1 /*
2 Copyright (C) 1999-2006 Id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
4 
5 This file is part of GtkRadiant.
6 
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11 
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16 
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
20 */
21 
22 #ifndef __MATH_MATRIX_H__
23 #define __MATH_MATRIX_H__
24 
25 #include <string.h>
26 #include "math_vector.h"
27 
28 #ifndef ID_INLINE
29 #ifdef _WIN32
30 #define ID_INLINE __inline
31 #else
32 #define ID_INLINE inline
33 #endif
34 #endif
35 
36 class quat_t;
37 class angles_t;
38 
39 class mat3_t {
40 public:
41 	idVec3			mat[ 3 ];
42 
43 					mat3_t();
44 					mat3_t( float src[ 3 ][ 3 ] );
45 					mat3_t( idVec3 const &x, idVec3 const &y, idVec3 const &z );
46 					mat3_t( const float xx, const float xy, const float xz, const float yx, const float yy, const float yz, const float zx, const float zy, const float zz );
47 
48 	friend void		toMatrix( quat_t const &src, mat3_t &dst );
49 	friend void		toMatrix( angles_t const &src, mat3_t &dst );
50 	friend void		toMatrix( idVec3 const &src, mat3_t &dst );
51 
52 	idVec3			operator[]( int index ) const;
53 	idVec3			&operator[]( int index );
54 
55 	idVec3			operator*( const idVec3 &vec ) const;
56 	mat3_t			operator*( const mat3_t &a ) const;
57 	mat3_t			operator*( float a ) const;
58 	mat3_t			operator+( mat3_t const &a ) const;
59 	mat3_t			operator-( mat3_t const &a ) const;
60 
61 	friend idVec3	operator*( const idVec3 &vec, const mat3_t &mat );
62 	friend mat3_t	operator*( float a, mat3_t const &b );
63 
64 	mat3_t			&operator*=( float a );
65 	mat3_t			&operator+=( mat3_t const &a );
66 	mat3_t			&operator-=( mat3_t const &a );
67 
68 	void			Clear( void );
69 
70 	void			ProjectVector( const idVec3 &src, idVec3 &dst ) const;
71 	void			UnprojectVector( const idVec3 &src, idVec3 &dst ) const;
72 
73 	void			OrthoNormalize( void );
74 	void			Transpose( mat3_t &matrix );
75 	void			Transpose( void );
76 	mat3_t			Inverse( void ) const;
77 	void			Identity( void );
78 
79 	friend void		InverseMultiply( const mat3_t &inv, const mat3_t &b, mat3_t &dst );
80 	friend mat3_t	SkewSymmetric( idVec3 const &src );
81 };
82 
mat3_t()83 ID_INLINE mat3_t::mat3_t() {
84 }
85 
mat3_t(float src[3][3])86 ID_INLINE mat3_t::mat3_t( float src[ 3 ][ 3 ] ) {
87 	memcpy( mat, src, sizeof( src ) );
88 }
89 
mat3_t(idVec3 const & x,idVec3 const & y,idVec3 const & z)90 ID_INLINE mat3_t::mat3_t( idVec3 const &x, idVec3 const &y, idVec3 const &z ) {
91 	mat[ 0 ].x = x.x; mat[ 0 ].y = x.y; mat[ 0 ].z = x.z;
92 	mat[ 1 ].x = y.x; mat[ 1 ].y = y.y; mat[ 1 ].z = y.z;
93 	mat[ 2 ].x = z.x; mat[ 2 ].y = z.y; mat[ 2 ].z = z.z;
94 }
95 
