/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016 Vladimír Vondruš 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. */ namespace Magnum { /** @page matrix-vector Operations with matrices and vectors @brief Introduction to essential classes of the graphics pipeline. - Previous page: @ref types - Next page: @ref transformations Matrices and vectors are the most important part of graphics programming and one of goals of Magnum is to make their usage as intuitive as possible. They are contained in @ref Math namespace and common variants also have aliases in root @ref Magnum namespace. See documentation of these namespaces for more information about usage with CMake. @tableofcontents @section matrix-vector-hierarchy Matrix and vector classes Magnum has three main matrix and vector classes: @ref Math::RectangularMatrix, (square) @ref Math::Matrix and @ref Math::Vector. To achieve greatest code reuse, Matrix is internally square RectangularMatrix and RectangularMatrix is internally array of one or more Vector instances. Both vectors and matrices can have arbitrary size (known at compile time) and can store any arithmetic type. Each subclass brings some specialization to its superclass and for most common vector and matrix sizes there are specialized classes @ref Math::Matrix3 and @ref Math::Matrix4, implementing various transformations in 2D and 3D, @ref Math::Vector2, @ref Math::Vector3 and @ref Math::Vector4, implementing direct access to named components. Functions of each class try to return the most specialized type known to make subsequent operations more convenient -- columns of RectangularMatrix are returned as Vector, but when accessing columns of e.g. Matrix3, they are returned as Vector3. There are also even more specialized subclasses, e.g. @ref Math::Color3 and @ref Math::Color4 for color handling and conversion. Commonly used types have convenience aliases in @ref Magnum namespace, so you can write e.g. @ref Vector3i instead of @ref Math::Vector3 "Math::Vector3". See @ref types and namespace documentation for more information. @section matrix-vector-construction Constructing matrices and vectors Default constructors of @ref Math::RectangularMatrix and @ref Math::Vector (and @ref Math::Vector2, @ref Math::Vector3, @ref Math::Vector4, @ref Math::Color3, @ref Math::Color4) create zero-filled objects. @ref Math::Matrix (and @ref Math::Matrix3, @ref Math::Matrix4) is by default constructed as identity matrix. @code Matrix2x3 a; // zero-filled Vector3i b; // zero-filled Matrix3 identity; // diagonal set to 1 Matrix3 zero(Matrix::Zero); // zero-filled @endcode Most common and most efficient way to create vector is to pass all values to constructor, matrix is created by passing all column vectors to the constructor. All constructors check number of passed arguments and the errors are catched at compile time. @code Vector3i vec(0, 1, 2); Matrix3 mat({0.0f, 1.9f, 2.2f}, {3.5f, 4.0f, 5.1f}, {6.0f, 7.3f, 8.0f}); @endcode You can specify all components of vector or whole diagonal of square matrix with single value or create diagonal matrix from vector: @code Matrix3 diag(Matrix3::Identity, 2.0f); // diagonal set to 2.0f, zeros elsewhere Vector3i fill(10); // {10, 10, 10} auto diag2 = Matrix3::fromDiagonal({3.0f, 2.0f, 1.0f}); @endcode There are also shortcuts to create a vector with all but one component set to zero or one, useful for transformations: @code auto x = Vector3::xAxis(); // {1.0f, 0.0f, 0.0f} auto y = Vector2::yAxis(3.0f); // {0.0f, 3.0f} auto z = Vector3::zScale(3.0f); // {1.0f, 1.0f, 3.0f} @endcode It is possible to create matrices from other matrices and vectors with the same row count; vectors from vector and scalar: @code Math::Matrix2x3 a; Math::Vector3 b, c; Math::Matrix3 mat(a, b); Math::Vector<8, Int> vec(1, b, 2, c); @endcode @todo Implement this ^ already. It is also possible to create them from an C-style array. The function does simple type cast without any copying, so it's possible to conveniently operate on the array itself: @code Int[] mat = { 2, 4, 6, 1, 3, 5 }; Math::Matrix2x3::from(mat) *= 2; // mat == { 4, 8, 12, 2, 6, 10 } @endcode Note that, unlike constructors, this function has no way to check whether the array is long enough to contain all elements, so use with caution. To make handling of colors easier, their behavior is a bit different with a richer feature set. Implicit construction of @ref Color4 from @ref Color3 will set the alpha to full value (thus `1.0f` for @ref Color4 and `255` for @ref Color4ub): @code Color4 a = Color3{0.2f, 