mirror of https://github.com/axmolengine/axmol.git
573 lines
16 KiB
C++
573 lines
16 KiB
C++
/**
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* Mat3 defines a 3x3 matrix. Matrix data is maintained
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* internally and is accessible via the get and set methods. Convenience methods
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* are used for matrix operations as well as generating a matrix from a given
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* set of values.
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* @autohr HALX99 2016
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* @author Mark Powell
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* @author Joshua Slack
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
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SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
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FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
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ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#pragma once
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#ifndef _CCMAT3_H_
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# define _CCMAT3_H_
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# include "base/ccMacros.h"
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# include "math/Vec3.h"
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# include "math/Vec4.h"
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NS_CC_MATH_BEGIN
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class Mat3
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{
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public:
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float m[9];
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/**
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* Constructor instantiates a new Mat3 object. The initial
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* values for the matrix is that of the identity matrix.
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*
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*/
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Mat3();
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/**
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* constructs a matrix with the given values.
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*
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* @param m[0]
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* 0x0 in the matrix.
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* @param m[1]
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* 0x1 in the matrix.
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* @param m[2]
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* 0x2 in the matrix.
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* @param m[3]
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* 1x0 in the matrix.
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* @param m[4]
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* 1x1 in the matrix.
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* @param m[5]
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* 1x2 in the matrix.
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* @param m[6]
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* 2x0 in the matrix.
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* @param m[7]
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* 2x1 in the matrix.
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* @param m[8]
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* 2x2 in the matrix.
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*/
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Mat3(float m[9]);
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/**
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* get retrieves a value from the matrix at the given position.
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* If the position is invalid a JmeException is thrown.
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*
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* @param i
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* the row index.(0,1,2)
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* @param j
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* the colum index(0,1,2)
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* @return the value at (i, j).
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*/
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float get(int i, int j);
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/**
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* get(float[]) returns the matrix in row-major or column-major
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* order.
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*
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* @param data
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* The array to return the data into. This array can be 9 or 16
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* floats in size. Only the upper 3x3 are assigned to in the case
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* of a 16 element array.
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* @param rowMajor
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* True for row major storage in the array (translation in
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* elements 3, 7, 11 for a 4x4), false for column major
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* (translation in elements 12, 13, 14 for a 4x4).
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*/
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template <size_t _Length>
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void get(float (&data)[_Length], bool rowMajor)
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{
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if (_Length == 9)
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{
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if (rowMajor)
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{
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data[0] = m[0];
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data[1] = m[1];
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data[2] = m[2];
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data[3] = m[3];
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data[4] = m[4];
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data[5] = m[5];
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data[6] = m[6];
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data[7] = m[7];
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data[8] = m[8];
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}
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else
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{
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data[0] = m[0];
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data[1] = m[3];
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data[2] = m[6];
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data[3] = m[1];
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data[4] = m[4];
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data[5] = m[7];
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data[6] = m[2];
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data[7] = m[5];
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data[8] = m[8];
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}
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}
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else if (_Length == 16)
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{
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if (rowMajor)
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{
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data[0] = m[0];
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data[1] = m[1];
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data[2] = m[2];
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data[4] = m[3];
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data[5] = m[4];
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data[6] = m[5];
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data[8] = m[6];
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data[9] = m[7];
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data[10] = m[8];
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}
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else
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{
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data[0] = m[0];
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data[1] = m[3];
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data[2] = m[6];
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data[4] = m[1];
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data[5] = m[4];
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data[6] = m[7];
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data[8] = m[2];
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data[9] = m[5];
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data[10] = m[8];
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}
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}
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else
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{
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// throw new JmeException("Array size must be 9 or 16 in Mat3.get().");
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}
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}
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/**
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* getColumn returns one of three columns specified by the
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* parameter. This column is returned as a cocos2d::Vec3 object.
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*
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* @param i
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* the column to retrieve. Must be between 0 and 2.
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* @param store
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* the vector object to store the result in. if null, a new one
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* is created.
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* @return the column specified by the index.
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*/
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cocos2d::Vec3 getColumn(int i);
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/**
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* getRow returns one of three rows as specified by the
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* parameter. This row is returned as a cocos2d::Vec3 object.
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*
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* @param i
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* the row to retrieve. Must be between 0 and 2.
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* @param store
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* the vector object to store the result in. if null, a new one
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* is created.
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* @return the row specified by the index.
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*/
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cocos2d::Vec3 getRow(int i);
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std::string toString();
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/**
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*
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* setColumn sets a particular column of this matrix to that
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* represented by the provided vector.
