/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program 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 General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
/* $Header: /Commando/Code/wwmath/matrix3d.h 55 5/11/01 7:11p Jani_p $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Voxel Technology *
* *
* File Name : MATRIX3D.H *
* *
* Programmer : Greg Hjelstrom *
* *
* Start Date : 02/24/97 *
* *
* Last Update : February 24, 1997 [GH] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Matrix3D::Matrix3D -- Constructors for Matrix3D *
* Matrix3D::Set -- init a Matrix3D from an arrray of 12 floats *
* Matrix3D::Set -- Init a Matrix3D from 12 individual floats *
* Matrix3D::Set -- Init a matrix from 3 axis vectors and a position *
* Matrix3D::Set -- init a matrix to be a rotation about the given axis *
* Matrix3D::Set -- init a matrix to be a rotation about the given axis *
* Matrix3D::Set -- Init a matrix to be a pure translation *
* Matrix3D::Make_Identity -- Initializes the matrix to be the identity matrix *
* Matrix3D::Translate -- Post-Multiplies by a Translation Matrix *
* Matrix3D::Translate -- Post-Multiplies the matrix by a translation matrix *
* M3DC::Translate_X -- Post-Multiplies the matrix by a translation matrix with X only *
* M3DC::Translate_Y -- Post-Multiplies the matrix by a translation matrix with Y only *
* M3DC::Translate_Z -- Post-Multiplies the matrix by a translation matrix with Z only *
* Matrix3D::Rotate_X -- Post-Multiplies the matrix by a rotation about the X axis *
* Matrix3D::Rotate_X -- Post-Multiplies the matrix by a rotation about the X axis *
* Matrix3D::Rotate_Y -- Post-multiplies the matrix by a rotation about the Y axis *
* Matrix3D::Rotate_Y -- Post-Multiplies the matrix by a rotation about Y *
* Matrix3D::Rotate_Z -- Post-multiplies the matrix by a rotation about Z *
* Matrix3D::Rotate_Z -- Post-multiplies the matrix by a rotation about Z *
* Matrix3D::Scale -- Scales Matrix !!! WARNING DO NOT USE, INV FUNCTION WILL FAIL *
* Matrix3D::Scale -- Scales Matrix !!! WARNING DO NOT USE, INV FUNCTION WILL FAIL *
* Matrix3D::Scale -- Scales Matrix !!! WARNING DO NOT USE, INV FUNCTION WILL FAIL *
* M3DC::Pre_Rotate_X -- Pre-multiplies the matrix by a rotation about X *
* M3DC::Pre_Rotate_Y -- Pre-multiplies the matrix by a rotation about Y *
* M3DC::Pre_Rotate_Z -- Pre-multiplies the matrix by a rotation about Z *
* M3DC::Pre_Rotate_X -- Pre-multiplies the matrix by a rotation about X *
* M3DC::Pre_Rotate_Y -- Pre-multiplies the matrix by a rotation about Y *
* M3DC::Pre_Rotate_Z -- Pre-multiplies the matrix by a rotation about Z *
* M3DC::In_Place_Pre_Rotate_X -- Pre-multiplies rotation part of matrix by rotation about X *
* M3DC::In_Place_Pre_Rotate_Y -- Pre-multiplies rotation part of matrix by rotation about Y *
* M3DC::In_Place_Pre_Rotate_Z -- Pre-multiplies rotation part of matrix by rotation about Z *
* M3DC::In_Place_Pre_Rotate_X -- Pre-multiplies rotation part of matrix by rotation about X *
* M3DC::In_Place_Pre_Rotate_Y -- Pre-multiplies rotation part of matrix by rotation about Y *
* M3DC::In_Place_Pre_Rotate_Z -- Pre-multiplies rotation part of matrix by rotation about Z *
* operator * -- Matrix multiplication *
* operator * -- Matrix - vector multiplication *
* operator == -- Matrix equality operator *
* operator != -- Matrix inequality operator *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef MATRIX3D_H
#define MATRIX3D_H
#ifdef _UNIX
#include "osdep.h"
#endif
#include "always.h"
#include
#include "vector2.h"
#include "vector3.h"
#include "vector4.h"
#ifdef _UNIX
#include "osdep.h"
#endif
class Matrix3;
class Matrix4;
class Quaternion;
/*******************************************************************************
Matrix3D
Three important notes:
- I use *column-vectors*
- I use a *right-handed* coordinate system
- These matrices are *orthogonal*
3D Transformation matrices. This class is really a 4x4 homogeneous
matrix where the last row is assumed to always be 0 0 0 1. However,
since I don't store the last row, you cant do some things that you can
do with a real 4x4 homogeneous matrix.
I use column-vectors so normally transformations are post-multiplied
and camera transformations should be pre-multiplied. The methods of
this class called Translate, Rotate_X, etc. all perform post-multiplication
with the current matix. These methods (Translate, Rotate_X, etc) also
have been hand-coded to only perform the necessary arithmetic. The
* operator can be used for general purpose matrix multiplication or to
transform a vector by a matrix.
Some operations in this class assume that the matrix is orthogonal.
*********************************************************************************/
class Matrix3D
{
public:
// Constructors
WWINLINE Matrix3D(void) {}
WWINLINE explicit Matrix3D(bool init) { if (init) Make_Identity(); }
WWINLINE explicit Matrix3D(float m[12]);
WWINLINE explicit Matrix3D(
float m11,float m12,float m13,float m14,
float m21,float m22,float m23,float m24,
float m31,float m32,float m33,float m34
);
WWINLINE explicit Matrix3D(
const Vector3 &x, // x-axis unit vector
const Vector3 &y, // y-axis unit vector
const Vector3 &z, // z-axis unit vector
const Vector3 &pos // position
);
WWINLINE explicit Matrix3D(
const Vector3 &axis,
float angle
);
WWINLINE explicit Matrix3D(
const Vector3 &axis,
float sine,
float cosine
);
WWINLINE explicit Matrix3D(
const Matrix3 & rotation,
const Vector3 & position
);
WWINLINE explicit Matrix3D(
const Quaternion & rotation,
const Vector3 & position
);
// Creates identity rotation w. given position.
