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483 lines
20 KiB
483 lines
20 KiB
#ifndef Magnum_Math_Matrix4_h |
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#define Magnum_Math_Matrix4_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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/** @file |
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* @brief Class Magnum::Math::Matrix4 |
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*/ |
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#include "Math/Matrix.h" |
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#include "Math/Vector4.h" |
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#ifdef _WIN32 /* I so HATE windows.h */ |
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#undef near |
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#undef far |
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#endif |
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namespace Magnum { namespace Math { |
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/** |
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@brief 4x4 matrix |
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@tparam T Underlying data type |
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Represents 3D transformation. See @ref matrix-vector and @ref transformations |
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for brief introduction. |
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@see Magnum::Matrix4, Magnum::Matrix4d, DualQuaternion, |
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SceneGraph::MatrixTransformation3D |
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@configurationvalueref{Magnum::Math::Matrix4} |
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*/ |
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template<class T> class Matrix4: public Matrix<4, T> { |
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public: |
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/** |
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* @brief 3D translation |
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* @param vector Translation vector |
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* |
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* @see translation(), DualQuaternion::translation(), |
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* Matrix3::translation(const Vector2&), Vector3::xAxis(), |
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* Vector3::yAxis(), Vector3::zAxis() |
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*/ |
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constexpr static Matrix4<T> translation(const Vector3<T>& vector) { |
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return {{ T(1), T(0), T(0), T(0)}, |
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{ T(0), T(1), T(0), T(0)}, |
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{ T(0), T(0), T(1), T(0)}, |
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{vector.x(), vector.y(), vector.z(), T(1)}}; |
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} |
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/** |
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* @brief 3D scaling |
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* @param vector Scaling vector |
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* |
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* @see rotationScaling() const, Matrix3::scaling(const Vector2&), |
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* Vector3::xScale(), Vector3::yScale(), Vector3::zScale() |
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*/ |
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constexpr static Matrix4<T> scaling(const Vector3<T>& vector) { |
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return {{vector.x(), T(0), T(0), T(0)}, |
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{ T(0), vector.y(), T(0), T(0)}, |
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{ T(0), T(0), vector.z(), T(0)}, |
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{ T(0), T(0), T(0), T(1)}}; |
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} |
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/** |
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* @brief 3D rotation around arbitrary axis |
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* @param angle Rotation angle (counterclockwise) |
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* @param normalizedAxis Normalized rotation axis |
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* |
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* Expects that the rotation axis is normalized. If possible, use |
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* faster alternatives like rotationX(), rotationY() and rotationZ(). |
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* @see rotation() const, Quaternion::rotation(), DualQuaternion::rotation(), |
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* Matrix3::rotation(Rad), Vector3::xAxis(), Vector3::yAxis(), |
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* Vector3::zAxis(), Vector::isNormalized() |
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*/ |
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static Matrix4<T> rotation(Rad<T> angle, const Vector3<T>& normalizedAxis); |
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/** |
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* @brief 3D rotation around X axis |
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* @param angle Rotation angle (counterclockwise) |
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* |
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* Faster than calling `Matrix4::rotation(angle, Vector3::xAxis())`. |
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* @see rotation(Rad, const Vector3&), rotationY(), rotationZ(), |
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* rotation() const, Quaternion::rotation(), Matrix3::rotation(Rad) |
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*/ |
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static Matrix4<T> rotationX(Rad<T> angle); |
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/** |
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* @brief 3D rotation around Y axis |
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* @param angle Rotation angle (counterclockwise) |
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* |
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* Faster than calling `Matrix4::rotation(angle, Vector3::yAxis())`. |
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* @see rotation(Rad, const Vector3&), rotationX(), rotationZ(), |
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* rotation() const, Quaternion::rotation(), Matrix3::rotation(Rad) |
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*/ |
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static Matrix4<T> rotationY(Rad<T> angle); |
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/** |
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* @brief 3D rotation matrix around Z axis |
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* @param angle Rotation angle (counterclockwise) |
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* |
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* Faster than calling `Matrix4::rotation(angle, Vector3::zAxis())`. |
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* @see rotation(Rad, const Vector3&), rotationX(), rotationY(), |
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* rotation() const, Quaternion::rotation(), Matrix3::rotation(Rad) |
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*/ |
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static Matrix4<T> rotationZ(Rad<T> angle); |
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/** |
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* @brief 3D reflection matrix |
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* @param normal Normal of the plane through which to reflect |
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* |
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* Expects that the normal is normalized. |