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*
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* @param i
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* the column to set.
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* @param column
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* the data to set.
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*/
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void setColumn(int i, const cocos2d::Vec3& column);
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/**
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*
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* setRow sets a particular row of this matrix to that
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* represented by the provided vector.
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*
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* @param i
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* the row to set.
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* @param row
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* the data to set.
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*/
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void setRow(int i, const cocos2d::Vec3& row);
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/**
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* set places a given value into the matrix at the given
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* position. If the position is invalid a JmeException is
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* thrown.
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*
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* @param i
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* the row index.
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* @param j
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* the colum index.
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* @param value
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* the value for (i, j).
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*/
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void set(int i, int j, float value);
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/**
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*
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* set sets the values of the matrix to those supplied by the
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* 3x3 two dimenion array.
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*
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* @param matrix
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* the new values of the matrix.
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* @throws JmeException
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* if the array is not of size 9.
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*/
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void set(float matrix[3][3]);
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/**
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* Recreate Matrix using the provided axis.
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*
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* @param uAxis
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* cocos2d::Vec3
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* @param vAxis
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* cocos2d::Vec3
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* @param wAxis
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* cocos2d::Vec3
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*/
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void set(const cocos2d::Vec3& uAxis, const cocos2d::Vec3& vAxis, const cocos2d::Vec3& wAxis);
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/**
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* set sets the values of this matrix from an array of values
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* assuming that the data is rowMajor order;
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*
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* @param matrix
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* the matrix to set the value to.
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*/
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void set(float matrix[9]) { set(matrix, true); }
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/**
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* set sets the values of this matrix from an array of values;
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*
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* @param matrix
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* the matrix to set the value to.
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* @param rowMajor
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* whether the incoming data is in row or column major order.
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*/
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void set(float matrix[9], bool rowMajor);
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/**
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*
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* set defines the values of the matrix based on a supplied
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* Quaternion. It should be noted that all previous values will
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* be overridden.
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*
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* @param quaternion
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* the quaternion to create a rotational matrix from.
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*/
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void set(const cocos2d::Quaternion& quaternion)
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{
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// quaternion.toRotationMatrix(this);
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}
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/**
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* loadIdentity sets this matrix to the identity matrix. Where
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* all values are zero except those along the diagonal which are one.
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*
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*/
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void loadIdentity();
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/**
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*
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* @return true if this matrix is identity
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*/
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bool isIdentity();
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/**
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* Creates a matrix describing a rotation around the x-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void rotateX(float angle);
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/**
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* Creates a matrix describing a rotation around the y-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void rotateY(float angle);
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/**
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* Creates a matrix describing a rotation around the z-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void rotateZ(float angle);
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/**
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* Creates a matrix describing a rotation around the x-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void rotateX(float s, float c);
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/**
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* Creates a matrix describing a rotation around the y-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void rotateY(float s, float c);
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/**
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* Creates a matrix describing a rotation around the z-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void rotateZ(float s, float c);
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/**
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* fromAngleAxis sets this matrix4f to the values specified by
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* an angle and an axis of rotation. This method creates an object, so use
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* fromAngleNormalAxis if your axis is already normalized.
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* 绕轴axis(非单位向量)旋转angle(弧度)角的3D旋转矩阵
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*
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* @param angle
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* the angle to rotate (in radians).
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* @param axis
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* the axis of rotation.
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*/
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void createRotation(const cocos2d::Vec3& axis, float angle)
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{
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createRotation(axis, std::sin(angle), std::cos(angle));
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}
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/**
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* fromAngleNormalAxis sets this matrix4f to the values
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* specified by an angle and a normalized axis of rotation.
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*
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* @param angle
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* the angle to rotate (in radians).
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* @param axis
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* the axis of rotation (already normalized).
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*/
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void createRotation(const cocos2d::Vec3& axis, float fSin, float fCos);
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/**
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* Creates a matrix describing a rotation around the x-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void createRotationX(float s, float c);
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/**
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* Creates a matrix describing a rotation around the y-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void createRotationY(float s, float c);
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/**
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* Creates a matrix describing a rotation around the z-axis.
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*
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* @param angle The angle of rotation (in radians).
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* @param dst A matrix to store the result in.
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*/
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void createRotationZ(float s, float c);
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/**
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* Creates a scale matrix.
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*
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* @param scale The amount to scale.
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* @param dst A matrix to store the result in.
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*/
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void createScale(const cocos2d::Vec3& scale);
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/**
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* Creates a scale matrix.