WWINLINE explicit Matrix3D(const Vector3 & position);
// Copy constructor
WWINLINE Matrix3D(const Matrix3D & m);
// Assignment operator
WWINLINE Matrix3D & operator = (const Matrix3D & m);
// Init functions
WWINLINE void Set(float m[12]);
WWINLINE void Set(
float m11,float m12,float m13,float m14,
float m21,float m22,float m23,float m24,
float m31,float m32,float m33,float m34
);
WWINLINE void Set(
const Vector3 &x, // x-axis unit vector
const Vector3 &y, // y-axis unit vector
const Vector3 &z, // z-axis unit vector
const Vector3 &pos // position
);
WWINLINE void Set(const Vector3 & axis,float angle);
WWINLINE void Set(const Vector3 & axis,float sine,float cosine);
void Set(const Matrix3 & rotation,const Vector3 & position);
void Set(const Quaternion & rotation,const Vector3 & position);
// Creates identity rotation w. given position.
WWINLINE void Set(const Vector3 & position);
// access functions:
WWINLINE Vector4 & operator [] (int i) { return Row[i]; }
WWINLINE const Vector4 & operator [] (int i) const { return Row[i]; }
WWINLINE Vector3 Get_Translation(void) const { return Vector3(Row[0][3],Row[1][3],Row[2][3]); }
WWINLINE void Get_Translation(Vector3 * set) const { set->X = Row[0][3]; set->Y = Row[1][3]; set->Z = Row[2][3]; }
WWINLINE void Set_Translation(const Vector3 & t) { Row[0][3] = t[0]; Row[1][3] = t[1];Row[2][3] = t[2]; }
void Set_Rotation(const Matrix3 & m);
void Set_Rotation(const Quaternion & q);
WWINLINE float Get_X_Translation(void) const { return Row[0][3]; };
WWINLINE float Get_Y_Translation(void) const { return Row[1][3]; };
WWINLINE float Get_Z_Translation(void) const { return Row[2][3]; };
WWINLINE void Set_X_Translation(float x) { Row[0][3] = x; };
WWINLINE void Set_Y_Translation(float y) { Row[1][3] = y; };
WWINLINE void Set_Z_Translation(float z) { Row[2][3] = z; };
WWINLINE void Adjust_Translation(const Vector3 & t) { Row[0][3] += t[0]; Row[1][3] += t[1]; Row[2][3] += t[2]; };
WWINLINE void Adjust_X_Translation(float x) { Row[0][3] += x; };
WWINLINE void Adjust_Y_Translation(float y) { Row[1][3] += y; };
WWINLINE void Adjust_Z_Translation(float z) { Row[2][3] += z; };
// These functions will give you the approximate amount that the
// matrix has been rotated about a given axis. These functions
// cannot be used to re-build a matrx. Use the EulerAnglesClass
// to convert a matrix into a set of three Euler angles.
float Get_X_Rotation(void) const;
float Get_Y_Rotation(void) const;
float Get_Z_Rotation(void) const;
// Each of the transformation methods performs an
// "optimized" post-multiplication with the current matrix.
// All angles are assumed to be radians.
WWINLINE void Make_Identity(void);
void Translate(float x,float y,float z);
void Translate(const Vector3 &t);
void Translate_X(float x);
void Translate_Y(float y);
void Translate_Z(float z);
void Rotate_X(float theta);
void Rotate_Y(float theta);
void Rotate_Z(float theta);
void Rotate_X(float s,float c);
void Rotate_Y(float s,float c);
void Rotate_Z(float s,float c);
// !!
// !! Use Scale methods with Extreme Caution
// !! The Matrix Inverse function, only works
// !! with Orthogonal Matrices, for optimization purposes
// !!
WWINLINE void Scale(float scale); // uniform scale all 3 axis
WWINLINE void Scale(float x, float y, float z); // separate input for each axis
WWINLINE void Scale(Vector3 &scale); // scale each axis
// Each of these performs an "optimized" pre-multiplication with the
// current matrix. All angles are assumed to be radians. The "In_Place"
// versions do not affect the translation part of the matrix,
WWINLINE void Pre_Rotate_X(float theta);
WWINLINE void Pre_Rotate_Y(float theta);
WWINLINE void Pre_Rotate_Z(float theta);
WWINLINE void Pre_Rotate_X(float s,float c);
WWINLINE void Pre_Rotate_Y(float s,float c);
WWINLINE void Pre_Rotate_Z(float s,float c);
WWINLINE void In_Place_Pre_Rotate_X(float theta);
WWINLINE void In_Place_Pre_Rotate_Y(float theta);
WWINLINE void In_Place_Pre_Rotate_Z(float theta);
WWINLINE void In_Place_Pre_Rotate_X(float s,float c);
WWINLINE void In_Place_Pre_Rotate_Y(float s,float c);
WWINLINE void In_Place_Pre_Rotate_Z(float s,float c);
// Points the negative Z axis at the target t. Assumes that
// the "world" uses x-y as the ground and z as altitude.
// Used for pointing cameras at targets.
void Look_At(const Vector3 &p,const Vector3 &t,float roll);
// Previous look_at function follows the camera coordinate convention.
