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/* ------------------------------------------------------------------------
* $Id: Matrix3D.hh,v 1.7 2001/07/30 15:18:55 elm Exp $
*
* This file is part of 3Dwm: The Three-Dimensional User Environment.
*
* 3Dwm: The Three-Dimensional User Environment:
* <http://www.3dwm.org>
*
* Chalmers Medialab
* <http://www.medialab.chalmers.se>
*
* ------------------------------------------------------------------------
* File created 2000-08-11 by Niklas Elmqvist.
*
* Copyright (c) 2000, 2001 Niklas Elmqvist <elm@3dwm.org>.
* ------------------------------------------------------------------------
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
* USA
* ------------------------------------------------------------------------
*/
#ifndef _Matrix3D_hh_
#define _Matrix3D_hh_
// -- System Includes
#include <iostream>
// -- Local Includes
#include "Math.hh"
// -- Class Declarations
/**
* 4x4 3D graphics matrix class. This is _not_ a general matrix class!
* Many of the operations (notably matrix inversion) here are specific
* to 3D transformation matrices. For general, MxN-dimensional matrices,
* we should have a look at MTL, the Matrix Template Library, at
* <http://lsc.nd.edu/research/mtl/>.
**/
class Matrix3D {
public:
/**
* Constructor.
**/
Matrix3D() { clear(); }
/**
* Constructor.
**/
Matrix3D(const float m[4][4]) { load(m); }
/**
* Destructor.
**/
~Matrix3D() { }
/**
* Retrieve the number of rows.
*
* @return the number of rows.
**/
int rows() const { return _dim; }
/**
* Retrieve the number of columns.
*
* @return the number of columns.
**/
int columns() const { return _dim; }
/**
* Clear the matrix.
*
* @param f the value to fill in the matrix with.
**/
void clear(float f = 0);
/**
* Build the identity matrix.
**/
void identity();
/**
* Transpose the matrix.
**/
void transpose();
/**
* Invert the matrix. Note that this is NOT a general matrix
* inversion operation! Using this operation for non-3D-like
* transformation matrices will produce erratic results (notably,
* the 4th row will always be [0 0 0 1]).
**/
void invert();
/**
* Compute the matrix inverse and return it.
*
* @return inverse matrix.
**/
Matrix3D inverse() const;
/**
* Compute the matrix determinant.
**/
float determinant() const;
/**
* Element access operator.
*
* @param r the row number.
* @param c the column number.
* @return the value.
**/
inline float &operator () (int r, int c) {
return val(r, c);
}
/**
* Element access operator (constant).
*
* @param r the row number.
* @param c the column number.
* @return the value.
**/
inline float operator () (int r, int c) const {
return val(r, c);
}
/**
* Matrix multiplication operator.
*
* @param m the matrix to multiply with.
* @return the resulting matrix.
**/
Matrix3D operator * (const Matrix3D &m) const;
/**
* Matrix addition operator.
*
* @param m the matrix to add with.
* @return the resulting matrix.
**/
Matrix3D operator + (const Matrix3D &m) const;
/**
* Matrix subtraction operator.
*
* @param m the matrix to subtract with.
* @return the resulting matrix.
**/
Matrix3D operator - (const Matrix3D &m) const;
/**
* Scalar multiplication operator.
*
* @param f the scalar.
* @return the resulting matrix.
**/
Matrix3D operator * (float f) const;
/**
* Scalar multiplication operator. (friend function)
*
* @param f the scalar.
* @param m the matrix.
* @return the resulting matrix.
**/
friend Matrix3D operator * (float f, const Matrix3D &m) {
return m * f;
}
/**
* Scalar addition operator.
*
* @param f the scalar.
* @return the resulting matrix.
**/
Matrix3D operator + (float f) const;
/**
* Scalar subtraction operator.
*
* @param f the scalar.
* @return the resulting matrix.
**/
Matrix3D operator - (float f) const;
/**
* Scalar subtraction operator.
*
* @param f the scalar.
* @return the resulting matrix.
**/
Matrix3D operator / (float f) const;
/**
* Load the matrix with external data.
*
* @param m a 4x4 matrix of float values to load.
**/
void load(const float m[4][4]) {
for (int i = 0; i < _dim; i++)
for (int j = 0; j < _dim; j++)
val(i, j) = m[i][j];
}
/**
* Store internal matrix data to an array.
*
* @param m a 4x4 matrix of float values to store to.
**/
void store(float m[4][4]) const {
for (int i = 0; i < _dim; i++)
for (int j = 0; j < _dim; j++)
m[i][j] = val(i, j);
}
/**
* Retrieve the matrix data as a raw array.
*
* @return const pointer to array of floats representing matrix.
**/
const float *data() const {
return (float *) _data;
}
/**
* Retrieve matrix dimension (always 4).
*
* @return matrix dimension.
**/
static int dim() {
return _dim;
}
/**
* Matrix output operator.
**/
friend std::ostream &operator << (std::ostream &f, const Matrix3D &v);
private:
/// Element access utility function
inline float &val(int i, int j) { return _data[i * _dim + j]; }
/// Element access utility function (constant)
inline float val(int i, int j) const { return _data[i * _dim + j]; }
/// Element access utility function (general array)
inline float &val(float *f, int i, int j) { return f[i * _dim + j]; }
/// Matrix dimension
static const int _dim = 4;
/// Matrix data
float _data[_dim * _dim];
};
/**
* Matrix equality operator (uses an epsilon precision tolerance).
*
* @param m the matrix to compare with.
* @return true if the matrices are equal.
**/
inline bool operator == (const Matrix3D &a, const Matrix3D &b)
{
// @@@Use epsilon tolerance here!
for (int i = 0; i < Matrix3D::dim(); i++)
for (int j = 0; j < Matrix3D::dim(); j++)
if (Math::equal(a(i, j), b(i, j)) == false)
return false;
return true;
}
/**
* Matrix inequality operator (uses an epsilon precision tolerance).
*
* @param m the matrix to compare with.
* @return false if the matrices are equal.
**/
inline bool operator != (const Matrix3D &a, const Matrix3D &b)
{
return !(a == b);
}
#endif /* Matrix3D.hh */
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