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*
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* @param xScale The amount to scale along the x-axis.
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* @param yScale The amount to scale along the y-axis.
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* @param zScale The amount to scale along the z-axis.
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* @param dst A matrix to store the result in.
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*/
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void createScale(float xScale, float yScale, float zScale);
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/**
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* Creates a translation matrix.
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*
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* @param translation The translation.
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* @param dst A matrix to store the result in.
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*/
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void createTranslation(const cocos2d::Vec3& translation);
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/**
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* Creates a translation matrix.
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*
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* @param xTranslation The translation on the x-axis.
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* @param yTranslation The translation on the y-axis.
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* @param zTranslation The translation on the z-axis.
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* @param dst A matrix to store the result in.
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*/
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void createTranslation(float xTranslation, float yTranslation, float zTranslation);
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/**
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* mult multiplies this matrix by a given matrix. The result
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* matrix is returned as a new object.
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*
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* @param mat
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* the matrix to multiply this matrix by.
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* @param product
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* the matrix to store the result in. if null, a new Mat3 is
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* created. It is safe for mat and product to be the same object.
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* @return a Mat3 object containing the result of this operation
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*/
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Mat3& mult(const Mat3& mat) { return mult(mat, *this); }
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Mat3& mult(const Mat3& mat, Mat3& product) const;
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/**
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* Multiplies this 3x3 matrix by the 1x3 Vector vec and stores the result in
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* product.
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*
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* @param vec
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* The cocos2d::Vec3 to multiply.
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* @return The given product vector.
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*/
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cocos2d::Vec3 mult(const cocos2d::Vec3& vec) const;
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Mat3& premultAlpha(float alpha) { return multLocal(alpha); }
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/**
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* multLocal multiplies this matrix internally by a given float
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* scale factor.
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*
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* @param scale
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* the value to scale by.
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* @return this Mat3
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*/
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Mat3& multLocal(float scale);
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/**
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* add adds the values of a parameter matrix to this matrix.
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*
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* @param mat
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* the matrix to add to this.
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*/
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Mat3& addLocal(const Mat3& mat);
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/**
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* mult multiplies this matrix by a given matrix. The result
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* matrix is saved in the current matrix. If the given matrix is null,
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* nothing happens. The current matrix is returned. This is equivalent to
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* this*=mat
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*
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* @param mat
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* the matrix to multiply this matrix by.
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* @return This matrix, after the multiplication
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*/
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/*void multLocal() {
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return mult(mat, this);
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}*/
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/**
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* Transposes this matrix in place. Returns this matrix for chaining
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*
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* @return This matrix after transpose
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*/
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Mat3& transposeLocal();
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/**
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* Inverts this matrix and stores it in the given store.
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*
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* @return The store
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*/
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Mat3 invertNew(void);
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/**
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* Inverts this matrix locally.
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*
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* @return this
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*/
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Mat3& invertLocal();
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/**
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* Places the adjoint of this matrix in store (creates store if null.)
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*
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* @param store
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* The matrix to store the result in. If null, a new matrix is
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* created.
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* @return store
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*/
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Mat3 adjoint();
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/**
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* determinant generates the determinate of this matrix.
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*
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* @return the determinate
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*/
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float determinant();
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/**
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* Sets all of the values in this matrix to zero.
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*
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* @return this matrix
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*/
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Mat3& zero();
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/**
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* transposeNew returns a transposed version of this matrix.
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*
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* @return The new Mat3 object.
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*/
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Mat3 transposeNew();
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/**
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* are these two matrices the same? they are is they both have the same mXX
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* values.
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*
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* @param o
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* the object to compare for equality
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* @return true if they are equal
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*/
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bool equals(const Mat3& o) const;
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/**
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* A function for creating a rotation matrix that rotates a vector called
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* "start" into another vector called "end".
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*
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* @param start
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* normalized non-zero starting vector
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* @param end
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* normalized non-zero ending vector
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* @see "Tomas M?ller, John Hughes /"Efficiently Building a Matrix to Rotate
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* / One Vector to Another/" Journal of Graphics Tools, 4(4):1-4, 1999"
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*/
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void fromStartEndVectors(cocos2d::Vec3 start, cocos2d::Vec3 end);
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/**
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* scale scales the operation performed by this matrix on a
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* per-component basis.
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*
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* @param scale
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* The scale applied to each of the X, Y and Z output values.
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*/
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void scale(const cocos2d::Vec3& scale);
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static bool equalIdentity(const Mat3& mat);
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};
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NS_CC_MATH_END
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#endif
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