// This one follows the object convention used in Commando and G. I
// special cased this convention since it is used so much by us rather
// than supporting every one of the 24(?) possible conventions...
void Obj_Look_At(const Vector3 &p,const Vector3 &t,float roll);
// use the 3x3 sub-matrix only (ignore translation)
Vector3 Rotate_Vector(const Vector3 &vect) const;
Vector3 Inverse_Rotate_Vector(const Vector3 &vect) const;
// these get the a vector representing the direction an axis is pointing
WWINLINE Vector3 Get_X_Vector() const { return Vector3(Row[0][0], Row[1][0], Row[2][0]); }
WWINLINE Vector3 Get_Y_Vector() const { return Vector3(Row[0][1], Row[1][1], Row[2][1]); }
WWINLINE Vector3 Get_Z_Vector() const { return Vector3(Row[0][2], Row[1][2], Row[2][2]); }
WWINLINE void Get_X_Vector(Vector3 * set_x) const { set_x->Set(Row[0][0], Row[1][0], Row[2][0]); }
WWINLINE void Get_Y_Vector(Vector3 * set_y) const { set_y->Set(Row[0][1], Row[1][1], Row[2][1]); }
WWINLINE void Get_Z_Vector(Vector3 * set_z) const { set_z->Set(Row[0][2], Row[1][2], Row[2][2]); }
// Get the inverse of the matrix.
// TODO: currently the "intended-to-be" general inverse function just calls
// the special case Orthogonal inverse functions. Also, when we implement
// general case, check where we were using Get_Inverse since usually it should
// be changed to Get_Orthogonal_Inverse...
void Get_Inverse(Matrix3D & set_inverse) const;
void Get_Orthogonal_Inverse(Matrix3D & set_inverse) const;
// used for importing SurRender matrices
void Copy_3x3_Matrix(float matrix[3][3]);
// Optimized Axis-Aligned Box transforms. One for each of the common forms of
// axis aligned box: min,max vectors and center,extent vectors.
void Transform_Min_Max_AABox(const Vector3 & min,const Vector3 & max,Vector3 * set_min,Vector3 * set_max) const;
void Transform_Center_Extent_AABox(const Vector3 & center,const Vector3 & extent,Vector3 * set_center,Vector3 * set_extent) const;
// matrix multiplication without temporaries
static void Multiply(const Matrix3D &A,const Matrix3D &B,Matrix3D * set_result);
static WWINLINE void Transform_Vector(const Matrix3D & tm,const Vector3 & in,Vector3 * out);
static WWINLINE void Rotate_Vector(const Matrix3D & tm,const Vector3 & in,Vector3 * out);
// transform a vector by the inverse of this matrix (note: assumes the matrix
// is orthogonal; if you've manually scaled or sheared the matrix this function
// will not give correct results)
static WWINLINE void Inverse_Transform_Vector(const Matrix3D & tm,const Vector3 & in,Vector3 * out);
static WWINLINE void Inverse_Rotate_Vector(const Matrix3D & tm,const Vector3 & in,Vector3 * out);
// Solve a linear system of 3 equations and 3 unknowns. The result of this function is
// that the 3x3 portion of the matrix is inverted and the final column is your answer...
static bool Solve_Linear_System(Matrix3D & system);
// Check whether a matrix is orthogonal or FORCE it to be :-)
int Is_Orthogonal(void) const;
void Re_Orthogonalize(void);
// some static matrices which are sometimes useful
static const Matrix3D Identity;
static const Matrix3D RotateX90;
static const Matrix3D RotateX180;
static const Matrix3D RotateX270;
static const Matrix3D RotateY90;
static const Matrix3D RotateY180;
static const Matrix3D RotateY270;
static const Matrix3D RotateZ90;
static const Matrix3D RotateZ180;
static const Matrix3D RotateZ270;
protected:
Vector4 Row[3];
WWINLINE friend Vector3 operator * (const Matrix3D &A,const Vector3 &a);
};
/* ---------------------------------------------------------------
Vector Transformation, Matrix concatenation
--------------------------------------------------------------- */
Vector3 operator * (const Matrix3D &A,const Vector3 &v);
Matrix3D operator * (const Matrix3D &A,const Matrix3D &B);
/* ---------------------------------------------------------------
Equality and inequality operators
--------------------------------------------------------------- */
bool operator == (const Matrix3D &A, const Matrix3D &B);
bool operator != (const Matrix3D &A, const Matrix3D &B);
/* ---------------------------------------------------------------
Matrix interpolation
--------------------------------------------------------------- */
Matrix3D Lerp(const Matrix3D &A, const Matrix3D &B, float factor);
/***********************************************************************************************
* M3DC::Matrix3D -- Constructors for Matrix3D *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE Matrix3D::Matrix3D(float m[12])
{
Row[0].Set(m[0],m[1],m[2],m[3]);
Row[1].Set(m[4],m[5],m[6],m[7]);
Row[2].Set(m[8],m[9],m[10],m[11]);
}
WWINLINE Matrix3D::Matrix3D
(
float m11,float m12,float m13,float m14,
float m21,float m22,float m23,float m24,
float m31,float m32,float m33,float m34
)
{
Row[0].Set(m11,m12,m13,m14);
Row[1].Set(m21,m22,m23,m24);
Row[2].Set(m31,m32,m33,m34);
}
WWINLINE Matrix3D::Matrix3D
(
const Vector3 &x, // x-axis unit vector
const Vector3 &y, // y-axis unit vector
const Vector3 &z, // z-axis unit vector
const Vector3 &pos // position
)
{
Set(x,y,z,pos);
}
WWINLINE Matrix3D::Matrix3D(const Vector3 & axis,float angle)
{
Set(axis,angle);
}
WWINLINE Matrix3D::Matrix3D(const Vector3 & axis,float sine,float cosine)
{
Set(axis,sine,cosine);
}
WWINLINE Matrix3D::Matrix3D(const Matrix3 & rot,const Vector3 & pos)
{
Set(rot,pos);
}
WWINLINE Matrix3D::Matrix3D(const Quaternion & rot,const Vector3 & pos)
{
Set(rot,pos);
}
WWINLINE Matrix3D::Matrix3D(const Vector3 & position)
