/*! * \file src/Matrix.cpp * \brief 3D Matrix * * \author Mongoose */ #include #include #include "Matrix.h" Matrix::Matrix() { setIdentity(); } Matrix::Matrix(matrix_t m) { setMatrix(m); } Matrix::Matrix(Quaternion &q) { matrix_t m; q.getMatrix(m); setMatrix(m); } Matrix::~Matrix() { } bool Matrix::getInvert(matrix_t out) { matrix_t m; #ifdef COLUMN_ORDER getMatrix(m); #else getTransposeMatrix(m); #endif /* Mongoose: This code was from a Jeff Lander tutorial which was based on MESA GL's InvertMatrix */ /* NB. OpenGL Matrices are COLUMN major. */ #define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; } #define MAT(m,r,c) (m)[(c)*4+(r)] float wtmp[4][8]; float m0, m1, m2, m3, s; float *r0, *r1, *r2, *r3; r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3]; r0[0] = MAT(m,0,0), r0[1] = MAT(m,0,1), r0[2] = MAT(m,0,2), r0[3] = MAT(m,0,3), r0[4] = 1.0f, r0[5] = r0[6] = r0[7] = 0.0f, r1[0] = MAT(m,1,0), r1[1] = MAT(m,1,1), r1[2] = MAT(m,1,2), r1[3] = MAT(m,1,3), r1[5] = 1.0f, r1[4] = r1[6] = r1[7] = 0.0f, r2[0] = MAT(m,2,0), r2[1] = MAT(m,2,1), r2[2] = MAT(m,2,2), r2[3] = MAT(m,2,3), r2[6] = 1.0f, r2[4] = r2[5] = r2[7] = 0.0f, r3[0] = MAT(m,3,0), r3[1] = MAT(m,3,1), r3[2] = MAT(m,3,2), r3[3] = MAT(m,3,3), r3[7] = 1.0f, r3[4] = r3[5] = r3[6] = 0.0f; /* choose pivot - or die */ if (fabs(r3[0])>fabs(r2[0])) SWAP_ROWS(r3, r2); if (fabs(r2[0])>fabs(r1[0])) SWAP_ROWS(r2, r1); if (fabs(r1[0])>fabs(r0[0])) SWAP_ROWS(r1, r0); if (0.0f == r0[0]) return false; /* eliminate first variable */ m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0]; s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s; s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s; s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s; s = r0[4]; if (s != 0.0f) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r0[5]; if (s != 0.0f) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r0[6]; if (s != 0.0f) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r0[7]; if (s != 0.0f) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (fabs(r3[1])>fabs(r2[1])) SWAP_ROWS(r3, r2); if (fabs(r2[1])>fabs(r1[1])) SWAP_ROWS(r2, r1); if (0.0f == r1[1]) return false; /* eliminate second variable */ m2 = r2[1]/r1[1]; m3 = r3[1]/r1[1]; r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2]; r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3]; s = r1[4]; if (0.0f != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r1[5]; if (0.0f != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r1[6]; if (0.0f != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r1[7]; if (0.0f != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (fabs(r3[2])>fabs(r2[2])) SWAP_ROWS(r3, r2); if (0.0f == r2[2]) return false; /* eliminate third variable */ m3 = r3[2]/r2[2]; r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4], r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7]; /* last check */ if (0.0f == r3[3]) return false; s = 1.0f/r3[3]; /* now back substitute row 3 */ r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s; m2 = r2[3]; /* now back substitute row 2 */ s = 1.0f/r2[2]; r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2), r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2); m1 = r1[3]; r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1, r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1; m0 = r0[3]; r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0, r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0; m1 = r1[2]; /* now back substitute row 1 */ s = 1.0f/r1[1]; r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1), r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1); m0 = r0[2]; r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0, r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0; m0 = r0[1]; /* now back substitute row 0 */ s = 1.0f/r0[0]; r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0), r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0); MAT(out,0,0) = r0[4]; MAT(out,0,1) = r0[5], MAT(out,0,2) = r0[6]; MAT(out,0,3) = r0[7], MAT(out,1,0) = r1[4]; MAT(out,1,1) = r1[5], MAT(out,1,2) = r1[6]; MAT(out,1,3) = r1[7], MAT(out,2,0) = r2[4]; MAT(out,2,1) = r2[5], MAT(out,2,2) = r2[6]; MAT(out,2,3) = r2[7], MAT(out,3,0) = r3[4]; MAT(out,3,1) = r3[5], MAT(out,3,2) = r3[6]; MAT(out,3,3) = r3[7]; return true; #undef MAT #undef SWAP_ROWS } void Matrix::getMatrix(matrix_t mat) { copy(mMatrix, mat); } void Matrix::getTransposeMatrix(matrix_t m) { m[ 0]= mMatrix[0]; m[ 1]= mMatrix[4]; m[ 2]= mMatrix[ 8]; m[ 3]=mMatrix[12]; m[ 4]= mMatrix[1]; m[ 5]= mMatrix[5]; m[ 6]= mMatrix[ 9]; m[ 7]=mMatrix[13]; m[ 8]= mMatrix[2]; m[ 9]= mMatrix[6]; m[10]= mMatrix[10]; m[11]=mMatrix[14]; m[12]= mMatrix[3]; m[13]= mMatrix[7]; m[14]= mMatrix[11]; m[15]=mMatrix[15]; } Matrix Matrix::multiply(const Matrix &a, const Matrix &b) { Matrix c; multiply(a.mMatrix, b.mMatrix, c.mMatrix); return c; } Matrix Matrix::operator *(const Matrix &a) { return multiply(a, *this); } Vector3d Matrix::operator *(Vector3d v) { vec_t x = v.mVec[0], y = v.mVec[1], z = v.mVec[2]; #ifdef COLUMN_ORDER return Vector3d(mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z + mMatrix[12], mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z + mMatrix[13], mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z + mMatrix[14]); #else return Vector3d(mMatrix[0]*x + mMatrix[1]*y + mMatrix[ 2]*z + mMatrix[ 3], mMatrix[4]*x + mMatrix[5]*y + mMatrix[ 6]*z + mMatrix[ 7], mMatrix[8]*x + mMatrix[9]*y + mMatrix[10]*z + mMatrix[11]); #endif } void Matrix::multiply3v(vec3_t v, vec3_t result) { vec_t x = v[0], y = v[1], z = v[2]; result[0] = mMatrix[0]*x + mMatrix[1]*y + mMatrix[ 2]*z + mMatrix[ 3]; result[1] = mMatrix[4]*x + mMatrix[5]*y + mMatrix[ 6]*z + mMatrix[ 7]; result[2] = mMatrix[8]*x + mMatrix[9]*y + mMatrix[10]*z + mMatrix[11]; } void Matrix::multiply4v(vec4_t v, vec4_t result) { vec_t x = v[0], y = v[1], z = v[2], w = v[3]; result[0] = mMatrix[ 0]*x + mMatrix[ 1]*y + mMatrix[ 2]*z + mMatrix[ 3]*w; result[1] = mMatrix[ 4]*x + mMatrix[ 5]*y + mMatrix[ 6]*z + mMatrix[ 7]*w; result[2] = mMatrix[ 8]*x + mMatrix[ 9]*y + mMatrix[10]*z + mMatrix[11]*w; result[3] = mMatrix[12]*x + mMatrix[13]*y + mMatrix[14]*z + mMatrix[15]*w; } void Matrix::print() { printf("{\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n}\n", #ifdef COLUMN_ORDER mMatrix[0], mMatrix[4], mMatrix[ 8], mMatrix[12], mMatrix[1], mMatrix[5], mMatrix[ 9], mMatrix[13], mMatrix[2], mMatrix[6], mMatrix[10], mMatrix[14], mMatrix[3], mMatrix[7], mMatrix[11], mMatrix[15]); #else mMatrix[ 0], mMatrix[ 1], mMatrix[ 2], mMatrix[ 3], mMatrix[ 4], mMatrix[ 5], mMatrix[ 6], mMatrix[ 7], mMatrix[ 8], mMatrix[ 9], mMatrix[10], mMatrix[11], mMatrix[12], mMatrix[13], mMatrix[14], mMatrix[15]); #endif } bool Matrix::isIdentity() { // Hhhmm... floating point using direct comparisons /* if (mMatrix[ 0] == 1 && mMatrix[ 1] == 0 && mMatrix[ 2] == 0 && mMatrix[ 3] == 0 && mMatrix[ 4] == 0 && mMatrix[ 5] == 1 && mMatrix[ 6] == 0 && mMatrix[ 7] == 0 && mMatrix[ 8] == 0 && mMatrix[ 9] == 0 && mMatrix[10] == 1 && mMatrix[11] == 0 && mMatrix[12] == 0 && mMatrix[13] == 0 && mMatrix[14] == 0 && mMatrix[15] == 1) return true; */ if (equalEpsilon(mMatrix[ 0], 1.0) && equalEpsilon(mMatrix[ 1], 0.0) && equalEpsilon(mMatrix[ 2], 0.0) && equalEpsilon(mMatrix[ 3], 0.0) && equalEpsilon(mMatrix[ 4], 0.0) && equalEpsilon(mMatrix[ 5], 1.0) && equalEpsilon(mMatrix[ 6], 0.0) && equalEpsilon(mMatrix[ 7], 0.0) && equalEpsilon(mMatrix[ 8], 0.0) && equalEpsilon(mMatrix[ 9], 0.0) && equalEpsilon(mMatrix[10], 1.0) && equalEpsilon(mMatrix[11], 0.0) && equalEpsilon(mMatrix[12], 0.0) && equalEpsilon(mMatrix[13], 0.0) && equalEpsilon(mMatrix[14], 0.0) && equalEpsilon(mMatrix[15], 1.0)) return true; return false; } void Matrix::setMatrix(matrix_t mat) { copy(mat, mMatrix); } void Matrix::setIdentity() { mMatrix[ 0] = 1; mMatrix[ 1] = 0; mMatrix[ 2] = 0; mMatrix[ 3] = 0; mMatrix[ 4] = 0; mMatrix[ 5] = 1; mMatrix[ 6] = 0; mMatrix[ 7] = 0; mMatrix[ 8] = 0; mMatrix[ 9] = 0; mMatrix[10] = 1; mMatrix[11] = 0; mMatrix[12] = 