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#ifndef Magnum_Math_Matrix4_h
#define Magnum_Math_Matrix4_h
/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Math::Matrix4
*/
#include "Math/Matrix.h"
#include "Math/Vector4.h"
#ifdef _WIN32 /* I so HATE windows.h */
#undef near
#undef far
#endif
namespace Magnum { namespace Math {
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/**
@brief 4x4 matrix
@tparam T Underlying data type
Represents 3D transformation. See @ref matrix-vector for brief introduction.
@see Magnum::Matrix4, Magnum::Matrix4d, DualQuaternion,
SceneGraph::MatrixTransformation3D
@configurationvalueref{Magnum::Math::Matrix4}
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*/
template<class T> class Matrix4: public Matrix<4, T> {
public:
/**
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* @brief 3D translation
* @param vector Translation vector
*
* @see translation(), DualQuaternion::translation(),
* Matrix3::translation(const Vector2&), Vector3::xAxis(),
* Vector3::yAxis(), Vector3::zAxis()
*/
inline constexpr static Matrix4<T> translation(const Vector3<T>& vector) {
return {{ T(1), T(0), T(0), T(0)},
{ T(0), T(1), T(0), T(0)},
{ T(0), T(0), T(1), T(0)},
{vector.x(), vector.y(), vector.z(), T(1)}};
}
/**
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* @brief 3D scaling
* @param vector Scaling vector
*
* @see rotationScaling() const, Matrix3::scaling(const Vector2&),
* Vector3::xScale(), Vector3::yScale(), Vector3::zScale()
*/
inline constexpr static Matrix4<T> scaling(const Vector3<T>& vector) {
return {{vector.x(), T(0), T(0), T(0)},
{ T(0), vector.y(), T(0), T(0)},
{ T(0), T(0), vector.z(), T(0)},
{ T(0), T(0), T(0), T(1)}};
}
/**
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* @brief 3D rotation around arbitrary axis
* @param angle Rotation angle (counterclockwise)
* @param normalizedAxis Normalized rotation axis
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*
* Expects that the rotation axis is normalized. If possible, use
* faster alternatives like rotationX(), rotationY() and rotationZ().
* @see rotation() const, DualQuaternion::rotation(),
* Quaternion::rotation(), Matrix3::rotation(Rad), Vector3::xAxis(),
* Vector3::yAxis(), Vector3::zAxis()
*/
static Matrix4<T> rotation(Rad<T> angle, const Vector3<T>& normalizedAxis) {
CORRADE_ASSERT(MathTypeTraits<T>::equals(normalizedAxis.dot(), T(1)),
"Math::Matrix4::rotation(): axis must be normalized", {});
T sine = std::sin(T(angle));
T cosine = std::cos(T(angle));
T oneMinusCosine = T(1) - cosine;
T xx = normalizedAxis.x()*normalizedAxis.x();
T xy = normalizedAxis.x()*normalizedAxis.y();
T xz = normalizedAxis.x()*normalizedAxis.z();
T yy = normalizedAxis.y()*normalizedAxis.y();
T yz = normalizedAxis.y()*normalizedAxis.z();
T zz = normalizedAxis.z()*normalizedAxis.z();
return {
{cosine + xx*oneMinusCosine,
xy*oneMinusCosine + normalizedAxis.z()*sine,
xz*oneMinusCosine - normalizedAxis.y()*sine,
T(0)},
{xy*oneMinusCosine - normalizedAxis.z()*sine,
cosine + yy*oneMinusCosine,
yz*oneMinusCosine + normalizedAxis.x()*sine,
T(0)},
{xz*oneMinusCosine + normalizedAxis.y()*sine,
yz*oneMinusCosine - normalizedAxis.x()*sine,
cosine + zz*oneMinusCosine,
T(0)},
{T(0), T(0), T(0), T(1)}
};
}
/**
* @brief 3D rotation around X axis
* @param angle Rotation angle (counterclockwise)
*
* Faster than calling `Matrix4::rotation(angle, Vector3::xAxis())`.