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* @see Matrix3::reflection(), Vector::isNormalized() |
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*/ |
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static Matrix4<T> reflection(const Vector3<T>& normal); |
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/** |
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* @brief 3D orthographic projection matrix |
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* @param size Size of the view |
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* @param near Near clipping plane |
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* @param far Far clipping plane |
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* |
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* @see perspectiveProjection(), Matrix3::projection() |
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*/ |
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static Matrix4<T> orthographicProjection(const Vector2<T>& size, T near, T far); |
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/** |
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* @brief 3D perspective projection matrix |
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* @param size Size of near clipping plane |
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* @param near Near clipping plane |
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* @param far Far clipping plane |
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* |
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* @see orthographicProjection(), Matrix3::projection() |
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*/ |
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static Matrix4<T> perspectiveProjection(const Vector2<T>& size, T near, T far); |
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/** |
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* @brief 3D perspective projection matrix |
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* @param fov Field of view angle (horizontal) |
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* @param aspectRatio Aspect ratio |
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* @param near Near clipping plane |
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* @param far Far clipping plane |
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* |
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* @see orthographicProjection(), Matrix3::projection() |
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*/ |
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static Matrix4<T> perspectiveProjection(Rad<T> fov, T aspectRatio, T near, T far) { |
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const T xyScale = 2*std::tan(T(fov)/2)*near; |
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return perspectiveProjection(Vector2<T>(xyScale, xyScale/aspectRatio), near, far); |
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} |
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/** |
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* @brief Create matrix from rotation/scaling part and translation part |
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* @param rotationScaling Rotation/scaling part (upper-left 3x3 |
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* matrix) |
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* @param translation Translation part (first three elements of |
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* fourth column) |
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* |
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* @see rotationScaling() const, translation() const |
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*/ |
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constexpr static Matrix4<T> from(const Matrix<3, T>& rotationScaling, const Vector3<T>& translation) { |
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return {{rotationScaling[0], T(0)}, |
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{rotationScaling[1], T(0)}, |
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{rotationScaling[2], T(0)}, |
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{ translation, T(1)}}; |
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} |
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/** @copydoc Matrix::Matrix(ZeroType) */ |
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constexpr explicit Matrix4(typename Matrix<4, T>::ZeroType): Matrix<4, T>(Matrix<4, T>::Zero) {} |
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/** |
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* @brief Default constructor |
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* |
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* Creates identity matrix. You can also explicitly call this |
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* constructor with `Matrix4 m(Matrix4::Identity);`. Optional parameter |
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* @p value allows you to specify value on diagonal. |
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* @todo Use constexpr implementation in Matrix, when done |
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*/ |
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constexpr /*implicit*/ Matrix4(typename Matrix<4, T>::IdentityType = (Matrix<4, T>::Identity), T value = T(1)): Matrix<4, T>( |
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Vector<4, T>(value, T(0), T(0), T(0)), |
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Vector<4, T>( T(0), value, T(0), T(0)), |
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Vector<4, T>( T(0), T(0), value, T(0)), |
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Vector<4, T>( T(0), T(0), T(0), value) |
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) {} |
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/** @brief %Matrix from column vectors */ |
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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>&) */ |
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template<class U> constexpr explicit Matrix4(const RectangularMatrix<4, 4, U>& other): Matrix<4, T>(other) {} |
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/** @brief Construct matrix from external representation */ |
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template<class U, class V = decltype(Implementation::RectangularMatrixConverter<4, 4, T, U>::from(std::declval<U>()))> constexpr explicit Matrix4(const U& other): Matrix<4, T>(Implementation::RectangularMatrixConverter<4, 4, T, U>::from(other)) {} |
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/** @brief Copy constructor */ |
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constexpr Matrix4(const RectangularMatrix<4, 4, T>& other): Matrix<4, T>(other) {} |
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/** |
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* @brief Check whether the matrix represents rigid transformation |
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* |
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* Rigid transformation consists only of rotation and translation (i.e. |
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* no scaling or projection). |
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* @see isOrthogonal() |
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*/ |
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bool isRigidTransformation() const { |
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return rotationScaling().isOrthogonal() && row(3) == Vector4<T>(T(0), T(0), T(0), T(1)); |
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} |
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/** |
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* @brief 3D rotation and scaling part of the matrix |
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* |
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* Upper-left 3x3 part of the matrix. |
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* @see from(const Matrix<3, T>&, const Vector3&), rotation() const, |
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* rotationNormalized(), @ref uniformScaling(), |