0; mMatrix[13] = 0; mMatrix[14] = 0; mMatrix[15] = 1; } void Matrix::scale(const vec_t *xyz) { scale(xyz[0], xyz[1], xyz[2]); } void Matrix::scale(vec_t sx, vec_t sy, vec_t sz) { matrix_t smatrix; matrix_t tmp; smatrix[ 0] = sx; smatrix[ 1] = 0; smatrix[ 2] = 0; smatrix[ 3] = 0; smatrix[ 4] = 0; smatrix[ 5] = sy; smatrix[ 6] = 0; smatrix[ 7] = 0; smatrix[ 8] = 0; smatrix[ 9] = 0; smatrix[10] = sz; smatrix[11] = 0; smatrix[12] = 0; smatrix[13] = 0; smatrix[14] = 0; smatrix[15] = 1; copy(mMatrix, tmp); multiply(tmp, smatrix, mMatrix); } void Matrix::rotate(const vec_t *xyz) { rotate(xyz[0], xyz[1], xyz[2]); } void Matrix::rotate(vec_t ax, vec_t ay, vec_t az) { matrix_t xmat, ymat, zmat, tmp, tmp2; xmat[ 0]=1; xmat[ 1]=0; xmat[ 2]=0; xmat[ 3]=0; xmat[ 4]=0; xmat[ 5]=cosf(ax); xmat[ 6]=sinf(ax); xmat[ 7]=0; xmat[ 8]=0; xmat[ 9]=-sinf(ax); xmat[10]=cosf(ax); xmat[11]=0; xmat[12]=0; xmat[13]=0; xmat[14]=0; xmat[15]=1; ymat[ 0]=cosf(ay); ymat[ 1]=0; ymat[ 2]=-sinf(ay); ymat[ 3]=0; ymat[ 4]=0; ymat[ 5]=1; ymat[ 6]=0; ymat[ 7]=0; ymat[ 8]=sinf(ay); ymat[ 9]=0; ymat[10]=cosf(ay); ymat[11]=0; ymat[12]=0; ymat[13]=0; ymat[14]=0; ymat[15]=1; zmat[ 0]=cosf(az); zmat[ 1]=sinf(az); zmat[ 2]=0; zmat[ 3]=0; zmat[ 4]=-sinf(az); zmat[ 5]=cosf(az); zmat[ 6]=0; zmat[ 7]=0; zmat[ 8]=0; zmat[ 9]=0; zmat[10]=1; zmat[11]=0; zmat[12]=0; zmat[13]=0; zmat[14]=0; zmat[15]=1; multiply(mMatrix, ymat, tmp); multiply(tmp, xmat, tmp2); multiply(tmp2, zmat, mMatrix); } void Matrix::translate(const vec_t *xyz) { translate(xyz[0], xyz[1], xyz[2]); } void Matrix::translate(vec_t tx, vec_t ty, vec_t tz) { matrix_t tmat, tmp; tmat[ 0]=1; tmat[ 1]=0; tmat[ 2]=0; tmat[ 3]=0; tmat[ 4]=0; tmat[ 5]=1; tmat[ 6]=0; tmat[ 7]=0; tmat[ 8]=0; tmat[ 9]=0; tmat[10]=1; tmat[11]=0; tmat[12]=tx; tmat[13]=ty; tmat[14]=tz; tmat[15]=1; copy(mMatrix, tmp); multiply(tmp, tmat, mMatrix); } void Matrix::copy(matrix_t source, matrix_t dest) { for (int i = 0; i < 16; i++) dest[i] = source[i]; } void Matrix::multiply(const matrix_t a, const matrix_t b, matrix_t result) { /* Generated code for matrix mult * Code used: // char order is argument int i, j, k; if (order == 'r') { printf("// Row order\n"); } else { printf("// Column order\n"); } for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { if (order == 'r') { printf("result[%2i] = ", j+i*4); } else { printf("result[%2i] = ", j+i*4); } for (k = 0; k < 4; ++k) { if (order == 'r') { printf("a[%2i] * b[%2i]%s", k+i*4, j+k*4, (k == 3) ? ";\n" : " + "); } else { printf("a[%2i] * b[%2i]%s", i+k*4, k+j*4, (k == 3) ? ";\n" : " + "); } //sum+=(elements[i+k*4]*m.elements[k+j*4]); } //result.elements[i+j*4]=sum; } printf("\n"); } printf("\n"); printf("// Transpose\n"); for(i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { printf("a[%2i] = b[%2i]%s", j+i*4, i+j*4, (j == 3) ? ";\n" : "; "); } } * was in test/Matrix.cpp */ #ifdef COLUMN_ORDER /* Column order */ result[ 0] = a[ 0] * b[ 0] + a[ 4] * b[ 1] + a[ 8] * b[ 2] + a[12] * b[ 3]; result[ 1] = a[ 0] * b[ 4] + a[ 4] * b[ 5] + a[ 8] * b[ 6] + a[12] * b[ 7]; result[ 2] = a[ 0] * b[ 8] + a[ 4] * b[ 9] + a[ 8] * b[10] + a[12] * b[11]; result[ 3] = a[ 0] * b[12] + a[ 4] * b[13] + a[ 8] * b[14] + a[12] * b[15]; result[ 4] = a[ 1] * b[ 0] + a[ 5] * b[ 1] + a[ 9] * b[ 2] + a[13] * b[ 3]; result[ 5] = a[ 1] * b[ 4] + a[ 5] * b[ 5] + a[ 9] * b[ 6] + a[13] * b[ 7]; result[ 6] = a[ 1] * b[ 8] + a[ 5] * b[ 9] + a[ 9] * b[10] + a[13] * b[11]; result[ 7] = a[ 1] * b[12] + a[ 5] * b[13] + a[ 9] * b[14] + a[13] * b[15]; result[ 8] = a[ 2] * b[ 0] + a[ 6] * b[ 1] + a[10] * b[ 2] + a[14] * b[ 3]; result[ 9] = a[ 2] * b[ 4] + a[ 6] * b[ 5] + a[10] * b[ 6] + a[14] * b[ 7]; result[10] = a[ 2] * b[ 8] + a[ 6] * b[ 9] + a[10] * b[10] + a[14] * b[11]; result[11] = a[ 2] * b[12] + a[ 6] * b[13] + a[10] * b[14] + a[14] * b[15]; result[12] = a[ 3] * b[ 0] + a[ 7] * b[ 1] + a[11] * b[ 2] + a[15] * b[ 3]; result[13] = a[ 3] * b[ 4] + a[ 7] * b[ 5] + a[11] * b[ 6] + a[15] * b[ 7]; result[14] = a[ 3] * b[ 8] + a[ 7] * b[ 9] + a[11] * b[10] + a[15] * b[11]; result[15] = a[ 3] * b[12] + a[ 7] * b[13] + a[11] * b[14] + a[15] * b[15]; #else /* Row order */ result[ 0] = a[ 0] * b[ 0] + a[ 1] * b[ 4] + a[ 2] * b[ 8] + a[ 3] * b[12]; result[ 1] = a[ 0] * b[ 1] + a[ 1] * b[ 5] + a[ 2] * b[ 9] + a[ 3] * b[13]; result[ 2] = a[ 0] * b[ 2] + a[ 1] * b[ 6] + a[ 2] * b[10] + a[ 3] * b[14]; result[ 3] = a[ 0] * b[ 3] + a[ 1] * b[ 7] + a[ 2] * b[11] + a[ 3] * b[15]; result[ 4] = a[ 4] * b[ 0] + a[ 5] * b[ 4] + a[ 6] * b[ 8] + a[ 7] * b[12]; result[ 5] = a[ 4] * b[ 1] + a[ 5] * b[ 5] + a[ 6] * b[ 9] + a[ 7] * b[13]; result[ 6] = a[ 4] * b[ 2] + a[ 5] * b[ 6] + a[ 6] * b[10] + a[ 7] * b[14]; result[ 7] = a[ 4] * b[ 3] + a[ 5] * b[ 7] + a[ 6] * b[11] + a[ 7] * b[15]; result[ 8] = a[ 8] * b[ 0] + a[ 9] * b[ 4] + a[10] * b[ 8] + a[11] * b[12]; result[ 9] = a[ 8] * b[ 1] + a[ 9] * b[ 5] + a[10] * b[ 9] + a[11] * b[13]; result[10] = a[ 8] * b[ 2] + a[ 9] * b[ 6] + a[10] * b[10] + a[11] * b[14]; result[11] = a[ 8] * b[ 3] + a[ 9] * b[ 7] + a[10] * b[11] + a[11] * b[15]; result[12] = a[12] * b[ 0] + a[13] * b[ 4] + a[14] * b[ 8] + a[15] * b[12]; result[13] = a[12] * b[ 1] + a[13] * b[ 5] + a[14] * b[ 9] + a[15] * b[13]; result[14] = a[12] * b[ 2] + a[13] * b[ 6] + a[14] * b[10] + a[15] * b[14]; result[15] = a[12] * b[ 3] + a[13] * b[ 7] + a[14] * b[11] + a[15] * b[15]; #endif }