2017-04-17 06:17:10 -06:00

206 lines
8.2 KiB
C++
Executable File

/**********************************************************************
*<
FILE: matrix3.h
DESCRIPTION: Class definitions for Matrix3
CREATED BY: Dan Silva
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef _MATRIX3_H
#define _MATRIX3_H
#include "ioapi.h"
#include "point3.h"
#include "point4.h"
//Flags
#define POS_IDENT 1
#define ROT_IDENT 2
#define SCL_IDENT 4
#define MAT_IDENT (POS_IDENT|ROT_IDENT|SCL_IDENT)
typedef float MRow[3];
class Quat;
class AngAxis;
class Matrix3 {
friend Matrix3 DllExport RotateXMatrix(float angle);
friend Matrix3 DllExport RotateYMatrix(float angle);
friend Matrix3 DllExport RotateZMatrix(float angle);
friend Matrix3 DllExport TransMatrix(const Point3& p);
friend Matrix3 DllExport ScaleMatrix(const Point3& s);
friend Matrix3 DllExport RotateYPRMatrix(float Yaw, float Pitch, float Roll);
friend Matrix3 DllExport RotAngleAxisMatrix(Point3& axis, float angle);
friend Matrix3 DllExport Inverse(const Matrix3& M);
friend Point3 DllExport operator*(const Matrix3& A, const Point3& V);
friend Point3 DllExport operator*(const Point3& V, const Matrix3& A);
friend Point3 DllExport VectorTransform(const Matrix3& M, const Point3& V);
friend Matrix3 DllExport XFormMat(const Matrix3& xm, const Matrix3& m);
friend Point3 DllExport VectorTransform(const Point3& V, const Matrix3& M);
friend class Quat;
float m[4][3];
// Access i-th row as Point3 for read or assignment:
Point3& operator[](int i) { return((Point3&)(*m[i])); }
DWORD flags;
public:
const Point3& operator[](int i) const { return((Point3&)(*m[i])); }
// if change any components directly via GetAddr, must call this
void SetNotIdent() { flags &= ~MAT_IDENT; }
void SetIdentFlags(DWORD f) { flags &= ~MAT_IDENT; flags |= f; }
DWORD GetIdentFlags() const { return flags; }
void ClearIdentFlag(DWORD f) { flags &= ~f; }
BOOL IsIdentity() const { return ((flags&MAT_IDENT)==MAT_IDENT); }
DllExport void ValidateFlags(); // recomputes the IDENT flags
// CAUTION: if you change the matrix via this pointer, you MUST clear the
// proper IDENT flags !!!
MRow* GetAddr() { return (MRow *)(m); }
const MRow* GetAddr() const { return (MRow *)(m); }
// Constructors
Matrix3(){ flags = 0; } // NO INITIALIZATION done in this constructor!!
Matrix3(BOOL init) {flags=0; IdentityMatrix();} // RB: An option to initialize
DllExport Matrix3(float (*fp)[3]);
Matrix3(const Point3& U, const Point3& V, const Point3& N, const Point3& T) {
flags = 0; SetRow(0, U); SetRow(1, V); SetRow(2, N); SetRow(3, T);
ValidateFlags(); }
Matrix3& Set(const Point3& U, const Point3& V, const Point3& N, const Point3& T) {
flags = 0; SetRow(0, U); SetRow(1, V); SetRow(2, N); SetRow(3, T);
ValidateFlags(); return *this; }
// Data member
static const Matrix3 Identity;
// Comparison operators
DllExport int operator==(const Matrix3& M) const;
DllExport int Equals(const Matrix3& M, float epsilon = 1E-6f) const;
// Assignment operators
DllExport Matrix3& operator-=( const Matrix3& M);
DllExport Matrix3& operator+=( const Matrix3& M);
DllExport Matrix3& operator*=( const Matrix3& M); // Matrix multiplication
DllExport Matrix3& operator*=( const float a);
// Operations on matrix
DllExport void IdentityMatrix(); // Make into the Identity Matrix
DllExport void Zero(); // set all elements to 0
Point3 GetRow(int i) const { return (*this)[i]; }
DllExport void SetRow(int i, Point3 p);
DllExport Point4 GetColumn(int i) const;
DllExport void SetColumn(int i, Point4 col);
DllExport Point3 GetColumn3(int i) const;
// zero the translation part;
DllExport void NoTrans();
// null out the rotation part;
DllExport void NoRot();
// null out the scale part;
DllExport void NoScale();
// This is an "unbiased" orthogonalization
// It seems to take a maximum of 4 iterations to converge.