{
Set(position);
}
// Copy Constructor
WWINLINE Matrix3D::Matrix3D(const Matrix3D & m)
{
Row[0] = m.Row[0];
Row[1] = m.Row[1];
Row[2] = m.Row[2];
}
// Assignment operator
WWINLINE Matrix3D & Matrix3D::operator = (const Matrix3D & m)
{
Row[0] = m.Row[0];
Row[1] = m.Row[1];
Row[2] = m.Row[2];
return *this;
}
/***********************************************************************************************
* Matrix3D::Set -- init a Matrix3D from an arrray of 12 floats *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 2/24/98 GTH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Set(float m[12])
{
Row[0].Set(m[0],m[1],m[2],m[3]);
Row[1].Set(m[4],m[5],m[6],m[7]);
Row[2].Set(m[8],m[9],m[10],m[11]);
}
/***********************************************************************************************
* Matrix3D::Set -- Init a Matrix3D from 12 individual floats *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 2/24/98 GTH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Set( float m11,float m12,float m13,float m14,
float m21,float m22,float m23,float m24,
float m31,float m32,float m33,float m34)
{
Row[0].Set(m11,m12,m13,m14);
Row[1].Set(m21,m22,m23,m24);
Row[2].Set(m31,m32,m33,m34);
}
/***********************************************************************************************
* Matrix3D::Set -- Init a matrix from 3 axis vectors and a position *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 2/24/98 GTH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Set( const Vector3 &x, // x-axis unit vector
const Vector3 &y, // y-axis unit vector
const Vector3 &z, // z-axis unit vector
const Vector3 &pos) // position
{
Row[0].Set(x[0],y[0],z[0],pos[0]);
Row[1].Set(x[1],y[1],z[1],pos[1]);
Row[2].Set(x[2],y[2],z[2],pos[2]);
}
/***********************************************************************************************
* Matrix3D::Set -- init a matrix to be a rotation about the given axis *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 2/24/98 GTH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Set(const Vector3 & axis,float angle)
{
float c = cosf(angle);
float s = sinf(angle);
Set(axis,s,c);
}
/***********************************************************************************************
* Matrix3D::Set -- init a matrix to be a rotation about the given axis *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 2/24/98 GTH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Set(const Vector3 & axis,float s,float c)
{
assert(WWMath::Fabs(axis.Length2() - 1.0f) < 0.001f);
Row[0].Set(
(float)(axis[0]*axis[0] + c*(1.0f - axis[0]*axis[0])),
(float)(axis[0]*axis[1]*(1.0f - c) - axis[2]*s),
(float)(axis[2]*axis[0]*(1.0f - c) + axis[1]*s),
0.0f
);
Row[1].Set(
(float)(axis[0]*axis[1]*(1.0f - c) + axis[2]*s),
(float)(axis[1]*axis[1] + c*(1.0f - axis[1]*axis[1])),
(float)(axis[1]*axis[2]*(1.0f - c) - axis[0]*s),
0.0f
);
Row[2].Set(
(float)(axis[2]*axis[0]*(1.0f - c) - axis[1]*s),
(float)(axis[1]*axis[2]*(1.0f - c) + axis[0]*s),
(float)(axis[2]*axis[2] + c*(1 - axis[2]*axis[2])),
0.0f
);
}
/***********************************************************************************************
* Matrix3D::Set -- Init a matrix to be a pure translation *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 2/24/98 GTH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Set(const Vector3 & position)
{
Row[0].Set(1.0f,0.0f,0.0f,position[0]);
Row[1].Set(0.0f,1.0f,0.0f,position[1]);
Row[2].Set(0.0f,0.0f,1.0f,position[2]);
}
/***********************************************************************************************
* M3DC::Make_Identity -- Initializes the matrix to be the identity matrix *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Make_Identity(void)
{
Row[0].Set(1.0f,0.0f,0.0f,0.0f);
Row[1].Set(0.0f,1.0f,0.0f,0.0f);
Row[2].Set(0.0f,0.0f,1.0f,0.0f);
}
/***********************************************************************************************
* M3DC::Translate -- Post-Multiplies by a Translation Matrix *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Translate(float x,float y,float z)
{
Row[0][3] += (float)(Row[0][0]*x + Row[0][1]*y + Row[0][2]*z);
Row[1][3] += (float)(Row[1][0]*x + Row[1][1]*y + Row[1][2]*z);
Row[2][3] += (float)(Row[2][0]*x + Row[2][1]*y + Row[2][2]*z);
}
/***********************************************************************************************
* M3DC::Translate -- Post-Multiplies the matrix by a translation matrix *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Translate(const Vector3 &t)
{
Row[0][3] += Row[0][0]*t[0] + Row[0][1]*t[1] + Row[0][2]*t[2];
Row[1][3] += Row[1][0]*t[0] + Row[1][1]*t[1] + Row[1][2]*t[2];
Row[2][3] += Row[2][0]*t[0] + Row[2][1]*t[1] + Row[2][2]*t[2];
}
/***********************************************************************************************
* M3DC::Translate_X -- Post-Multiplies the matrix by a translation matrix with X only *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/06/1998 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Translate_X(float x)
{
Row[0][3] += (float)(Row[0][0]*x);
Row[1][3] += (float)(Row[1][0]*x);
Row[2][3] += (float)(Row[2][0]*x);
}
/***********************************************************************************************
* M3DC::Translate_Y -- Post-Multiplies the matrix by a translation matrix with Y only *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/06/1998 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Translate_Y(float y)