mat3_t(const float xx,const float xy,const float xz,const float yx,const float yy,const float yz,const float zx,const float zy,const float zz)96 ID_INLINE mat3_t::mat3_t( const float xx, const float xy, const float xz, const float yx, const float yy, const float yz, const float zx, const float zy, const float zz ) {
97 	mat[ 0 ].x = xx; mat[ 0 ].y = xy; mat[ 0 ].z = xz;
98 	mat[ 1 ].x = yx; mat[ 1 ].y = yy; mat[ 1 ].z = yz;
99 	mat[ 2 ].x = zx; mat[ 2 ].y = zy; mat[ 2 ].z = zz;
100 }
101 
102 ID_INLINE idVec3 mat3_t::operator[]( int index ) const {
103 	assert( ( index >= 0 ) && ( index < 3 ) );
104 	return mat[ index ];
105 }
106 
107 ID_INLINE idVec3& mat3_t::operator[]( int index ) {
108 	assert( ( index >= 0 ) && ( index < 3 ) );
109 	return mat[ index ];
110 }
111 
112 ID_INLINE idVec3 mat3_t::operator*( const idVec3 &vec ) const {
113 	return idVec3(
114 		mat[ 0 ].x * vec.x + mat[ 1 ].x * vec.y + mat[ 2 ].x * vec.z,
115 		mat[ 0 ].y * vec.x + mat[ 1 ].y * vec.y + mat[ 2 ].y * vec.z,
116 		mat[ 0 ].z * vec.x + mat[ 1 ].z * vec.y + mat[ 2 ].z * vec.z );
117 }
118 
119 ID_INLINE mat3_t mat3_t::operator*( const mat3_t &a ) const {
120 	return mat3_t(
121 		mat[0].x * a[0].x + mat[0].y * a[1].x + mat[0].z * a[2].x,
122 		mat[0].x * a[0].y + mat[0].y * a[1].y + mat[0].z * a[2].y,
123 		mat[0].x * a[0].z + mat[0].y * a[1].z + mat[0].z * a[2].z,
124 		mat[1].x * a[0].x + mat[1].y * a[1].x + mat[1].z * a[2].x,
125 		mat[1].x * a[0].y + mat[1].y * a[1].y + mat[1].z * a[2].y,
126 		mat[1].x * a[0].z + mat[1].y * a[1].z + mat[1].z * a[2].z,
127 		mat[2].x * a[0].x + mat[2].y * a[1].x + mat[2].z * a[2].x,
128 		mat[2].x * a[0].y + mat[2].y * a[1].y + mat[2].z * a[2].y,
129 		mat[2].x * a[0].z + mat[2].y * a[1].z + mat[2].z * a[2].z );
130 }
131 
132 ID_INLINE mat3_t mat3_t::operator*( float a ) const {
133 	return mat3_t(
134 		mat[0].x * a, mat[0].y * a, mat[0].z * a,
135 		mat[1].x * a, mat[1].y * a, mat[1].z * a,
136 		mat[2].x * a, mat[2].y * a, mat[2].z * a );
137 }
138 
139 ID_INLINE mat3_t mat3_t::operator+( mat3_t const &a ) const {
140 	return mat3_t(
141 		mat[0].x + a[0].x, mat[0].y + a[0].y, mat[0].z + a[0].z,
142 		mat[1].x + a[1].x, mat[1].y + a[1].y, mat[1].z + a[1].z,
143 		mat[2].x + a[2].x, mat[2].y + a[2].y, mat[2].z + a[2].z );
144 }
145 
146 ID_INLINE mat3_t mat3_t::operator-( mat3_t const &a ) const {
147 	return mat3_t(
148 		mat[0].x - a[0].x, mat[0].y - a[0].y, mat[0].z - a[0].z,
149 		mat[1].x - a[1].x, mat[1].y - a[1].y, mat[1].z - a[1].z,
150 		mat[2].x - a[2].x, mat[2].y - a[2].y, mat[2].z - a[2].z );
151 }
152 
153 ID_INLINE idVec3 operator*( const idVec3 &vec, const mat3_t &mat ) {
154 	return idVec3(
155 		mat[ 0 ].x * vec.x + mat[ 1 ].x * vec.y + mat[ 2 ].x * vec.z,
156 		mat[ 0 ].y * vec.x + mat[ 1 ].y * vec.y + mat[ 2 ].y * vec.z,