DllExport void Orthogonalize();
// Access the translation row
void SetTrans(const Point3 p) { (*this)[3] = p; flags &= ~POS_IDENT; }
void SetTrans(int i, float v) { (*this)[3][i] = v; flags &= ~POS_IDENT; }
Point3 GetTrans() const { return (*this)[3]; }
// Apply Incremental transformations to this matrix
// Equivalent to multiplying on the RIGHT by transform
DllExport void Translate(const Point3& p);
DllExport void RotateX(float angle);
DllExport void RotateY(float angle);
DllExport void RotateZ(float angle);
// if trans = FALSE the translation component is unaffected:
DllExport void Scale(const Point3& s, BOOL trans = FALSE);
// Apply Incremental transformations to this matrix
// Equivalent to multiplying on the LEFT by transform
DllExport void PreTranslate(const Point3& p);
DllExport void PreRotateX(float angle);
DllExport void PreRotateY(float angle);
DllExport void PreRotateZ(float angle);
// if trans = FALSE the translation component is unaffected:
DllExport void PreScale(const Point3& s, BOOL trans = FALSE);
// set matrix as described
DllExport void SetTranslate(const Point3& p); // makes translation matrix
DllExport void SetRotateX(float angle); // makes rotation matrix
DllExport void SetRotateY(float angle);
DllExport void SetRotateZ(float angle);
DllExport void SetRotate(const Quat& q);
DllExport void SetRotate(const AngAxis& aa);
DllExport void SetRotate(float yaw, float pitch, float roll);
DllExport void SetAngleAxis(const Point3& axis, float angle);
DllExport void SetScale(const Point3& s); // makes scale matrix
DllExport void SetFromToUp(const Point3& from, const Point3& to, const Point3& up);
DllExport void Invert(); // in place
//binary operators
DllExport Matrix3 operator*(const Matrix3&) const;
DllExport Matrix3 operator+(const Matrix3&) const;
DllExport Matrix3 operator-(const Matrix3&) const;
DllExport Point3 PointTransform(const Point3& p) const;
DllExport Point3 VectorTransform(const Point3& p) const;
DllExport void TransformPoints(Point3 *array, int n,
int stride = sizeof(Point3));
DllExport void TransformPoints(const Point3 *array, Point3 *to, int n,
int stride = sizeof(Point3), int strideTo = sizeof(Point3));
DllExport void TransformVectors(Point3 *array, int n,
int stride = sizeof(Point3));
DllExport void TransformVectors(const Point3 *array, Point3 *to, int n,
int stride = sizeof(Point3), int strideTo = sizeof(Point3));
// Property function
DllExport void GetYawPitchRoll(float *yaw, float *pitch, float *roll);
// I/O
DllExport IOResult Save(ISave* isave);
DllExport IOResult Load(ILoad* iload);
// Returns FALSE if right handed (normal case) and TRUE if right handed.
DllExport BOOL Parity() const;
};
// Build new matrices for transformations
Matrix3 DllExport RotateXMatrix(float angle);
Matrix3 DllExport RotateYMatrix(float angle);
Matrix3 DllExport RotateZMatrix(float angle);
Matrix3 DllExport TransMatrix(const Point3& p);
Matrix3 DllExport ScaleMatrix(const Point3& s);
Matrix3 DllExport RotateYPRMatrix(float Yaw, float Pitch, float Roll);
Matrix3 DllExport RotAngleAxisMatrix(Point3& axis, float angle);
Matrix3 DllExport Inverse(const Matrix3& M); // return Inverse of matrix
// These two versions of transforming a point with a matrix do the same thing,
// regardless of the order of operands (linear algebra rules notwithstanding).
Point3 DllExport operator*(const Matrix3& A, const Point3& V); // Transform Point with matrix
Point3 DllExport operator*(const Point3& V, const Matrix3& A); // Transform Point with matrix
// ditto
Point3 DllExport VectorTransform(const Matrix3& M, const Point3& V);
Point3 DllExport VectorTransform(const Point3& V, const Matrix3& M);
// transform a plane: this only works if M is orthogonal
Point4 DllExport TransformPlane(const Matrix3& M, const Point4& plin);
// transformats matrix m so it is applied in the space of matrix xm:
// returns xm*m*Inverse(xm)
Matrix3 DllExport XFormMat(const Matrix3& xm, const Matrix3& m);
#endif _MATRIX3_H