* @see rotation(Rad, const Vector3&), rotationY(), rotationZ(),
* rotation() const, Quaternion::rotation(), Matrix3::rotation(Rad)
*/
static Matrix4<T> rotationX(Rad<T> angle) {
T sine = std::sin(T(angle));
T cosine = std::cos(T(angle));
return {{T(1), T(0), T(0), T(0)},
{T(0), cosine, sine, T(0)},
{T(0), -sine, cosine, T(0)},
{T(0), T(0), T(0), T(1)}};
}
/**
* @brief 3D rotation around Y axis
* @param angle Rotation angle (counterclockwise)
*
* Faster than calling `Matrix4::rotation(angle, Vector3::yAxis())`.
* @see rotation(Rad, const Vector3&), rotationX(), rotationZ(),
* rotation() const, Quaternion::rotation(), Matrix3::rotation(Rad)
*/
static Matrix4<T> rotationY(Rad<T> angle) {
T sine = std::sin(T(angle));
T cosine = std::cos(T(angle));
return {{cosine, T(0), -sine, T(0)},
{ T(0), T(1), T(0), T(0)},
{ sine, T(0), cosine, T(0)},
{ T(0), T(0), T(0), T(1)}};
}
/**
* @brief 3D rotation matrix around Z axis
* @param angle Rotation angle (counterclockwise)
*
* Faster than calling `Matrix4::rotation(angle, Vector3::zAxis())`.
* @see rotation(Rad, const Vector3&), rotationX(), rotationY(),
* rotation() const, Quaternion::rotation(), Matrix3::rotation(Rad)
*/
static Matrix4<T> rotationZ(Rad<T> angle) {
T sine = std::sin(T(angle));
T cosine = std::cos(T(angle));
return {{cosine, sine, T(0), T(0)},
{ -sine, cosine, T(0), T(0)},
{ T(0), T(0), T(1), T(0)},
{ T(0), T(0), T(0), T(1)}};
}
/**
* @brief 3D reflection matrix
* @param normal Normal of the plane through which to reflect
*
* Expects that the normal is normalized.
* @see Matrix3::reflection()
*/
static Matrix4<T> reflection(const Vector3<T>& normal) {
CORRADE_ASSERT(MathTypeTraits<T>::equals(normal.dot(), T(1)),
"Math::Matrix4::reflection(): normal must be normalized", {});
return from(Matrix<3, T>() - T(2)*normal*RectangularMatrix<1, 3, T>(normal).transposed(), {});
}
/**
* @brief 3D orthographic projection matrix
* @param size Size of the view
* @param near Near clipping plane
* @param far Far clipping plane
*
* @see perspectiveProjection(), Matrix3::projection()
*/
static Matrix4<T> orthographicProjection(const Vector2<T>& size, T near, T far) {
Vector2<T> xyScale = T(2.0)/size;
T zScale = T(2.0)/(near-far);
return {{xyScale.x(), T(0), T(0), T(0)},
{ T(0), xyScale.y(), T(0), T(0)},
{ T(0), T(0), zScale, T(0)},
{ T(0), T(0), near*zScale-T(1), T(1)}};
}
/**
* @brief 3D perspective projection matrix
* @param size Size of near clipping plane
* @param near Near clipping plane
* @param far Far clipping plane
*
* @see orthographicProjection(), Matrix3::projection()
*/
static Matrix4<T> perspectiveProjection(const Vector2<T>& size, T near, T far) {
Vector2<T> xyScale = 2*near/size;
T zScale = T(1.0)/(near-far);
return {{xyScale.x(), T(0), T(0), T(0)},
{ T(0), xyScale.y(), T(0), T(0)},
{ T(0), T(0), (far+near)*zScale, T(-1)},
{ T(0), T(0), T(2)*far*near*zScale, T(0)}};
}
/**
* @brief 3D perspective projection matrix
* @param fov Field of view angle (horizontal)
* @param aspectRatio Aspect ratio
* @param near Near clipping plane
* @param far Far clipping plane