0.7f, 0.5f}; // {0.2f, 0.7f, 0.5f, 1.0f} Color4ub b = Color3ub{0x33, 0xb2, 0x7f}; // {0x33, 0xb2, 0x7f, 0xff} @endcode Similarly to axes in vectors, you can create single color shades too, or create a RGB color from HSV representation: @code auto green = Color3::green(); // {0.0f, 1.0f, 0.0f} auto cyan = Color4::cyan(0.5f, 0.95f); // {0.5f, 1.0f, 1.0f, 0.95f} auto fadedRed = Color3::fromHSV(219.0_degf, 0.50f, 0.57f) @endcode Lastly, namespace @ref Math::Literals provides convenient @link Literals::operator""_rgb() operator""_rgb() @endlink / @link Literals::operator""_rgbf() operator""_rgbf() @endlink and @link Literals::operator""_rgba() operator""_rgba() @endlink / @link Literals::operator""_rgbaf() operator""_rgbaf() @endlink literals for entering colors in hex representation. These literals assume linear RGB input and don't do any gamma correction on it. For sRGB input, there is @link Literals::operator""_srgb() operator""_srgb() @endlink / @link Literals::operator""_srgba() operator""_srgba() @endlink and @link Literals::operator""_srgbf() operator""_srgbf() @endlink / @link Literals::operator""_srgbaf() operator""_srgbaf() @endlink, see their documentation for more information. @code Color3ub a = 0x33b27f_rgb; // {0x33, 0xb2, 0x7f} Color4 b = 0x33b27fcc_rgbaf; // {0.2f, 0.7f, 0.5f, 0.8f} Color4 c = 0x33b27fcc_srgbaf; // {0.0331048f, 0.445201f, 0.212231f, 0.8f} @endcode @section matrix-vector-component-access Accessing matrix and vector components Column vectors of matrices and vector components can be accessed using square brackets: @code Matrix3x2 a; a[2] /= 2.0f; // third column (column major indexing, see explanation below) a[0][1] = 5.3f; // first column, second element Vector3i b; b[1] = 1; // second element @endcode Row vectors can be accessed too, but only for reading, and the access is slower due to the way the matrix is stored (see @ref matrix-vector-column-major "explanation below"): @code Vector2i c = a.row(2); // third row @endcode Fixed-size vector subclasses have functions for accessing named components and subparts: @code Vector4i a; Int x = a.x(); a.y() += 5; Vector3i xyz = a.xyz(); xyz.xy() *= 5; @endcode Color3 and Color4 name their components `rgba` instead of `xyzw`. For more involved operations with components there is the @ref swizzle() function: @code Vector4i original(-1, 2, 3, 4); Vector4i bgra = swizzle<'b', 'g', 'r', 'a'>(original); // { 3, 2, -1, 4 } Math::Vector<6, Int> w10xyz = swizzle<'w', '1', '0', 'x', 'y', 'z'>(original); // { 4, 1, 0, -1, 2, 3 } @endcode @section matrix-vector-conversion Converting between different underlying types All vector, matrix and other classes in @ref Math namespace and also @ref Color3 and @ref Color4 classes are able to be constructed from type with different underlying type (e.g. convert between integer and floating-point or betweeen @ref Float and @ref Double). Unlike with plain C++ data types, the conversion is done via *explicit* constructor. That might sound inconvenient, but doing the conversion explicitly avoids common issues like precision loss (or, on the other hand, doing computations in unnecessarily high precision). To further emphasise the intent of conversion (so it doesn't look like accident or typo), you are encouraged to use `auto b = Type{a}` instead of `Type b{a}`. @code Vector3 a{2.2f, 0.25f, -5.1f}; //Vector3i b = a; // error, implicit conversion not allowed auto c = Vector3i{a}; // {2, 0, -5} auto d = Vector3d{a}; // {2.2, 0.25, -5.1} @endcode For normalizing and denormalizing there are @ref Math::normalize() and @ref Math::denormalize() functions: @code Color3 a{0.8f, 1.0f, 0.3f}; auto b = Math::denormalize(a); // {204, 255, 76} Color3ub c{64, 127, 89}; auto d = Math::normalize(c); // {0.251, 0.498, 0.349} @endcode See @ref matrix-vector-componentwise "below" for more information about other available component-wise operations. @section matrix-vector-operations Operations with matrices and vectors Vectors can be added, subtracted, negated and multiplied or divided with scalars, as is common in mathematics, Magnum also adds the ability to divide scalar with vector: @code Vector3 a(1.0f, 2.0f, 3.0f); Vector3 b = a*5.0f - Vector3(3.0f, -0.5f, -7.5f); // b == {5.0f, 9.5f, 7.5f} Vector3 c = 1.0f/a; // c == {1.0f, 0.5f, 0.333f} @endcode As in GLSL, vectors can be also multiplied or divided component-wise: @code Vector3 a(1.0f, 2.0f, 3.0f); Vector3 b = a*Vector3(-0.5f, 2.0f, -7.0f); // b == {-0.5f, 4.0f, -21.0f} @endcode When working with integral vectors (i.e. 24bit RGB values), it is often