| 1 | /** |
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| 2 | @file Matrix3.h |
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| 3 | |
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| 4 | 3x3 matrix class |
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| 5 | |
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| 6 | @maintainer Morgan McGuire, matrix@graphics3d.com |
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| 7 | |
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| 8 | @cite Portions based on Dave Eberly's Magic Software Library at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A> |
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| 9 | |
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| 10 | @created 2001-06-02 |
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| 11 | @edited 2006-04-05 |
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| 12 | */ |
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| 13 | |
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| 14 | #ifndef G3D_MATRIX3_H |
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| 15 | #define G3D_MATRIX3_H |
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| 16 | |
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| 17 | #include "G3D/platform.h" |
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| 18 | #include "G3D/System.h" |
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| 19 | #include "G3D/Vector3.h" |
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| 20 | #include "G3D/Vector4.h" |
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| 21 | |
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| 22 | namespace G3D { |
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| 23 | |
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| 24 | /** |
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| 25 | 3x3 matrix. Do not subclass. |
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| 26 | */ |
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| 27 | class Matrix3 { |
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| 28 | private: |
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| 29 | |
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| 30 | float elt[3][3]; |
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| 31 | |
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| 32 | // Hidden operators |
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| 33 | bool operator<(const Matrix3&) const; |
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| 34 | bool operator>(const Matrix3&) const; |
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| 35 | bool operator<=(const Matrix3&) const; |
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| 36 | bool operator>=(const Matrix3&) const; |
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| 37 | |
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| 38 | public: |
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| 39 | |
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| 40 | /** Initial values are undefined for performance. See also |
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| 41 | Matrix3::zero(), Matrix3::identity(), Matrix3::fromAxisAngle, etc.*/ |
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| 42 | inline Matrix3() {} |
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| 43 | |
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| 44 | Matrix3 (const float aafEntry[3][3]); |
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| 45 | Matrix3 (const Matrix3& rkMatrix); |
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| 46 | Matrix3 (float fEntry00, float fEntry01, float fEntry02, |
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| 47 | float fEntry10, float fEntry11, float fEntry12, |
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| 48 | float fEntry20, float fEntry21, float fEntry22); |
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| 49 | |
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| 50 | bool fuzzyEq(const Matrix3& b) const; |
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| 51 | |
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| 52 | /** Constructs a matrix from a quaternion. |
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| 53 | @cite Graphics Gems II, p. 351--354 |
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| 54 | @cite Implementation from Watt and Watt, pg 362*/ |
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| 55 | Matrix3(const class Quat& q); |
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| 56 | |
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| 57 | |
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| 58 | /** |
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| 59 | Sets all elements. |
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| 60 | */ |
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| 61 | void set(float fEntry00, float fEntry01, float fEntry02, |
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| 62 | float fEntry10, float fEntry11, float fEntry12, |
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| 63 | float fEntry20, float fEntry21, float fEntry22); |
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| 64 | |
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| 65 | /** |
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| 66 | * member access, allows use of construct mat[r][c] |
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| 67 | */ |
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| 68 | inline float* operator[] (int iRow) { |
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| 69 | debugAssert(iRow >= 0); |
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| 70 | debugAssert(iRow < 3); |
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| 71 | return (float*)&elt[iRow][0]; |
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| 72 | } |
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| 73 | |
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| 74 | inline const float* operator[] (int iRow) const { |
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| 75 | debugAssert(iRow >= 0); |
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| 76 | debugAssert(iRow < 3); |
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| 77 | return (const float*)&elt[iRow][0]; |
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| 78 | } |
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| 79 | |
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| 80 | inline operator float* () { |
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| 81 | return (float*)&elt[0][0]; |
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| 82 | } |
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| 83 | |
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| 84 | inline operator const float* () const{ |
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| 85 | return (const float*)&elt[0][0]; |
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| 86 | } |
