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#ifndef Magnum_Math_Matrix3_h
#define Magnum_Math_Matrix3_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
/** @file
* @brief Class Magnum::Math::Matrix3
*/
#include "Math/Matrix.h"
#include "Math/Vector3.h"
namespace Magnum { namespace Math {
/**
@brief 3x3 matrix
@tparam T Underlying data type
Represents 2D transformation. See @ref matrix-vector and @ref transformations
for brief introduction.
@see Magnum::Matrix3, Magnum::Matrix3d, DualComplex,
SceneGraph::MatrixTransformation2D
@configurationvalueref{Magnum::Math::Matrix3}
*/
template<class T> class Matrix3: public Matrix<3, T> {
public:
/**
* @brief 2D translation matrix
* @param vector Translation vector
*
* @see translation(), DualComplex::translation(),
* Matrix4::translation(const Vector3&), Vector2::xAxis(),
* Vector2::yAxis()
*/
inline constexpr static Matrix3<T> translation(const Vector2<T>& vector) {
return {{ T(1), T(0), T(0)},
{ T(0), T(1), T(0)},
{vector.x(), vector.y(), T(1)}};
}
/**
* @brief 2D scaling matrix
* @param vector Scaling vector
*
* @see rotationScaling() const, Matrix4::scaling(const Vector3&),
* Vector2::xScale(), Vector2::yScale()
*/
inline constexpr static Matrix3<T> scaling(const Vector2<T>& vector) {
return {{vector.x(), T(0), T(0)},
{ T(0), vector.y(), T(0)},
{ T(0), T(0), T(1)}};
}
/**
14 years ago
* @brief 2D rotation matrix
* @param angle Rotation angle (counterclockwise)
*
* @see rotation() const, Complex::rotation(), DualComplex::rotation(),
* Matrix4::rotation(Rad, const Vector3&)
*/
static Matrix3<T> rotation(Rad<T> angle) {
T sine = std::sin(T(angle));
T cosine = std::cos(T(angle));
return {{ cosine, sine, T(0)},
{ -sine, cosine, T(0)},
{ T(0), T(0), T(1)}};
}
/**
* @brief 2D reflection matrix
* @param normal Normal of the line through which to reflect
*
* Expects that the normal is normalized.
* @see Matrix4::reflection()
*/
static Matrix3<T> reflection(const Vector2<T>& normal) {
CORRADE_ASSERT(MathTypeTraits<T>::equals(normal.dot(), T(1)),
"Math::Matrix3::reflection(): normal must be normalized", {});
return from(Matrix<2, T>() - T(2)*normal*RectangularMatrix<1, 2, T>(normal).transposed(), {});
}
/**
* @brief 2D projection matrix
* @param size Size of the view
*
* @see Matrix4::orthographicProjection(), Matrix4::perspectiveProjection()
*/
static Matrix3<T> projection(const Vector2<T>& size) {
return scaling(2.0f/size);
}
/**
* @brief Create matrix from rotation/scaling part and translation part
* @param rotationScaling Rotation/scaling part (upper-left 2x2
* matrix)
* @param translation Translation part (first two elements of
* third column)
*
* @see rotationScaling() const, translation() const
*/
inline constexpr static Matrix3<T> from(const Matrix<2, T>& rotationScaling, const Vector2<T>& translation) {
return {{rotationScaling[0], T(0)},
{rotationScaling[1], T(0)},
{ translation, T(1)}};
}
/** @copydoc Matrix::Matrix(ZeroType) */
inline constexpr explicit Matrix3(typename Matrix<3, T>::ZeroType): Matrix<3, T>(Matrix<3, T>::Zero) {}
/**
* @brief Default constructor
*
* Creates identity matrix. You can also explicitly call this
* constructor with `Matrix3 m(Matrix3::Identity);`. Optional parameter
* @p value allows you to specify value on diagonal.
* @todo Use constexpr implementation in Matrix, when done
*/
inline constexpr /*implicit*/ Matrix3(typename Matrix<3, T>::IdentityType = (Matrix<3, T>::Identity), T value = T(1)): Matrix<3, T>(
Vector<3, T>(value, T(0), T(0)),
Vector<3, T>( T(0), value, T(0)),
Vector<3, T>( T(0), T(0), value)
) {}
/** @brief %Matrix from column vectors */
inline constexpr /*implicit*/ Matrix3(const Vector3<T>& first, const Vector3<T>& second, const Vector3<T>& third): Matrix<3, T>(first, second, third) {}
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/** @copydoc Matrix::Matrix(const RectangularMatrix<size, size, U>&) */
template<class U> inline constexpr explicit Matrix3(const RectangularMatrix<3, 3, U>& other): Matrix<3, T>(other) {}
/** @brief Copy constructor */
inline constexpr Matrix3(const RectangularMatrix<3, 3, T>& other): Matrix<3, T>(other) {}
/**
* @brief 2D rotation and scaling part of the matrix
*
* Upper-left 2x2 part of the matrix.