*
* @see orthographicProjection(), Matrix3::projection()
*/
static Matrix4<T> perspectiveProjection(Rad<T> fov, T aspectRatio, T near, T far) {
T xyScale = 2*std::tan(T(fov)/2)*near;
return perspectiveProjection(Vector2<T>(xyScale, xyScale/aspectRatio), near, far);
}
/**
* @brief Create matrix from rotation/scaling part and translation part
* @param rotationScaling Rotation/scaling part (upper-left 3x3
* matrix)
* @param translation Translation part (first three elements of
* fourth column)
*
* @see rotationScaling() const, translation() const
*/
static Matrix4<T> from(const Matrix<3, T>& rotationScaling, const Vector3<T>& translation) {
return {{rotationScaling[0], T(0)},
{rotationScaling[1], T(0)},
{rotationScaling[2], T(0)},
{ translation, T(1)}};
}
/** @copydoc Matrix::Matrix(ZeroType) */
inline constexpr explicit Matrix4(typename Matrix<4, T>::ZeroType): Matrix<4, T>(Matrix<4, T>::Zero) {}
/**
* @brief Default constructor
*
* Creates identity matrix. You can also explicitly call this
* constructor with `Matrix4 m(Matrix4::Identity);`. Optional parameter
* @p value allows you to specify value on diagonal.
* @todo Use constexpr implementation in Matrix, when done
*/
inline constexpr /*implicit*/ Matrix4(typename Matrix<4, T>::IdentityType = (Matrix<4, T>::Identity), T value = T(1)): Matrix<4, T>(
Vector<4, T>(value, T(0), T(0), T(0)),
Vector<4, T>( T(0), value, T(0), T(0)),
Vector<4, T>( T(0), T(0), value, T(0)),
Vector<4, T>( T(0), T(0), T(0), value)
) {}
/** @brief %Matrix from column vectors */
inline constexpr /*implicit*/ Matrix4(const Vector4<T>& first, const Vector4<T>& second, const Vector4<T>& third, const Vector4<T>& fourth): Matrix<4, T>(first, second, third, fourth) {}
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/** @copydoc Matrix::Matrix(const RectangularMatrix<size, size, U>&) */
template<class U> inline constexpr explicit Matrix4(const RectangularMatrix<4, 4, U>& other): Matrix<4, T>(other) {}
/** @brief Copy constructor */
inline constexpr Matrix4(const RectangularMatrix<4, 4, T>& other): Matrix<4, T>(other) {}
/**
* @brief 3D rotation and scaling part of the matrix
*
* Upper-left 3x3 part of the matrix.
* @see from(const Matrix<3, T>&, const Vector3&), rotation() const,
* rotation(T, const Vector3&), Matrix3::rotationScaling() const
*/
inline Matrix<3, T> rotationScaling() const {
/* Not Matrix3, because it is for affine 2D transformations */
return {(*this)[0].xyz(),
(*this)[1].xyz(),
(*this)[2].xyz()};
}
/**
* @brief 3D rotation part of the matrix
*
* Normalized upper-left 3x3 part of the matrix.
* @see rotationScaling() const, rotation(T, const Vector3&),
* Matrix3::rotation() const
* @todo assert uniform scaling (otherwise this would be garbage)
*/
inline Matrix<3, T> rotation() const {
/* Not Matrix3, because it is for affine 2D transformations */
return {(*this)[0].xyz().normalized(),
(*this)[1].xyz().normalized(),
(*this)[2].xyz().normalized()};
}
/** @todo uniform scaling extraction */
/**
* @brief Right-pointing 3D vector
*
* First three elements of first column.