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| 87 | |
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| 88 | Vector3 getColumn (int iCol) const; |
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| 89 | Vector3 getRow (int iRow) const; |
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| 90 | void setColumn(int iCol, const Vector3 &vector); |
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| 91 | void setRow(int iRow, const Vector3 &vector); |
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| 92 | |
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| 93 | // assignment and comparison |
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| 94 | inline Matrix3& operator= (const Matrix3& rkMatrix) { |
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| 95 | System::memcpy(elt, rkMatrix.elt, 9 * sizeof(float)); |
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| 96 | return *this; |
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| 97 | } |
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| 98 | |
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| 99 | bool operator== (const Matrix3& rkMatrix) const; |
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| 100 | bool operator!= (const Matrix3& rkMatrix) const; |
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| 101 | |
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| 102 | // arithmetic operations |
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| 103 | Matrix3 operator+ (const Matrix3& rkMatrix) const; |
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| 104 | Matrix3 operator- (const Matrix3& rkMatrix) const; |
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| 105 | /** Matrix-matrix multiply */ |
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| 106 | Matrix3 operator* (const Matrix3& rkMatrix) const; |
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| 107 | Matrix3 operator- () const; |
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| 108 | |
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| 109 | Matrix3& operator+= (const Matrix3& rkMatrix); |
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| 110 | Matrix3& operator-= (const Matrix3& rkMatrix); |
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| 111 | Matrix3& operator*= (const Matrix3& rkMatrix); |
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| 112 | |
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| 113 | /** |
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| 114 | * matrix * vector [3x3 * 3x1 = 3x1] |
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| 115 | */ |
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| 116 | inline Vector3 operator* (const Vector3& v) const { |
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| 117 | Vector3 kProd; |
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| 118 | |
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| 119 | for (int r = 0; r < 3; ++r) { |
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| 120 | kProd[r] = |
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| 121 | elt[r][0] * v[0] + |
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| 122 | elt[r][1] * v[1] + |
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| 123 | elt[r][2] * v[2]; |
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| 124 | } |
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| 125 | |
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| 126 | return kProd; |
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| 127 | } |
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| 128 | |
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| 129 | |
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| 130 | /** |
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| 131 | * vector * matrix [1x3 * 3x3 = 1x3] |
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| 132 | */ |
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| 133 | friend Vector3 operator* (const Vector3& rkVector, |
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| 134 | const Matrix3& rkMatrix); |
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| 135 | |
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| 136 | /** |
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| 137 | * matrix * scalar |
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| 138 | */ |
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| 139 | Matrix3 operator* (float fScalar) const; |
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| 140 | |
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| 141 | /** scalar * matrix */ |
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| 142 | friend Matrix3 operator* (double fScalar, const Matrix3& rkMatrix); |
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| 143 | friend Matrix3 operator* (float fScalar, const Matrix3& rkMatrix); |
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| 144 | friend Matrix3 operator* (int fScalar, const Matrix3& rkMatrix); |
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| 145 | |
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| 146 | private: |
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| 147 | /** Multiplication where out != A and out != B */ |
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| 148 | static void _mul(const Matrix3& A, const Matrix3& B, Matrix3& out); |
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| 149 | public: |
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| 150 | |
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| 151 | /** Optimized implementation of out = A * B. It is safe (but slow) to call |
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| 152 | with A, B, and out possibly pointer equal to one another.*/ |
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| 153 | // This is a static method so that it is not ambiguous whether "this" |
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| 154 | // is an input or output argument. |
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| 155 | inline static void mul(const Matrix3& A, const Matrix3& B, Matrix3& out) { |
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| 156 | if ((&out == &A) || (&out == &B)) { |
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| 157 | // We need a temporary anyway, so revert to the stack method. |
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| 158 | out = A * B; |
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| 159 | } else { |
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| 160 | // Optimized in-place multiplication. |
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| 161 | _mul(A, B, out); |
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| 162 | } |
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| 163 | } |
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| 164 | |
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| 165 | private: |
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| 166 | static void _transpose(const Matrix3& A, Matrix3& out); |