desirable to multiply them with floating-point values but with integral result. In Magnum all mulitplication/division operations involving integral vectors will have integral result, you need to convert both arguments to the same floating-point type to have floating-point result. @code Color3ub color(80, 116, 34); Color3ub lighter = color*1.5f; // lighter = {120, 174, 51} Vector3i a(4, 18, -90); Vector3 multiplier(2.2f, 0.25f, 0.1f); Vector3i b = a*multiplier; // b == {8, 4, -9} Vector3 c = Vector3(a)*multiplier; // c == {8.0f, 4.5f, -9.0f} @endcode You can use also all bitwise operations on integral vectors: @code Vector2i size(256, 256); Vector2i mipLevel3Size = size >> 3; // == {32, 32} @endcode Matrices can be added, subtracted and multiplied with matrix multiplication. @code Matrix3x2 a; Matrix3x2 b; Matrix3x2 c = a + (-b); Matrix2x3 d; Matrix2x2 e = d*b; Matrix3x3 f = b*d; @endcode You can also multiply (properly sized) vectors with matrices. These operations are just convenience shortcuts for multiplying with single-column matrices: @code Matrix3x4 a; Vector3 b; Vector4 c = a*b; Math::RectangularMatrix<4, 1, Float> d; Matrix4x3 e = b*d; @endcode @section matrix-vector-componentwise Component-wise and inter-vector operations As shown above, vectors can be added and multiplied component-wise using the `+` or `*` operator. You can use @ref Math::Vector::sum() "sum()" and @ref Math::Vector::product() "product()" for sum or product of components in one vector: @code Float a = Vector3{1.5f, 0.3f, 8.0f}.sum(); // 8.8f Int b = Vector3i{32, -5, 7}.product() // 1120 @endcode Component-wise minimum and maximum of two vectors can be done using @ref Math::min(), @ref Math::max() or @ref Math::minmax(), similarly with @ref Vector::min() "min()", @ref Vector::max() "max()" and @ref Vector2::minmax() "minmax()" for components in one vector. @code Vector3i a{-5, 7, 24}; Vector3i b{8, -2, 12}; Vector3i min = Math::min(a, b); // {-5, -2, 12} Int max = a.max(); // 24 @endcode The vectors can be also compared component-wise, the result is returned in @ref Math::BoolVector class: @code BoolVector<3> largerOrEqual = a >= b; // {false, true, true} bool anySmaller = (a < b).any(); // true bool allLarger = (a > b).all(); // false @endcode There are also function for component-wise rounding, sign operations, square root, various interpolation and (de)normalization functionality: @code Vector3 a{5.5f, -0.3f, 75.0f}; Vector3 b = Math::round(a); // {5.0f, 0.0f, 75.0f} Vector3 c = Math::abs(a); // {5.5f, -0.3f, 75.0f} Vector3 d = Math::clamp(a, -0.2f, 55.0f); // {5.5f, -0.2f, 55.0f} @endcode Component-wise functions are implemented only for vectors and not for matrices to keep the math library in sane and maintainable size. Instead, you can reinterpret the matrix as vector and do the operation on it (and vice versa): @code Matrix3x2 mat; Math::Vector<6, Float> vec = mat.toVector(); // ... mat = Matrix3x2::fromVector(vec); @endcode Note that all component-wise functions in Math namespace work also for scalars: @code std::pair minmax = Math::minmax(24, -5); // -5, 24 Int a = Math::lerp(0, 360, 0.75f); // 270 auto b = Math::denormalize(0.89f); // 226 @endcode @section matrix-vector-column-major Matrices are column-major and vectors are columns OpenGL matrices are column-major, thus it is reasonable to have matrices in Magnum also column major (and vectors as columns). This has naturally some implications and it may differ from what is common in mathematics: - Order of template arguments in specification of @ref Math::RectangularMatrix is also column-major: @code Math::RectangularMatrix<2, 5, Int> mat; // two columns, five rows @endcode - Order of components in matrix constructors is also column-major, further emphasized by requirement that you have to pass directly column vectors: @code Math::Matrix3 mat({0, 1, 2}, {3, 4, 5}, {6, 7, 8}); // first column is {0, 1, 2} @endcode - Element accessing order is also column-major, thus the bracket operator is accessing columns. Returned vector has also its own bracket operator, which is then indexing rows. @code mat[0] *= 2; // first column mat[2][0] = 5; // first element of third column @endcode - Various algorithms which commonly operate on matrix rows (such as @ref Algorithms::gaussJordanInPlace() "Gauss-Jordan elimination") have faster alternatives which operate on columns. It's then up to user decision to operate with transposed matrices or use the slower non-transposed alternative of the algorithm.   - Previous page: @ref types - Next page: @ref transformations */ }