{
Row[0][3] += (float)(Row[0][1]*y);
Row[1][3] += (float)(Row[1][1]*y);
Row[2][3] += (float)(Row[2][1]*y);
}
/***********************************************************************************************
* M3DC::Translate_Z -- Post-Multiplies the matrix by a translation matrix with Z only *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/06/1998 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Translate_Z(float z)
{
Row[0][3] += (float)(Row[0][2]*z);
Row[1][3] += (float)(Row[1][2]*z);
Row[2][3] += (float)(Row[2][2]*z);
}
/***********************************************************************************************
* M3DC::Rotate_X -- Post-Multiplies the matrix by a rotation about the X axis *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Rotate_X(float theta)
{
float tmp1,tmp2;
float s,c;
s = sinf(theta);
c = cosf(theta);
tmp1 = Row[0][1]; tmp2 = Row[0][2];
Row[0][1] = (float)( c*tmp1 + s*tmp2);
Row[0][2] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[1][1]; tmp2 = Row[1][2];
Row[1][1] = (float)( c*tmp1 + s*tmp2);
Row[1][2] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[2][1]; tmp2 = Row[2][2];
Row[2][1] = (float)( c*tmp1 + s*tmp2);
Row[2][2] = (float)(-s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Rotate_X -- Post-Multiplies the matrix by a rotation about the X axis *
* *
* INPUT: *
* s - sine of the angle *
* c - cosine of the angle *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Rotate_X(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[0][1]; tmp2 = Row[0][2];
Row[0][1] = (float)( c*tmp1 + s*tmp2);
Row[0][2] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[1][1]; tmp2 = Row[1][2];
Row[1][1] = (float)( c*tmp1 + s*tmp2);
Row[1][2] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[2][1]; tmp2 = Row[2][2];
Row[2][1] = (float)( c*tmp1 + s*tmp2);
Row[2][2] = (float)(-s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Rotate_Y -- Post-multiplies the matrix by a rotation about the Y axis *
* *
* INPUT: *
* theta - angle (in radians) to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Rotate_Y(float theta)
{
float tmp1,tmp2;
float s,c;
s = sinf(theta);
c = cosf(theta);
tmp1 = Row[0][0]; tmp2 = Row[0][2];
Row[0][0] = (float)(c*tmp1 - s*tmp2);
Row[0][2] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][0]; tmp2 = Row[1][2];
Row[1][0] = (float)(c*tmp1 - s*tmp2);
Row[1][2] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[2][0]; tmp2 = Row[2][2];
Row[2][0] = (float)(c*tmp1 - s*tmp2);
Row[2][2] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Rotate_Y -- Post-Multiplies the matrix by a rotation about Y *
* *
* INPUT: *
* s - sine of the angle *
* c - cosine of the angle *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Rotate_Y(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[0][0]; tmp2 = Row[0][2];
Row[0][0] = (float)(c*tmp1 - s*tmp2);
Row[0][2] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][0]; tmp2 = Row[1][2];
Row[1][0] = (float)(c*tmp1 - s*tmp2);
Row[1][2] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[2][0]; tmp2 = Row[2][2];
Row[2][0] = (float)(c*tmp1 - s*tmp2);
Row[2][2] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Rotate_Z -- Post-multiplies the matrix by a rotation about Z *
* *
* INPUT: *
* theta - angle (in radians) to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Rotate_Z(float theta)
{
float tmp1,tmp2;
float c,s;
c = cosf(theta);
s = sinf(theta);
tmp1 = Row[0][0]; tmp2 = Row[0][1];
Row[0][0] = (float)( c*tmp1 + s*tmp2);
Row[0][1] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[1][0]; tmp2 = Row[1][1];
Row[1][0] = (float)( c*tmp1 + s*tmp2);
Row[1][1] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[2][0]; tmp2 = Row[2][1];
Row[2][0] = (float)( c*tmp1 + s*tmp2);
Row[2][1] = (float)(-s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Rotate_Z -- Post-multiplies the matrix by a rotation about Z *
* *
* INPUT: *
* s - sine of the angle to rotate *
* c - cosine of the angle to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Rotate_Z(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[0][0]; tmp2 = Row[0][1];
Row[0][0] = (float)( c*tmp1 + s*tmp2);
Row[0][1] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[1][0]; tmp2 = Row[1][1];
Row[1][0] = (float)( c*tmp1 + s*tmp2);
Row[1][1] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[2][0]; tmp2 = Row[2][1];
Row[2][0] = (float)( c*tmp1 + s*tmp2);
Row[2][1] = (float)(-s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* Matrix3D::Scale -- Scales each Axis *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 03/07/2000 jga : Created. *
*=============================================================================================*/
// !!
// !! Use Scale methods with Extreme Caution
// !! The Matrix Inverse function, only works
// !! with Orthogonal Matrices, for optimization purposes
// !!
WWINLINE void Matrix3D::Scale(float scale)
{ // uniform scale all 3 axis
// X
Row[0][0] *= scale;
Row[1][0] *= scale;
Row[2][0] *= scale;
// Y
Row[0][1] *= scale;
Row[1][1] *= scale;
Row[2][1] *= scale;
// Z
Row[0][2] *= scale;
Row[1][2] *= scale;
Row[2][2] *= scale;
}
/***********************************************************************************************
* Matrix3D::Scale -- Scales each Axis *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 03/07/2000 jga : Created. *
*=============================================================================================*/
// !!