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| 167 | public: |
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| 168 | |
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| 169 | /** Optimized implementation of out = A.transpose(). It is safe (but slow) to call |
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| 170 | with A and out possibly pointer equal to one another. |
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| 171 | |
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| 172 | Note that <CODE>A.transpose() * v</CODE> can be computed |
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| 173 | more efficiently as <CODE>v * A</CODE>. |
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| 174 | */ |
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| 175 | inline static void transpose(const Matrix3& A, Matrix3& out) { |
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| 176 | if (&A == &out) { |
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| 177 | out = A.transpose(); |
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| 178 | } else { |
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| 179 | _transpose(A, out); |
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| 180 | } |
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| 181 | } |
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| 182 | |
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| 183 | /** Returns true if the rows and column L2 norms are 1.0 and the rows are orthogonal. */ |
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| 184 | bool isOrthonormal() const; |
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| 185 | |
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| 186 | Matrix3 transpose () const; |
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| 187 | bool inverse (Matrix3& rkInverse, float fTolerance = 1e-06) const; |
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| 188 | Matrix3 inverse (float fTolerance = 1e-06) const; |
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| 189 | float determinant () const; |
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| 190 | |
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| 191 | /** singular value decomposition */ |
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| 192 | void singularValueDecomposition (Matrix3& rkL, Vector3& rkS, |
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| 193 | Matrix3& rkR) const; |
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| 194 | /** singular value decomposition */ |
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| 195 | void singularValueComposition (const Matrix3& rkL, |
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| 196 | const Vector3& rkS, const Matrix3& rkR); |
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| 197 | |
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| 198 | /** Gram-Schmidt orthonormalization (applied to columns of rotation matrix) */ |
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| 199 | void orthonormalize(); |
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| 200 | |
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| 201 | /** orthogonal Q, diagonal D, upper triangular U stored as (u01,u02,u12) */ |
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| 202 | void qDUDecomposition (Matrix3& rkQ, Vector3& rkD, |
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| 203 | Vector3& rkU) const; |
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| 204 | |
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| 205 | float spectralNorm () const; |
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| 206 | |
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| 207 | /** matrix must be orthonormal */ |
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| 208 | void toAxisAngle(Vector3& rkAxis, float& rfRadians) const; |
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| 209 | |
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| 210 | static Matrix3 fromAxisAngle(const Vector3& rkAxis, float fRadians); |
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| 211 | |
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| 212 | /** |
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| 213 | * The matrix must be orthonormal. The decomposition is yaw*pitch*roll |
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| 214 | * where yaw is rotation about the Up vector, pitch is rotation about the |
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| 215 | * right axis, and roll is rotation about the Direction axis. |
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| 216 | */ |
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| 217 | bool toEulerAnglesXYZ (float& rfYAngle, float& rfPAngle, |
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| 218 | float& rfRAngle) const; |
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| 219 | bool toEulerAnglesXZY (float& rfYAngle, float& rfPAngle, |
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| 220 | float& rfRAngle) const; |
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| 221 | bool toEulerAnglesYXZ (float& rfYAngle, float& rfPAngle, |
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| 222 | float& rfRAngle) const; |
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| 223 | bool toEulerAnglesYZX (float& rfYAngle, float& rfPAngle, |
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| 224 | float& rfRAngle) const; |
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| 225 | bool toEulerAnglesZXY (float& rfYAngle, float& rfPAngle, |
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| 226 | float& rfRAngle) const; |
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| 227 | bool toEulerAnglesZYX (float& rfYAngle, float& rfPAngle, |
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| 228 | float& rfRAngle) const; |
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| 229 | static Matrix3 fromEulerAnglesXYZ (float fYAngle, float fPAngle, float fRAngle); |
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| 230 | static Matrix3 fromEulerAnglesXZY (float fYAngle, float fPAngle, float fRAngle); |
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| 231 | static Matrix3 fromEulerAnglesYXZ (float fYAngle, float fPAngle, float fRAngle); |
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| 232 | static Matrix3 fromEulerAnglesYZX (float fYAngle, float fPAngle, float fRAngle); |
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| 233 | static Matrix3 fromEulerAnglesZXY (float fYAngle, float fPAngle, float fRAngle); |
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| 234 | static Matrix3 fromEulerAnglesZYX (float fYAngle, float fPAngle, float fRAngle); |
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| 235 | |
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| 236 | /** eigensolver, matrix must be symmetric */ |
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| 237 | void eigenSolveSymmetric (float afEigenvalue[3], |
