/* * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * Copyright 2011-2015 Danny Robson */ #include "matrix.hpp" #include "debug.hpp" #include "iterator.hpp" #include "point.hpp" #include #include using namespace util; /////////////////////////////////////////////////////////////////////////////// template matrix matrix::transposed (void) const { matrix m; for (size_t i = 0; i < S; ++i) for (size_t j = 0; j < S; ++j) m.values[i][j] = values[j][i]; return m; } //----------------------------------------------------------------------------- template matrix& matrix::transpose (void) { for (size_t i = 0; i < S; ++i) for (size_t j = i + 1; j < S; ++j) std::swap (values[i][j], values[j][i]); return *this; } //----------------------------------------------------------------------------- template matrix& matrix::invert (void) { return *this = inverse (); } //----------------------------------------------------------------------------- //template //matrix& //matrix::invert_affine (void) //{ // CHECK (is_affine ()); // // // inv ([ M b ] == [ inv(M) -inv(M).b ] // // [ 0 1 ]) [ 0 1 ] // // // Invert the 3x3 M // T A = (values[1][1] * values[2][2] - values[1][2] * values[2][1]); // T B = (values[1][2] * values[2][0] - values[1][0] * values[2][2]); // T C = (values[1][0] * values[2][1] - values[1][1] * values[2][0]); // // T D = (values[0][2] * values[2][1] - values[0][1] * values[2][2]); // T E = (values[0][0] * values[2][2] - values[0][2] * values[2][0]); // T F = (values[2][0] * values[0][1] - values[0][0] * values[2][1]); // // T G = (values[0][1] * values[1][2] - values[0][2] * values[1][1]); // T H = (values[0][2] * values[1][0] - values[0][0] * values[1][2]); // T K = (values[0][0] * values[1][1] - values[0][1] * values[1][0]); // // T d = values[0][0] * A + values[0][1] * B + values[0][2] * C; // CHECK_NEQ (d, 0.0); // // values[0][0] = A / d; // values[0][1] = D / d; // values[0][2] = G / d; // values[1][0] = B / d; // values[1][1] = E / d; // values[1][2] = H / d; // values[2][0] = C / d; // values[2][1] = F / d; // values[2][2] = K / d; // // // Multiply the b // T b0 = - values[0][0] * values[0][3] - values[0][1] * values[1][3] - values[0][2] * values[2][3]; // T b1 = - values[1][0] * values[0][3] - values[1][1] * values[1][3] - values[1][2] * values[2][3]; // T b2 = - values[2][0] * values[0][3] - values[2][1] * values[1][3] - values[2][2] * values[2][3]; // // values[0][3] = b0; // values[1][3] = b1; // values[2][3] = b2; // // return *this; //} //----------------------------------------------------------------------------- template T util::matrix::determinant (void) const { return util::determinant (*this); } //----------------------------------------------------------------------------- template util::matrix util::matrix::inverse (void) const { return util::inverse (*this); } /////////////////////////////////////////////////////////////////////////////// template matrix util::transposed (const matrix &m) { util::matrix res; for (size_t y = 0; y < S; ++y) for (size_t x = 0; x < S; ++x) res[y][x] = m[x][y]; return res; } //----------------------------------------------------------------------------- template matrix3f util::transposed (const matrix3f&); template matrix4f util::transposed (const matrix4f&); /////////////////////////////////////////////////////////////////////////////// template matrix matrix::operator* (const matrix &rhs) const { matrix m; for (unsigned row = 0; row < S; ++row) { for (unsigned col = 0; col < S; ++col) { m.values[row][col] = T {0}; for (unsigned inner = 0; inner < S; ++inner) m.values[row][col] += values[row][inner] * rhs.values[inner][col]; } } return m; } //----------------------------------------------------------------------------- template matrix& matrix::operator*=(const matrix &rhs) { return *this = *this * rhs; } /////////////////////////////////////////////////////////////////////////////// template vector matrix::operator* (const vector &rhs) const { vector out; for (size_t i = 0; i < S; ++i) out[i] = dot (rhs, values[i]); return out; } //----------------------------------------------------------------------------- template point matrix::operator* (const point &rhs) const { point out; for (size_t i = 0; i < S; ++i) out[i] = dot (rhs, values[i]); return out; } //----------------------------------------------------------------------------- template bool matrix::is_affine (void) const { for (size_t i = 0; i < S - 1; ++i) if (!exactly_zero (values[S-1][i])) return false; return exactly_equal (values[S-1][S-1], T{1}); } //----------------------------------------------------------------------------- template matrix4 matrix::ortho (T left, T right, T bottom, T top, T near, T far) { CHECK_GT (far, near); T tx = - (right + left) / (right - left); T ty = - (top + bottom) / (top - bottom); T tz = - (far + near) / (far - near); T rl = 2 / (right - left); T tb = 2 / (top - bottom); T fn = 2 / (far - near); return { { { rl, 0, 0, tx }, { 0, tb, 0, ty }, { 0, 0, fn, tz }, { 0, 0, 0, 1 }, } }; } //----------------------------------------------------------------------------- template matrix4 matrix::ortho2D (T left, T right, T bottom, T top) { return ortho (left, right, bottom, top, -1, 1); } //----------------------------------------------------------------------------- template matrix4 matrix::perspective (T fov, T aspect, range Z) { CHECK_GE (Z.min, 0); CHECK_GE (Z.max, 0); T f = 1 / std::tan (fov / 2); T x = f / aspect; T y = f; T z1 = (Z.max + Z.min) / (Z.min - Z.max); T z2 = (2 * Z.max * Z.min) / (Z.min - Z.max); return { { { x, 0, 0, 0 }, { 0, y, 0, 0 }, { 0, 0, z1, z2 }, { 0, 0, -1, 0 } } }; } //----------------------------------------------------------------------------- // Emulates gluLookAt // // Translates the viewpoint to the origin, then rotates the world to point // along eye to centre (negative-Z). // Implemented for right handed world coordinates. // // Assumes 'up' is normalised. template matrix4 matrix::look_at (const util::point<3,T> eye, const util::point<3,T> centre, const util::vector<3,T> up) { CHECK (is_normalised (up)); const auto f = normalised (centre - eye); const auto s = normalised (cross (f, up)); const auto u = cross (s, f); const util::matrix4 rot {{ { s.x, s.y, s.z, 0 }, { u.x, u.y, u.z, 0 }, {-f.x,-f.y,-f.z, 0 }, { 0, 0, 0, 1 }, }}; return rot * util::matrix4::translation (0-eye); } //----------------------------------------------------------------------------- template matrix4 matrix::translation (util::vector<2,T> v) { return translation ({v.x, v.y, 0}); } //----------------------------------------------------------------------------- template matrix4 matrix::translation (util::vector<3,T> v) { return { { { 1.f, 0.f, 0.f, v.x }, { 0.f, 1.f, 0.f, v.y }, { 0.f, 0.f, 1.f, v.z }, { 0.f, 0.f, 0.f, 1.f }, } }; } //----------------------------------------------------------------------------- template matrix4 matrix::scale (T mag) { return scale (vector<3,T> (mag)); } //----------------------------------------------------------------------------- template matrix4 matrix::scale (util::vector<3,T> v) { return { { { v.x, 0.f, 0.f, 0.f }, { 0.f, v.y, 0.f, 0.f }, { 0.f, 0.f, v.z, 0.f }, { 0.f, 0.f, 0.f, 1.f } } }; } //----------------------------------------------------------------------------- template matrix4 matrix::rotation (T angle, util::vector<3,T> about) { CHECK (is_normalised (about)); T c = std::cos (angle); T s = std::sin (angle); T x = about.x, y = about.y, z = about.z; return { { { x * x * (1 - c) + c, x * y * (1 - c) - z * s, x * z * (1 - c) + y * s, 0 }, { y * x * (1 - c) + z * s, y * y * (1 - c) + c, y * z * (1 - c) - x * s, 0 }, { z * x * (1 - c) - y * s, z * y * (1 - c) + x * s, z * z * (1 - c) + c, 0 }, { 0, 0, 0, 1 } } }; } //----------------------------------------------------------------------------- template struct util::matrix<2,float>; template struct util::matrix<2,double>; template struct util::matrix<3,float>; template struct util::matrix<3,double>; template struct util::matrix<4,float>; template struct util::matrix<4,double>; /////////////////////////////////////////////////////////////////////////////// // Uses the algorithm from: // "Extracting Euler Angles from a Rotation Matrix" by // Mike Day, Insomniac Games. template util::vector<3,T> util::to_euler (const matrix &m) { static_assert (S == 3 || S == 4, "only defined for 3d affine transforms"); const auto theta0 = std::atan2 (m[2][1], m[2][2]); const auto c1 = std::hypot (m[0][0], m[1][0]); const auto theta1 = std::atan2 (-m[2][0], c1); const auto s0 = std::sin(theta0); const auto c0 = std::cos(theta0); const auto theta2 = std::atan2( s0 * m[0][2] - c0 * m[0][1], c0 * m[1][1] - s0 * m[1][2] ); return { theta0, theta1, theta2 }; } //----------------------------------------------------------------------------- template util::vector<3,float> util::to_euler (const matrix<3,float>&); template util::vector<3,float> util::to_euler (const matrix<4,float>&); /////////////////////////////////////////////////////////////////////////////// template std::ostream& util::operator<< (std::ostream &os, const matrix &m) { os << "{ "; for (size_t i = 0; i < S; ++i) { os << "{ "; std::copy (m[i], m[i]+S, util::infix_iterator (os, ", ")); os << ((i == S - 1) ? " }" : " }, "); } return os << " }"; } //----------------------------------------------------------------------------- template std::ostream& util::operator<< (std::ostream&, const matrix<4,float>&); template std::ostream& util::operator<< (std::ostream&, const matrix<4,double>&);