrthonormal(F threshold = 0.001) const
{
f32 d0 = fabs_tpl(GetColumn0() | GetColumn1());
if (d0 > threshold)
{
return 0;
}
f32 d1 = fabs_tpl(GetColumn0() | GetColumn2());
if (d1 > threshold)
{
return 0;
}
f32 d2 = fabs_tpl(GetColumn1() | GetColumn2());
if (d2 > threshold)
{
return 0;
}
int a = (fabs_tpl(1 - (GetColumn0() | GetColumn0()))) < threshold;
int b = (fabs_tpl(1 - (GetColumn1() | GetColumn1()))) < threshold;
int c = (fabs_tpl(1 - (GetColumn2() | GetColumn2()))) < threshold;
return a & b & c;
}
//check if we have an orthonormal-base (assuming we are using a right-handed coordinate system)
int IsOrthonormalRH(F threshold = 0.001) const
{
int a = Vec3_tpl<F>::IsEquivalent(GetColumn0(), GetColumn1() % GetColumn2(), threshold);
int b = Vec3_tpl<F>::IsEquivalent(GetColumn1(), GetColumn2() % GetColumn0(), threshold);
int c = Vec3_tpl<F>::IsEquivalent(GetColumn2(), GetColumn0() % GetColumn1(), threshold);
return a & b & c;
}
bool static IsEquivalent(const Matrix34_tpl<F>& m0, const Matrix34_tpl<F>& m1, F e = VEC_EPSILON)
{
return (
(fabs_tpl(m0.m00 - m1.m00) <= e) && (fabs_tpl(m0.m01 - m1.m01) <= e) && (fabs_tpl(m0.m02 - m1.m02) <= e) && (fabs_tpl(m0.m03 - m1.m03) <= e) &&
(fabs_tpl(m0.m10 - m1.m10) <= e) && (fabs_tpl(m0.m11 - m1.m11) <= e) && (fabs_tpl(m0.m12 - m1.m12) <= e) && (fabs_tpl(m0.m13 - m1.m13) <= e) &&
(fabs_tpl(m0.m20 - m1.m20) <= e) && (fabs_tpl(m0.m21 - m1.m21) <= e) && (fabs_tpl(m0.m22 - m1.m22) <= e) && (fabs_tpl(m0.m23 - m1.m23) <= e)
);
}
bool IsValid() const
{
if (!NumberValid(m00))
{
return false;
}
if (!NumberValid(m01))
{
return false;
}
if (!NumberValid(m02))
{
return false;
}
if (!NumberValid(m03))
{
return false;
}
if (!NumberValid(m10))
{
return false;
}
if (!NumberValid(m11))
{
return false;
}
if (!NumberValid(m12))
{
return false;
}
if (!NumberValid(m13))
{
return false;
}
if (!NumberValid(m20))
{
return false;
}
if (!NumberValid(m21))
{
return false;
}
if (!NumberValid(m22))
{
return false;
}
if (!NumberValid(m23))
{
return false;
}
return true;
}
/*!
* Create a matrix with SCALING, ROTATION and TRANSLATION (in this order).
*
* Example 1:
* Matrix m34;
* m34.SetMatrix( Vec3(1,2,3), quat, Vec3(11,22,33) );
*/
ILINE void Set(const Vec3_tpl<F>& s, const Quat_tpl<F>& q, const Vec3_tpl<F>& t = Vec3(ZERO))
{
assert(s.IsValid());
assert(q.IsUnit(0.1f));
assert(t.IsValid());
F vxvx = q.v.x * q.v.x;
F vzvz = q.v.z * q.v.z;
F vyvy = q.v.y * q.v.y;
F vxvy = q.v.x * q.v.y;
F vxvz = q.v.x * q.v.z;
F vyvz = q.v.y * q.v.z;
F svx = q.w * q.v.x;
F svy = q.w * q.v.y;
F svz = q.w * q.v.z;
m00 = (1 - (vyvy + vzvz) * 2) * s.x;
m01 = (vxvy - svz) * 2 * s.y;
m02 = (vxvz + svy) * 2 * s.z;
m03 = t.x;
m10 = (vxvy + svz) * 2 * s.x;
m11 = (1 - (vxvx + vzvz) * 2) * s.y;
m12 = (vyvz - svx) * 2 * s.z;
m13 = t.y;
m20 = (vxvz - svy) * 2 * s.x;
m21 = (vyvz + svx) * 2 * s.y;
m22 = (1 - (vxvx + vyvy) * 2) * s.z;
m23 = t.z;
}
ILINE static Matrix34_tpl<F> Create(const Vec3_tpl<F>& s, const Quat_tpl<F>& q, const Vec3_tpl<F>& t = Vec3(ZERO))
{
Matrix34_tpl<F> m34;
m34.Set(s, q, t);
return m34;
}
Matrix34_tpl(const Vec3_tpl<F>& s, const Quat_tpl<F>& q, const Vec3_tpl<F>& t = Vec3(ZERO))
{
Set(s, q, t);
}
/*!