* @see from(const Matrix<2, T>&, const Vector2&), rotation() const,
* rotation(T), Matrix4::rotationScaling() const
*/
inline constexpr Matrix<2, T> rotationScaling() const {
return {(*this)[0].xy(),
(*this)[1].xy()};
}
/**
* @brief 2D rotation part of the matrix
*
* Normalized upper-left 2x2 part of the matrix.
* @see rotationScaling() const, rotation(T), Matrix4::rotation() const
* @todo assert uniform scaling (otherwise this would be garbage)
*/
inline Matrix<2, T> rotation() const {
return {(*this)[0].xy().normalized(),
(*this)[1].xy().normalized()};
}
/** @todo uniform scaling extraction */
/**
* @brief Right-pointing 2D vector
*
* First two elements of first column.
13 years ago
* @see up(), Vector2::xAxis(), Matrix4::right()
*/
inline Vector2<T>& right() { return (*this)[0].xy(); }
inline constexpr Vector2<T> right() const { return (*this)[0].xy(); } /**< @overload */
/**
* @brief Up-pointing 2D vector
*
* First two elements of second column.
13 years ago
* @see right(), Vector2::yAxis(), Matrix4::up()
*/
inline Vector2<T>& up() { return (*this)[1].xy(); }
inline constexpr Vector2<T> up() const { return (*this)[1].xy(); } /**< @overload */
/**
* @brief 2D translation part of the matrix
*
* First two elements of third column.
* @see from(const Matrix<2, T>&, const Vector2&),
* translation(const Vector2&), Matrix4::translation()
*/
inline Vector2<T>& translation() { return (*this)[2].xy(); }
inline constexpr Vector2<T> translation() const { return (*this)[2].xy(); } /**< @overload */
/**
* @brief Inverted Euclidean transformation matrix
*
* Assumes that the matrix represents Euclidean transformation (i.e.
* only rotation and translation, no scaling) and creates inverted
* matrix from transposed rotation part and negated translation part.
* Significantly faster than the general algorithm in inverted().
* @see rotationScaling() const, translation() const
*/
inline Matrix3<T> invertedEuclidean() const {
CORRADE_ASSERT((*this)[0][2] == T(0) && (*this)[1][2] == T(0) && (*this)[2][2] == T(1),
"Math::Matrix3::invertedEuclidean(): unexpected values on last row", {});
Matrix<2, T> inverseRotation = rotationScaling().transposed();
CORRADE_ASSERT((inverseRotation*rotationScaling() == Matrix<2, T>()),
"Math::Matrix3::invertedEuclidean(): the matrix doesn't represent Euclidean transformation", {});
return from(inverseRotation, inverseRotation*-translation());
}
/**
* @brief Transform 2D vector with the matrix
*
* Unlike in transformPoint(), translation is not involved in the
* transformation. @f[
13 years ago
* \boldsymbol v' = \boldsymbol M \begin{pmatrix} v_x \\ v_y \\ 0 \end{pmatrix}
* @f]
* @see Complex::transformVector(), Matrix4::transformVector()
13 years ago
* @todo extract 2x2 matrix and multiply directly? (benchmark that)
*/
inline Vector2<T> transformVector(const Vector2<T>& vector) const {
return ((*this)*Vector3<T>(vector, T(0))).xy();
}
/**
* @brief Transform 2D point with the matrix
*
* Unlike in transformVector(), translation is also involved in the
* transformation. @f[
13 years ago
* \boldsymbol v' = \boldsymbol M \begin{pmatrix} v_x \\ v_y \\ 1 \end{pmatrix}
* @f]
* @see DualComplex::transformPoint(), Matrix4::transformPoint()
*/
inline Vector2<T> transformPoint(const Vector2<T>& vector) const {
return ((*this)*Vector3<T>(vector, T(1))).xy();
}
MAGNUM_RECTANGULARMATRIX_SUBCLASS_IMPLEMENTATION(3, 3, Matrix3<T>)
MAGNUM_MATRIX_SUBCLASS_IMPLEMENTATION(Matrix3, Vector3, 3)
};
MAGNUM_MATRIX_SUBCLASS_OPERATOR_IMPLEMENTATION(Matrix3, 3)
/** @debugoperator{Magnum::Math::Matrix3} */
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template<class T> inline Corrade::Utility::Debug operator<<(Corrade::Utility::Debug debug, const Matrix3<T>& value) {
return debug << static_cast<const Matrix<3, T>&>(value);
}
}}
namespace Corrade { namespace Utility {
/** @configurationvalue{Magnum::Math::Matrix3} */
template<class T> struct ConfigurationValue<Magnum::Math::Matrix3<T>>: public ConfigurationValue<Magnum::Math::Matrix<3, T>> {};
}}
#endif