// !! Use Scale methods with Extreme Caution
// !! The Matrix Inverse function, only works
// !! with Orthogonal Matrices, for optimization purposes
// !!
WWINLINE void Matrix3D::Scale(float x, float y, float z)
{ // separate input for each axis
// X
Row[0][0] *= x;
Row[1][0] *= x;
Row[2][0] *= x;
// Y
Row[0][1] *= y;
Row[1][1] *= y;
Row[2][1] *= y;
// Z
Row[0][2] *= z;
Row[1][2] *= z;
Row[2][2] *= z;
}
/***********************************************************************************************
* Matrix3D::Scale -- Scales each Axis *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 03/07/2000 jga : Created. *
*=============================================================================================*/
// !!
// !! Use Scale methods with Extreme Caution
// !! The Matrix Inverse function, only works
// !! with Orthogonal Matrices, for optimization purposes
// !!
WWINLINE void Matrix3D::Scale(Vector3 &scale)
{ // scale each axis
Scale(scale.X, scale.Y, scale.Z);
}
/***********************************************************************************************
* M3DC::Pre_Rotate_X -- Pre-multiplies the matrix by a rotation about X *
* *
* INPUT: *
* theta - angle (in radians) to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Pre_Rotate_X(float theta)
{
float tmp1,tmp2;
float c,s;
c = cosf(theta);
s = sinf(theta);
tmp1 = Row[1][0]; tmp2 = Row[2][0];
Row[1][0] = (float)(c*tmp1 - s*tmp2);
Row[2][0] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][1]; tmp2 = Row[2][1];
Row[1][1] = (float)(c*tmp1 - s*tmp2);
Row[2][1] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][2]; tmp2 = Row[2][2];
Row[1][2] = (float)(c*tmp1 - s*tmp2);
Row[2][2] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][3]; tmp2 = Row[2][3];
Row[1][3] = (float)(c*tmp1 - s*tmp2);
Row[2][3] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Pre_Rotate_Y -- Pre-multiplies the matrix by a rotation about Y *
* *
* INPUT: *
* theta - angle (in radians) to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Pre_Rotate_Y(float theta)
{
float tmp1,tmp2;
float c,s;
c = cosf(theta);
s = sinf(theta);
tmp1 = Row[0][0]; tmp2 = Row[2][0];
Row[0][0] = (float)( c*tmp1 + s*tmp2);
Row[2][0] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][1]; tmp2 = Row[2][1];
Row[0][1] = (float)( c*tmp1 + s*tmp2);
Row[2][1] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][2]; tmp2 = Row[2][2];
Row[0][2] = (float)( c*tmp1 + s*tmp2);
Row[2][2] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][3]; tmp2 = Row[2][3];
Row[0][3] = (float)( c*tmp1 + s*tmp2);
Row[2][3] = (float)(-s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Pre_Rotate_Z -- Pre-multiplies the matrix by a rotation about Z *
* *
* INPUT: *
* theta - angle (in radians) to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Pre_Rotate_Z(float theta)
{
float tmp1,tmp2;
float c,s;
c = cosf(theta);
s = sinf(theta);
tmp1 = Row[0][0]; tmp2 = Row[1][0];
Row[0][0] = (float)(c*tmp1 - s*tmp2);
Row[1][0] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][1]; tmp2 = Row[1][1];
Row[0][1] = (float)(c*tmp1 - s*tmp2);
Row[1][1] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][2]; tmp2 = Row[1][2];
Row[0][2] = (float)(c*tmp1 - s*tmp2);
Row[1][2] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][3]; tmp2 = Row[1][3];
Row[0][3] = (float)(c*tmp1 - s*tmp2);
Row[1][3] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Pre_Rotate_X -- Pre-multiplies the matrix by a rotation about X *
* *
* INPUT: *
* s - sine of the angle to rotate *
* c - cosine of the angle to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Pre_Rotate_X(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[1][0]; tmp2 = Row[2][0];
Row[1][0] = (float)(c*tmp1 - s*tmp2);
Row[2][0] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][1]; tmp2 = Row[2][1];
Row[1][1] = (float)(c*tmp1 - s*tmp2);
Row[2][1] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][2]; tmp2 = Row[2][2];
Row[1][2] = (float)(c*tmp1 - s*tmp2);
Row[2][2] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][3]; tmp2 = Row[2][3];
Row[1][3] = (float)(c*tmp1 - s*tmp2);
Row[2][3] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Pre_Rotate_Y -- Pre-multiplies the matrix by a rotation about Y *
* *
* INPUT: *
* s - sine of the angle to rotate *
* c - cosine of the angle to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Pre_Rotate_Y(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[0][0]; tmp2 = Row[2][0];
Row[0][0] = (float)( c*tmp1 + s*tmp2);
Row[2][0] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][1]; tmp2 = Row[2][1];
Row[0][1] = (float)( c*tmp1 + s*tmp2);
Row[2][1] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][2]; tmp2 = Row[2][2];
Row[0][2] = (float)( c*tmp1 + s*tmp2);
Row[2][2] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][3]; tmp2 = Row[2][3];
Row[0][3] = (float)( c*tmp1 + s*tmp2);