* Create scaling-matrix.
* The translation-vector is set to zero.
*
* Example 1:
* Matrix m34;
* m34.SetScale( Vec3(0.5f, 1.0f, 2.0f) );
*/
ILINE void SetScale(const Vec3_tpl<F>& s, const Vec3_tpl<F>& t = Vec3(ZERO))
{
*this = Matrix33::CreateScale(s);
this->SetTranslation(t);
}
/*!
* calculate a real inversion of a Matrix34
* an inverse-matrix is an UnDo-matrix for all kind of transformations
*
* Example 1:
* Matrix34 im34; im34.Invert();
*
* Example 2:
* Matrix34 im34 = m34.GetInverted();
*/
void Invert()
{
//rescue members
Matrix34_tpl<F> m = *this;
// calculate 12 cofactors
m00 = m.m22 * m.m11 - m.m12 * m.m21;
m10 = m.m12 * m.m20 - m.m22 * m.m10;
m20 = m.m10 * m.m21 - m.m20 * m.m11;
m01 = m.m02 * m.m21 - m.m22 * m.m01;
m11 = m.m22 * m.m00 - m.m02 * m.m20;
m21 = m.m20 * m.m01 - m.m00 * m.m21;
m02 = m.m12 * m.m01 - m.m02 * m.m11;
m12 = m.m02 * m.m10 - m.m12 * m.m00;
m22 = m.m00 * m.m11 - m.m10 * m.m01;
m03 = (m.m22 * m.m13 * m.m01 + m.m02 * m.m23 * m.m11 + m.m12 * m.m03 * m.m21) - (m.m12 * m.m23 * m.m01 + m.m22 * m.m03 * m.m11 + m.m02 * m.m13 * m.m21);
m13 = (m.m12 * m.m23 * m.m00 + m.m22 * m.m03 * m.m10 + m.m02 * m.m13 * m.m20) - (m.m22 * m.m13 * m.m00 + m.m02 * m.m23 * m.m10 + m.m12 * m.m03 * m.m20);
m23 = (m.m20 * m.m11 * m.m03 + m.m00 * m.m21 * m.m13 + m.m10 * m.m01 * m.m23) - (m.m10 * m.m21 * m.m03 + m.m20 * m.m01 * m.m13 + m.m00 * m.m11 * m.m23);
// calculate determinant
F det = m.m00 * m00 + m.m10 * m01 + m.m20 * m02;
assert(fabs_tpl(det) > (F)0.00000001);
F rcpDet = 1.0f / det;
// calculate matrix inverse/
m00 *= rcpDet;
m01 *= rcpDet;
m02 *= rcpDet;
m03 *= rcpDet;
m10 *= rcpDet;
m11 *= rcpDet;
m12 *= rcpDet;
m13 *= rcpDet;
m20 *= rcpDet;
m21 *= rcpDet;
m22 *= rcpDet;
m23 *= rcpDet;
}
ILINE Matrix34_tpl<F> GetInverted() const
{
Matrix34_tpl<F> dst = *this;
dst.Invert();
return dst;
}
};
///////////////////////////////////////////////////////////////////////////////
// Typedefs //
///////////////////////////////////////////////////////////////////////////////
typedef Matrix34_tpl<f32> Matrix34; //always 32 bit
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
//------------- implementation of Matrix34 ------------------------------
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
//! multiply all matrix's values by f and return the matrix
template<class F>
ILINE Matrix34_tpl<F> operator * (const Matrix34_tpl<F>& m, const f32 f)
{
assert(m.IsValid());
Matrix34_tpl<F> r;
r.m00 = m.m00 * f;
r.m01 = m.m01 * f;
r.m02 = m.m02 * f;
r.m03 = m.m03 * f;
r.m10 = m.m10 * f;
r.m11 = m.m11 * f;
r.m12 = m.m12 * f;
r.m13 = m.m13 * f;
r.m20 = m.m20 * f;
r.m21 = m.m21 * f;
r.m22 = m.m22 * f;
r.m23 = m.m23 * f;
return r;
}
/*!