157 		mat[ 0 ].z * vec.x + mat[ 1 ].z * vec.y + mat[ 2 ].z * vec.z );
158 }
159 
160 ID_INLINE mat3_t operator*( float a, mat3_t const &b ) {
161 	return mat3_t(
162 		b[0].x * a, b[0].y * a, b[0].z * a,
163 		b[1].x * a, b[1].y * a, b[1].z * a,
164 		b[2].x * a, b[2].y * a, b[2].z * a );
165 }
166 
167 ID_INLINE mat3_t &mat3_t::operator*=( float a ) {
168 	mat[0].x *= a; mat[0].y *= a; mat[0].z *= a;
169 	mat[1].x *= a; mat[1].y *= a; mat[1].z *= a;
170 	mat[2].x *= a; mat[2].y *= a; mat[2].z *= a;
171 
172     return *this;
173 }
174 
175 ID_INLINE mat3_t &mat3_t::operator+=( mat3_t const &a ) {
176 	mat[0].x += a[0].x; mat[0].y += a[0].y; mat[0].z += a[0].z;
177 	mat[1].x += a[1].x; mat[1].y += a[1].y; mat[1].z += a[1].z;
178 	mat[2].x += a[2].x; mat[2].y += a[2].y; mat[2].z += a[2].z;
179 
180     return *this;
181 }
182 
183 ID_INLINE mat3_t &mat3_t::operator-=( mat3_t const &a ) {
184 	mat[0].x -= a[0].x; mat[0].y -= a[0].y; mat[0].z -= a[0].z;
185 	mat[1].x -= a[1].x; mat[1].y -= a[1].y; mat[1].z -= a[1].z;
186 	mat[2].x -= a[2].x; mat[2].y -= a[2].y; mat[2].z -= a[2].z;
187 
188     return *this;
189 }
190 
OrthoNormalize(void)191 ID_INLINE void mat3_t::OrthoNormalize( void ) {
192 	mat[ 0 ].Normalize();
193 	mat[ 2 ].Cross( mat[ 0 ], mat[ 1 ] );
194 	mat[ 2 ].Normalize();
195 	mat[ 1 ].Cross( mat[ 2 ], mat[ 0 ] );
196 	mat[ 1 ].Normalize();
197 }
198 
Identity(void)199 ID_INLINE void mat3_t::Identity( void ) {
200 	mat[ 0 ].x = 1.f; mat[ 0 ].y = 0.f; mat[ 0 ].z = 0.f;
201 	mat[ 1 ].x = 0.f; mat[ 1 ].y = 1.f; mat[ 1 ].z = 0.f;
202 	mat[ 2 ].x = 0.f; mat[ 2 ].y = 0.f; mat[ 2 ].z = 1.f;
203 }
204 
InverseMultiply(const mat3_t & inv,const mat3_t & b,mat3_t & dst)205 ID_INLINE void InverseMultiply( const mat3_t &inv, const mat3_t &b, mat3_t &dst ) {
206 	dst[0].x = inv[0].x * b[0].x + inv[1].x * b[1].x + inv[2].x * b[2].x;
207 	dst[0].y = inv[0].x * b[0].y + inv[1].x * b[1].y + inv[2].x * b[2].y;
208 	dst[0].z = inv[0].x * b[0].z + inv[1].x * b[1].z + inv[2].x * b[2].z;
209 	dst[1].x = inv[0].y * b[0].x + inv[1].y * b[1].x + inv[2].y * b[2].x;
210 	dst[1].y = inv[0].y * b[0].y + inv[1].y * b[1].y + inv[2].y * b[2].y;
211 	dst[1].z = inv[0].y * b[0].z + inv[1].y * b[1].z + inv[2].y * b[2].z;
212 	dst[2].x = inv[0].z * b[0].x + inv[1].z * b[1].x + inv[2].z * b[2].x;
213 	dst[2].y = inv[0].z * b[0].y + inv[1].z * b[1].y + inv[2].z * b[2].y;
214 	dst[2].z = inv[0].z * b[0].z + inv[1].z * b[1].z + inv[2].z * b[2].z;
215 }
216 
SkewSymmetric(idVec3 const & src)217 ID_INLINE mat3_t SkewSymmetric( idVec3 const &src ) {
218 	return mat3_t( 0.0f, -src.z,  src.y, src.z,   0.0f, -src.x, -src.y,  src.x,   0.0f );
219 }
220 
221 extern mat3_t mat3_default;
222 
223 #endif /* !__MATH_MATRIX_H__ */
224