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* rotation(T, const Vector3&), Matrix3::rotationScaling() const |
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*/ |
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/* Not Matrix3, because it is for affine 2D transformations */ |
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constexpr Matrix<3, T> rotationScaling() const { |
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return {(*this)[0].xyz(), |
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(*this)[1].xyz(), |
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(*this)[2].xyz()}; |
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} |
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/** |
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* @brief 3D rotation part of the matrix assuming there is no scaling |
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* |
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* Similar to @ref rotationScaling(), but additionally checks that the |
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* base vectors are normalized. |
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* @see rotation() const, @ref uniformScaling(), |
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* @ref Matrix3::rotationNormalized() |
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* @todo assert also orthogonality or this is good enough? |
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*/ |
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/* Not Matrix3, because it is for affine 2D transformations */ |
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Matrix<3, T> rotationNormalized() const { |
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CORRADE_ASSERT((*this)[0].xyz().isNormalized() && (*this)[1].xyz().isNormalized() && (*this)[2].xyz().isNormalized(), |
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"Math::Matrix4::rotationNormalized(): the rotation part is not normalized", {}); |
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return {(*this)[0].xyz(), |
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(*this)[1].xyz(), |
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(*this)[2].xyz()}; |
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} |
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/** |
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* @brief 3D rotation part of the matrix |
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* |
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* Normalized upper-left 3x3 part of the matrix. |
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* @see rotationNormalized(), rotationScaling() const, |
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* @ref uniformScaling(), rotation(T, const Vector3&), |
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* Matrix3::rotation() const |
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* @todo assert uniform scaling (otherwise this would be garbage) |
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*/ |
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/* Not Matrix3, because it is for affine 2D transformations */ |
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Matrix<3, T> rotation() const; |
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/** |
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* @brief Uniform scaling part of the matrix |
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* |
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* Length of vectors in upper-left 3x3 part of the matrix. Expects that |
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* the scaling is the same in all axes. |
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* @see @ref rotationScaling(), @ref rotation(), |
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* @ref rotationNormalized(), @ref scaling(const Vector3&), |
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* @ref Matrix3::uniformScaling() |
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*/ |
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T uniformScaling() const; |
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/** |
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* @brief Right-pointing 3D vector |
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* |
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* First three elements of first column. |
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* @see up(), backward(), Vector3::xAxis(), Matrix3::right() |
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*/ |
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Vector3<T>& right() { return (*this)[0].xyz(); } |
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constexpr Vector3<T> right() const { return (*this)[0].xyz(); } /**< @overload */ |
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/** |
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* @brief Up-pointing 3D vector |
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* |
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* First three elements of second column. |
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* @see right(), backward(), Vector3::yAxis(), Matrix3::up() |
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*/ |
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Vector3<T>& up() { return (*this)[1].xyz(); } |
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constexpr Vector3<T> up() const { return (*this)[1].xyz(); } /**< @overload */ |
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/** |
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* @brief Backward-pointing 3D vector |
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* |
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* First three elements of third column. |
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* @see right(), up(), Vector3::yAxis() |
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*/ |
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Vector3<T>& backward() { return (*this)[2].xyz(); } |
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constexpr Vector3<T> backward() const { return (*this)[2].xyz(); } /**< @overload */ |
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/** |
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* @brief 3D translation part of the matrix |
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* |
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* First three elements of fourth column. |
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* @see from(const Matrix<3, T>&, const Vector3&), |
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* translation(const Vector3&), Matrix3::translation() |
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*/ |
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Vector3<T>& translation() { return (*this)[3].xyz(); } |
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constexpr Vector3<T> translation() const { return (*this)[3].xyz(); } /**< @overload */ |
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/** |
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* @brief Inverted rigid transformation matrix |
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* |
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* Expects that the matrix represents rigid transformation. |
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* Significantly faster than the general algorithm in inverted(). |
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* @see isRigidTransformation(), invertedOrthogonal(), |
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* rotationScaling() const, translation() const |
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*/ |
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Matrix4<T> invertedRigid() const; |
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/** |
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* @brief Transform 3D vector with the matrix |
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* |
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* Unlike in transformVector(), translation is not involved in the |
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* transformation. @f[ |
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* \boldsymbol v' = \boldsymbol M \begin{pmatrix} v_x \\ v_y \\ v_z \\ 0 \end{pmatrix} |