* multiplication of Matrix34 by a (column) Vec3.
* This function transforms the given input Vec3
* into the coordinate system defined by this matrix.
*
* Example:
* Matrix34 m34;
* Vec3 vector(44,55,66);
* Vec3 result = m34*vector;
*/
template<class F>
ILINE Vec3_tpl<F> operator * (const Matrix34_tpl<F>& m, const Vec3_tpl<F>& p)
{
assert(m.IsValid());
assert(p.IsValid());
Vec3_tpl<F> tp;
tp.x = m.m00 * p.x + m.m01 * p.y + m.m02 * p.z + m.m03;
tp.y = m.m10 * p.x + m.m11 * p.y + m.m12 * p.z + m.m13;
tp.z = m.m20 * p.x + m.m21 * p.y + m.m22 * p.z + m.m23;
return tp;
}
template<class F1, class F2>
ILINE Matrix34_tpl<F1> operator + (const Matrix34_tpl<F1>& l, const Matrix34_tpl<F2>& r)
{
assert(l.IsValid());
assert(r.IsValid());
Matrix34_tpl<F1> m;
m.m00 = l.m00 + r.m00;
m.m01 = l.m01 + r.m01;
m.m02 = l.m02 + r.m02;
m.m03 = l.m03 + r.m03;
m.m10 = l.m10 + r.m10;
m.m11 = l.m11 + r.m11;
m.m12 = l.m12 + r.m12;
m.m13 = l.m13 + r.m13;
m.m20 = l.m20 + r.m20;
m.m21 = l.m21 + r.m21;
m.m22 = l.m22 + r.m22;
m.m23 = l.m23 + r.m23;
return m;
}
template<class F1, class F2>
ILINE Matrix34_tpl<F1>& operator += (Matrix34_tpl<F1>& l, const Matrix34_tpl<F2>& r)
{
assert(l.IsValid());
assert(r.IsValid());
l.m00 += r.m00;
l.m01 += r.m01;
l.m02 += r.m02;
l.m03 += r.m03;
l.m10 += r.m10;
l.m11 += r.m11;
l.m12 += r.m12;
l.m13 += r.m13;
l.m20 += r.m20;
l.m21 += r.m21;
l.m22 += r.m22;
l.m23 += r.m23;
return l;
}
/*!
* Implements the multiplication operator: Matrix34=Matrix34*Matrix33
*
* Matrix33 and Matrix44 are specified in collumn order for a right-handed coordinate-system.
* AxB = operation B followed by operation A.
* A multiplication takes 27 muls and 24 adds.
*
* Example:
* Matrix34 m34=Matrix33::CreateRotationX(1.94192f);;
* Matrix33 m33=Matrix34::CreateRotationZ(3.14192f);
* Matrix34 result=m34*m33;
*/
template<class F>
ILINE Matrix34_tpl<F> operator * (const Matrix34_tpl<F>& l, const Matrix33_tpl<F>& r)
{
assert(l.IsValid());
assert(r.IsValid());
Matrix34_tpl<F> m;
m.m00 = l.m00 * r.m00 + l.m01 * r.m10 + l.m02 * r.m20;
m.m10 = l.m10 * r.m00 + l.m11 * r.m10 + l.m12 * r.m20;
m.m20 = l.m20 * r.m00 + l.m21 * r.m10 + l.m22 * r.m20;
m.m01 = l.m00 * r.m01 + l.m01 * r.m11 + l.m02 * r.m21;
m.m11 = l.m10 * r.m01 + l.m11 * r.m11 + l.m12 * r.m21;
m.m21 = l.m20 * r.m01 + l.m21 * r.m11 + l.m22 * r.m21;
m.m02 = l.m00 * r.m02 + l.m01 * r.m12 + l.m02 * r.m22;
m.m12 = l.m10 * r.m02 + l.m11 * r.m12 + l.m12 * r.m22;
m.m22 = l.m20 * r.m02 + l.m21 * r.m12 + l.m22 * r.m22;
m.m03 = l.m03;
m.m13 = l.m13;
m.m23 = l.m23;
return m;
}
/*!
* Implements the multiplication operator: Matrix34=Matrix34*Matrix34
*
* Matrix34 is specified in collumn order.