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* @see up(), backward(), Vector3::xAxis(), Matrix3::right()
*/
inline Vector3<T>& right() { return (*this)[0].xyz(); }
inline constexpr Vector3<T> right() const { return (*this)[0].xyz(); } /**< @overload */
/**
* @brief Up-pointing 3D vector
*
* First three elements of second column.
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* @see right(), backward(), Vector3::yAxis(), Matrix3::up()
*/
inline Vector3<T>& up() { return (*this)[1].xyz(); }
inline constexpr Vector3<T> up() const { return (*this)[1].xyz(); } /**< @overload */
/**
* @brief Backward-pointing 3D vector
*
* First three elements of third column.
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* @see right(), up(), Vector3::yAxis()
*/
inline Vector3<T>& backward() { return (*this)[2].xyz(); }
inline constexpr Vector3<T> backward() const { return (*this)[2].xyz(); } /**< @overload */
/**
* @brief 3D translation part of the matrix
*
* First three elements of fourth column.
* @see from(const Matrix<3, T>&, const Vector3&),
* translation(const Vector3&), Matrix3::translation()
*/
inline Vector3<T>& translation() { return (*this)[3].xyz(); }
inline constexpr Vector3<T> translation() const { return (*this)[3].xyz(); } /**< @overload */
/**
* @brief Inverted Euclidean transformation matrix
*
* Expects 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 Matrix4<T> invertedEuclidean() const {
CORRADE_ASSERT((*this)[0][3] == T(0) && (*this)[1][3] == T(0) && (*this)[2][3] == T(0) && (*this)[3][3] == T(1),
"Math::Matrix4::invertedEuclidean(): unexpected values on last row", {});
Matrix<3, T> inverseRotation = rotationScaling().transposed();
CORRADE_ASSERT((inverseRotation*rotationScaling() == Matrix<3, T>()),
"Math::Matrix4::invertedEuclidean(): the matrix doesn't represent Euclidean transformation", {});
return from(inverseRotation, inverseRotation*-translation());
}
/**
* @brief Transform 3D vector with the matrix
*
* Unlike in transformVector(), translation is not involved in the
* transformation. @f[
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* \boldsymbol v' = \boldsymbol M \begin{pmatrix} v_x \\ v_y \\ v_z \\ 0 \end{pmatrix}
* @f]
* @see Quaternion::transformVector(), Matrix3::transformVector()
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* @todo extract 3x3 matrix and multiply directly? (benchmark that)
*/
inline Vector3<T> transformVector(const Vector3<T>& vector) const {
return ((*this)*Vector4<T>(vector, T(0))).xyz();
}
/**
* @brief Transform 3D point with the matrix
*
* Unlike in transformVector(), translation is also involved in the
* transformation. @f[
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* \boldsymbol v' = \boldsymbol M \begin{pmatrix} v_x \\ v_y \\ v_z \\ 1 \end{pmatrix}
* @f]
* @see DualQuaternion::transformPoint(), Matrix3::transformPoint()
*/
inline Vector3<T> transformPoint(const Vector3<T>& vector) const {
return ((*this)*Vector4<T>(vector, T(1))).xyz();
}
MAGNUM_RECTANGULARMATRIX_SUBCLASS_IMPLEMENTATION(4, 4, Matrix4<T>)
MAGNUM_MATRIX_SUBCLASS_IMPLEMENTATION(Matrix4, Vector4, 4)
};
MAGNUM_MATRIX_SUBCLASS_OPERATOR_IMPLEMENTATION(Matrix4, 4)
/** @debugoperator{Magnum::Math::Matrix4} */
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template<class T> inline Corrade::Utility::Debug operator<<(Corrade::Utility::Debug debug, const Matrix4<T>& value) {
return debug << static_cast<const Matrix<4, T>&>(value);
}
}}
namespace Corrade { namespace Utility {
/** @configurationvalue{Magnum::Math::Matrix4} */
template<class T> struct ConfigurationValue<Magnum::Math::Matrix4<T>>: public ConfigurationValue<Magnum::Math::Matrix<4, T>> {};
}}
#endif