Row[2][3] = (float)(-s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::Pre_Rotate_Z -- Pre-multiplies the matrix by a rotation about Z *
* *
* INPUT: *
* s - sine of the angle to rotate *
* c - cosine of the angle to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::Pre_Rotate_Z(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[0][0]; tmp2 = Row[1][0];
Row[0][0] = (float)(c*tmp1 - s*tmp2);
Row[1][0] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][1]; tmp2 = Row[1][1];
Row[0][1] = (float)(c*tmp1 - s*tmp2);
Row[1][1] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][2]; tmp2 = Row[1][2];
Row[0][2] = (float)(c*tmp1 - s*tmp2);
Row[1][2] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][3]; tmp2 = Row[1][3];
Row[0][3] = (float)(c*tmp1 - s*tmp2);
Row[1][3] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::In_Place_Pre_Rotate_X -- Pre-multiplies rotation part of matrix by a rotation about X *
* *
* INPUT: *
* theta - angle (in radians) to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::In_Place_Pre_Rotate_X(float theta)
{
float tmp1,tmp2;
float c,s;
c = cosf(theta);
s = sinf(theta);
tmp1 = Row[1][0]; tmp2 = Row[2][0];
Row[1][0] = (float)(c*tmp1 - s*tmp2);
Row[2][0] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][1]; tmp2 = Row[2][1];
Row[1][1] = (float)(c*tmp1 - s*tmp2);
Row[2][1] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][2]; tmp2 = Row[2][2];
Row[1][2] = (float)(c*tmp1 - s*tmp2);
Row[2][2] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::In_Place_Pre_Rotate_Y -- Pre-multiplies rotation part of matrix by a rotation about Y *
* *
* INPUT: *
* theta - angle (in radians) to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::In_Place_Pre_Rotate_Y(float theta)
{
float tmp1,tmp2;
float c,s;
c = cosf(theta);
s = sinf(theta);
tmp1 = Row[0][0]; tmp2 = Row[2][0];
Row[0][0] = (float)( c*tmp1 + s*tmp2);
Row[2][0] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][1]; tmp2 = Row[2][1];
Row[0][1] = (float)( c*tmp1 + s*tmp2);
Row[2][1] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][2]; tmp2 = Row[2][2];
Row[0][2] = (float)( c*tmp1 + s*tmp2);
Row[2][2] = (float)(-s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::In_Place_Pre_Rotate_Z -- Pre-multiplies rotation part of matrix by a rotation about Z *
* *
* INPUT: *
* theta - angle (in radians) to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::In_Place_Pre_Rotate_Z(float theta)
{
float tmp1,tmp2;
float c,s;
c = cosf(theta);
s = sinf(theta);
tmp1 = Row[0][0]; tmp2 = Row[1][0];
Row[0][0] = (float)(c*tmp1 - s*tmp2);
Row[1][0] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][1]; tmp2 = Row[1][1];
Row[0][1] = (float)(c*tmp1 - s*tmp2);
Row[1][1] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][2]; tmp2 = Row[1][2];
Row[0][2] = (float)(c*tmp1 - s*tmp2);
Row[1][2] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::In_Place_Pre_Rotate_X -- Pre-multiplies rotation part of matrix by a rotation about X *
* *
* INPUT: *
* s - sine of the angle to rotate *
* c - cosine of the angle to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::In_Place_Pre_Rotate_X(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[1][0]; tmp2 = Row[2][0];
Row[1][0] = (float)(c*tmp1 - s*tmp2);
Row[2][0] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][1]; tmp2 = Row[2][1];
Row[1][1] = (float)(c*tmp1 - s*tmp2);
Row[2][1] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[1][2]; tmp2 = Row[2][2];
Row[1][2] = (float)(c*tmp1 - s*tmp2);
Row[2][2] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::In_Place_Pre_Rotate_Y -- Pre-multiplies rotation part of matrix by a rotation about Y *
* *
* INPUT: *
* s - sine of the angle to rotate *
* c - cosine of the angle to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::In_Place_Pre_Rotate_Y(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[0][0]; tmp2 = Row[2][0];
Row[0][0] = (float)( c*tmp1 + s*tmp2);
Row[2][0] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][1]; tmp2 = Row[2][1];
Row[0][1] = (float)( c*tmp1 + s*tmp2);
Row[2][1] = (float)(-s*tmp1 + c*tmp2);
tmp1 = Row[0][2]; tmp2 = Row[2][2];
Row[0][2] = (float)( c*tmp1 + s*tmp2);
Row[2][2] = (float)(-s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* M3DC::In_Place_Pre_Rotate_Z -- Pre-multiplies rotation part of matrix by a rotation about Z *
* *
* INPUT: *
* s - sine of the angle to rotate *
* c - cosine of the angle to rotate *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/1/1999 NH : Created. *
*=============================================================================================*/
WWINLINE void Matrix3D::In_Place_Pre_Rotate_Z(float s,float c)
{
float tmp1,tmp2;
tmp1 = Row[0][0]; tmp2 = Row[1][0];
Row[0][0] = (float)(c*tmp1 - s*tmp2);
Row[1][0] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][1]; tmp2 = Row[1][1];