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| 238 | Vector3 akEigenvector[3]) const; |
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| 239 | |
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| 240 | static void tensorProduct (const Vector3& rkU, const Vector3& rkV, |
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| 241 | Matrix3& rkProduct); |
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| 242 | std::string toString() const; |
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| 243 | |
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| 244 | static const float EPSILON; |
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| 245 | |
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| 246 | // Special values. |
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| 247 | // The unguaranteed order of initialization of static variables across |
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| 248 | // translation units can be a source of annoying bugs, so now the static |
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| 249 | // special values (like Vector3::ZERO, Color3::WHITE, ...) are wrapped |
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| 250 | // inside static functions that return references to them. |
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| 251 | // These functions are intentionally not inlined, because: |
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| 252 | // "You might be tempted to write [...] them as inline functions |
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| 253 | // inside their respective header files, but this is something you |
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| 254 | // must definitely not do. An inline function can be duplicated |
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| 255 | // in every file in which it appears and this duplication |
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| 256 | // includes the static object definition. Because inline functions |
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| 257 | // automatically default to internal linkage, this would result in |
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| 258 | // having multiple static objects across the various translation |
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| 259 | // units, which would certainly cause problems. So you must |
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| 260 | // ensure that there is only one definition of each wrapping |
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| 261 | // function, and this means not making the wrapping functions inline", |
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| 262 | // according to Chapter 10 of "Thinking in C++, 2nd ed. Volume 1" by Bruce Eckel, |
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| 263 | // http://www.mindview.net/ |
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| 264 | static const Matrix3& zero(); |
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| 265 | static const Matrix3& identity(); |
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| 266 | |
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| 267 | // Deprecated. |
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| 268 | /** @deprecated Use Matrix3::zero() */ |
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| 269 | static const Matrix3 ZERO; |
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| 270 | /** @deprecated Use Matrix3::identity() */ |
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| 271 | static const Matrix3 IDENTITY; |
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| 272 | |
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| 273 | protected: |
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| 274 | // support for eigensolver |
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| 275 | void tridiagonal (float afDiag[3], float afSubDiag[3]); |
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| 276 | bool qLAlgorithm (float afDiag[3], float afSubDiag[3]); |
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| 277 | |
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| 278 | // support for singular value decomposition |
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| 279 | static const float ms_fSvdEpsilon; |
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| 280 | static const int ms_iSvdMaxIterations; |
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| 281 | static void bidiagonalize (Matrix3& kA, Matrix3& kL, |
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| 282 | Matrix3& kR); |
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| 283 | static void golubKahanStep (Matrix3& kA, Matrix3& kL, |
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| 284 | Matrix3& kR); |
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| 285 | |
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| 286 | // support for spectral norm |
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| 287 | static float maxCubicRoot (float afCoeff[3]); |
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| 288 | |
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| 289 | }; |
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| 290 | |
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| 291 | |
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| 292 | //---------------------------------------------------------------------------- |
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| 293 | /** <code>v * M == M.transpose() * v</code> */ |
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| 294 | inline Vector3 operator* (const Vector3& rkPoint, const Matrix3& rkMatrix) { |
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| 295 | Vector3 kProd; |
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| 296 | |
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| 297 | for (int r = 0; r < 3; ++r) { |
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| 298 | kProd[r] = |
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| 299 | rkPoint[0] * rkMatrix.elt[0][r] + |
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| 300 | rkPoint[1] * rkMatrix.elt[1][r] + |
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| 301 | rkPoint[2] * rkMatrix.elt[2][r]; |
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| 302 | } |
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| 303 | |
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| 304 | return kProd; |
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| 305 | } |
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| 306 | |
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| 307 | |
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| 308 | } // namespace |
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| 309 | |
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| 310 | #endif |
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| 311 | |
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