* AxB = rotation B followed by rotation A.
* This operation takes 36 mults and 27 adds.
*
* Example:
* Matrix34 m34=Matrix34::CreateRotationX(1.94192f, Vec3(11,22,33));;
* Matrix34 m34=Matrix33::CreateRotationZ(3.14192f);
* Matrix34 result=m34*m34;
*/
template<class F>
ILINE Matrix34_tpl<F> operator * (const Matrix34_tpl<F>& l, const Matrix34_tpl<F>& r)
{
assert(l.IsValid());
assert(r.IsValid());
Matrix34_tpl<F> m;
m.m00 = l.m00 * r.m00 + l.m01 * r.m10 + l.m02 * r.m20;
m.m10 = l.m10 * r.m00 + l.m11 * r.m10 + l.m12 * r.m20;
m.m20 = l.m20 * r.m00 + l.m21 * r.m10 + l.m22 * r.m20;
m.m01 = l.m00 * r.m01 + l.m01 * r.m11 + l.m02 * r.m21;
m.m11 = l.m10 * r.m01 + l.m11 * r.m11 + l.m12 * r.m21;
m.m21 = l.m20 * r.m01 + l.m21 * r.m11 + l.m22 * r.m21;
m.m02 = l.m00 * r.m02 + l.m01 * r.m12 + l.m02 * r.m22;
m.m12 = l.m10 * r.m02 + l.m11 * r.m12 + l.m12 * r.m22;
m.m22 = l.m20 * r.m02 + l.m21 * r.m12 + l.m22 * r.m22;
m.m03 = l.m00 * r.m03 + l.m01 * r.m13 + l.m02 * r.m23 + l.m03;
m.m13 = l.m10 * r.m03 + l.m11 * r.m13 + l.m12 * r.m23 + l.m13;
m.m23 = l.m20 * r.m03 + l.m21 * r.m13 + l.m22 * r.m23 + l.m23;
return m;
}
/*!
* Implements the multiplication operator: Matrix44=Matrix34*Matrix44
*
* Matrix44 and Matrix34 are specified in collumn order.
* AxB = rotation B followed by rotation A.
* This operation takes 48 mults and 36 adds.
*
* Example:
* Matrix34 m34=Matrix33::CreateRotationX(1.94192f);;
* Matrix44 m44=Matrix33::CreateRotationZ(3.14192f);
* Matrix44 result=m34*m44;
*/
template<class F>
ILINE Matrix44_tpl<F> operator * (const Matrix34_tpl<F>& l, const Matrix44_tpl<F>& r)
{
assert(l.IsValid());
assert(r.IsValid());
Matrix44_tpl<F> m;
m.m00 = l.m00 * r.m00 + l.m01 * r.m10 + l.m02 * r.m20 + l.m03 * r.m30;
m.m10 = l.m10 * r.m00 + l.m11 * r.m10 + l.m12 * r.m20 + l.m13 * r.m30;
m.m20 = l.m20 * r.m00 + l.m21 * r.m10 + l.m22 * r.m20 + l.m23 * r.m30;
m.m30 = r.m30;
m.m01 = l.m00 * r.m01 + l.m01 * r.m11 + l.m02 * r.m21 + l.m03 * r.m31;
m.m11 = l.m10 * r.m01 + l.m11 * r.m11 + l.m12 * r.m21 + l.m13 * r.m31;
m.m21 = l.m20 * r.m01 + l.m21 * r.m11 + l.m22 * r.m21 + l.m23 * r.m31;
m.m31 = r.m31;
m.m02 = l.m00 * r.m02 + l.m01 * r.m12 + l.m02 * r.m22 + l.m03 * r.m32;
m.m12 = l.m10 * r.m02 + l.m11 * r.m12 + l.m12 * r.m22 + l.m13 * r.m32;
m.m22 = l.m20 * r.m02 + l.m21 * r.m12 + l.m22 * r.m22 + l.m23 * r.m32;
m.m32 = r.m32;
m.m03 = l.m00 * r.m03 + l.m01 * r.m13 + l.m02 * r.m23 + l.m03 * r.m33;
m.m13 = l.m10 * r.m03 + l.m11 * r.m13 + l.m12 * r.m23 + l.m13 * r.m33;
m.m23 = l.m20 * r.m03 + l.m21 * r.m13 + l.m22 * r.m23 + l.m23 * r.m33;
m.m33 = r.m33;
return m;
}