Row[0][1] = (float)(c*tmp1 - s*tmp2);
Row[1][1] = (float)(s*tmp1 + c*tmp2);
tmp1 = Row[0][2]; tmp2 = Row[1][2];
Row[0][2] = (float)(c*tmp1 - s*tmp2);
Row[1][2] = (float)(s*tmp1 + c*tmp2);
}
/***********************************************************************************************
* operator * -- Matrix multiplication *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE Matrix3D operator * (const Matrix3D &A,const Matrix3D &B)
{
Matrix3D C;
float tmp1,tmp2,tmp3;
tmp1 = B[0][0];
tmp2 = B[1][0];
tmp3 = B[2][0];
C[0][0] = (float)(A[0][0]*tmp1 + A[0][1]*tmp2 + A[0][2]*tmp3);
C[1][0] = (float)(A[1][0]*tmp1 + A[1][1]*tmp2 + A[1][2]*tmp3);
C[2][0] = (float)(A[2][0]*tmp1 + A[2][1]*tmp2 + A[2][2]*tmp3);
tmp1 = B[0][1];
tmp2 = B[1][1];
tmp3 = B[2][1];
C[0][1] = (float)(A[0][0]*tmp1 + A[0][1]*tmp2 + A[0][2]*tmp3);
C[1][1] = (float)(A[1][0]*tmp1 + A[1][1]*tmp2 + A[1][2]*tmp3);
C[2][1] = (float)(A[2][0]*tmp1 + A[2][1]*tmp2 + A[2][2]*tmp3);
tmp1 = B[0][2];
tmp2 = B[1][2];
tmp3 = B[2][2];
C[0][2] = (float)(A[0][0]*tmp1 + A[0][1]*tmp2 + A[0][2]*tmp3);
C[1][2] = (float)(A[1][0]*tmp1 + A[1][1]*tmp2 + A[1][2]*tmp3);
C[2][2] = (float)(A[2][0]*tmp1 + A[2][1]*tmp2 + A[2][2]*tmp3);
tmp1 = B[0][3];
tmp2 = B[1][3];
tmp3 = B[2][3];
C[0][3] = (float)(A[0][0]*tmp1 + A[0][1]*tmp2 + A[0][2]*tmp3 + A[0][3]);
C[1][3] = (float)(A[1][0]*tmp1 + A[1][1]*tmp2 + A[1][2]*tmp3 + A[1][3]);
C[2][3] = (float)(A[2][0]*tmp1 + A[2][1]*tmp2 + A[2][2]*tmp3 + A[2][3]);
return C;
}
/***********************************************************************************************
* operator * -- Matrix - vector multiplication *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 02/24/1997 GH : Created. *
*=============================================================================================*/
WWINLINE Vector3 operator * (const Matrix3D &A,const Vector3 &a)
{
#if 0
return Vector3
(
(A[0][0]*a[0] + A[0][1]*a[1] + A[0][2]*a[2] + A[0][3]),
(A[1][0]*a[0] + A[1][1]*a[1] + A[1][2]*a[2] + A[1][3]),
(A[2][0]*a[0] + A[2][1]*a[1] + A[2][2]*a[2] + A[2][3])
);
#else
return Vector3
(
(A.Row[0].X*a.X + A.Row[0].Y*a.Y + A.Row[0].Z*a.Z + A.Row[0].W),
(A.Row[1].X*a.X + A.Row[1].Y*a.Y + A.Row[1].Z*a.Z + A.Row[1].W),
(A.Row[2].X*a.X + A.Row[2].Y*a.Y + A.Row[2].Z*a.Z + A.Row[2].W)
);
#endif
}
/***********************************************************************************************
* operator == -- Matrix equality operator *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/29/1998 NH : Created. *
*=============================================================================================*/
WWINLINE bool operator == (const Matrix3D &A, const Matrix3D &B)
{
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 4; j++) {
if (A[i][j] != B[i][j]) return false;
}
}
return true;
}
/***********************************************************************************************
* operator != -- Matrix inequality operator *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/29/1998 NH : Created. *
*=============================================================================================*/
WWINLINE bool operator != (const Matrix3D &A, const Matrix3D &B)
{
return !(A == B);
}
WWINLINE void Matrix3D::Transform_Vector(const Matrix3D & A,const Vector3 & in,Vector3 * out)
{
Vector3 tmp;
Vector3 * v;
// check for aliased parameters
if (out == &in) {
tmp = in;
v = &tmp;
} else {
v = (Vector3 *)∈ // whats the right way to do this...
}
out->X = (A[0][0] * v->X + A[0][1] * v->Y + A[0][2] * v->Z + A[0][3]);
out->Y = (A[1][0] * v->X + A[1][1] * v->Y + A[1][2] * v->Z + A[1][3]);
out->Z = (A[2][0] * v->X + A[2][1] * v->Y + A[2][2] * v->Z + A[2][3]);
}
WWINLINE void Matrix3D::Rotate_Vector(const Matrix3D & A,const Vector3 & in,Vector3 * out)
{
Vector3 tmp;
Vector3 * v;
// check for aliased parameters
if (out == &in) {
tmp = in;
v = &tmp;
} else {
v = (Vector3 *)∈
}
out->X = (A[0][0] * v->X + A[0][1] * v->Y + A[0][2] * v->Z);
out->Y = (A[1][0] * v->X + A[1][1] * v->Y + A[1][2] * v->Z);
out->Z = (A[2][0] * v->X + A[2][1] * v->Y + A[2][2] * v->Z);
}
WWINLINE void Matrix3D::Inverse_Transform_Vector(const Matrix3D & A,const Vector3 & in,Vector3 * out)
{
Vector3 tmp;
Vector3 * v;
// check for aliased parameters
if (out == &in) {
tmp = in;
v = &tmp;
} else {
v = (Vector3 *)∈ // whats the right way to do this...
}
Vector3 diff(v->X - A[0][3], v->Y - A[1][3], v->Z - A[2][3]);
Matrix3D::Inverse_Rotate_Vector(A, diff, out);
}
WWINLINE void Matrix3D::Inverse_Rotate_Vector(const Matrix3D & A,const Vector3 & in,Vector3 * out)
{
Vector3 tmp;
Vector3 * v;
// check for aliased parameters
if (out == &in) {
tmp = in;
v = &tmp;
} else {
v = (Vector3 *)∈
}
out->X = (A[0][0] * v->X + A[1][0] * v->Y + A[2][0] * v->Z);
out->Y = (A[0][1] * v->X + A[1][1] * v->Y + A[2][1] * v->Z);
out->Z = (A[0][2] * v->X + A[1][2] * v->Y + A[2][2] * v->Z);
}
#endif /* MATRIX3D_H */