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* @f] |
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* @see Quaternion::transformVector(), Matrix3::transformVector() |
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* @todo extract 3x3 matrix and multiply directly? (benchmark that) |
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*/ |
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Vector3<T> transformVector(const Vector3<T>& vector) const { |
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return ((*this)*Vector4<T>(vector, T(0))).xyz(); |
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} |
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/** |
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* @brief Transform 3D point with the matrix |
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* |
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* Unlike in transformVector(), translation is also involved in the |
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* transformation. @f[ |
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* \boldsymbol v' = \boldsymbol M \begin{pmatrix} v_x \\ v_y \\ v_z \\ 1 \end{pmatrix} |
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* @f] |
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* @see DualQuaternion::transformPoint(), Matrix3::transformPoint() |
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*/ |
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Vector3<T> transformPoint(const Vector3<T>& vector) const { |
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return ((*this)*Vector4<T>(vector, T(1))).xyz(); |
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} |
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MAGNUM_RECTANGULARMATRIX_SUBCLASS_IMPLEMENTATION(4, 4, Matrix4<T>) |
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MAGNUM_MATRIX_SUBCLASS_IMPLEMENTATION(Matrix4, Vector4, 4) |
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}; |
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MAGNUM_MATRIX_SUBCLASS_OPERATOR_IMPLEMENTATION(Matrix4, 4) |
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/** @debugoperator{Magnum::Math::Matrix4} */ |
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template<class T> inline Corrade::Utility::Debug operator<<(Corrade::Utility::Debug debug, const Matrix4<T>& value) { |
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return debug << static_cast<const Matrix<4, T>&>(value); |
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} |
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template<class T> Matrix4<T> Matrix4<T>::rotation(const Rad<T> angle, const Vector3<T>& normalizedAxis) { |
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CORRADE_ASSERT(normalizedAxis.isNormalized(), |
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"Math::Matrix4::rotation(): axis must be normalized", {}); |
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const T sine = std::sin(T(angle)); |
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const T cosine = std::cos(T(angle)); |
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const T oneMinusCosine = T(1) - cosine; |
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const T xx = normalizedAxis.x()*normalizedAxis.x(); |
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const T xy = normalizedAxis.x()*normalizedAxis.y(); |
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const T xz = normalizedAxis.x()*normalizedAxis.z(); |
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const T yy = normalizedAxis.y()*normalizedAxis.y(); |
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const T yz = normalizedAxis.y()*normalizedAxis.z(); |
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const T zz = normalizedAxis.z()*normalizedAxis.z(); |
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return { |
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{cosine + xx*oneMinusCosine, |
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xy*oneMinusCosine + normalizedAxis.z()*sine, |
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xz*oneMinusCosine - normalizedAxis.y()*sine, |
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T(0)}, |
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{xy*oneMinusCosine - normalizedAxis.z()*sine, |
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cosine + yy*oneMinusCosine, |
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yz*oneMinusCosine + normalizedAxis.x()*sine, |
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T(0)}, |
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{xz*oneMinusCosine + normalizedAxis.y()*sine, |
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yz*oneMinusCosine - normalizedAxis.x()*sine, |
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cosine + zz*oneMinusCosine, |
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T(0)}, |
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{T(0), T(0), T(0), T(1)} |
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}; |
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} |
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template<class T> Matrix4<T> Matrix4<T>::rotationX(const Rad<T> angle) { |
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const T sine = std::sin(T(angle)); |
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const T cosine = std::cos(T(angle)); |
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return {{T(1), T(0), T(0), T(0)}, |
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{T(0), cosine, sine, T(0)}, |
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{T(0), -sine, cosine, T(0)}, |
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{T(0), T(0), T(0), T(1)}}; |
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} |
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template<class T> Matrix4<T> Matrix4<T>::rotationY(const Rad<T> angle) { |
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const T sine = std::sin(T(angle)); |
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const T cosine = std::cos(T(angle)); |
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return {{cosine, T(0), -sine, T(0)}, |
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{ T(0), T(1), T(0), T(0)}, |
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{ sine, T(0), cosine, T(0)}, |
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{ T(0), T(0), T(0), T(1)}}; |
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} |
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template<class T> Matrix4<T> Matrix4<T>::rotationZ(const Rad<T> angle) { |
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const T sine = std::sin(T(angle)); |
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const T cosine = std::cos(T(angle)); |
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return {{cosine, sine, T(0), T(0)}, |
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{ -sine, cosine, T(0), T(0)}, |
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{ T(0), T(0), T(1), T(0)}, |
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{ T(0), T(0), T(0), T(1)}}; |
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} |
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template<class T> Matrix4<T> Matrix4<T>::reflection(const Vector3<T>& normal) { |
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CORRADE_ASSERT(normal.isNormalized(), |
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"Math::Matrix4::reflection(): normal must be normalized", {}); |
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return from(Matrix<3, T>() - T(2)*normal*RectangularMatrix<1, 3, T>(normal).transposed(), {}); |
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} |
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template<class T> Matrix4<T> Matrix4<T>::orthographicProjection(const Vector2<T>& size, const T near, const T far) { |
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const Vector2<T> xyScale = T(2.0)/size; |
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const T zScale = T(2.0)/(near-far); |
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return {{xyScale.x(), T(0), T(0), T(0)}, |
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{ T(0), xyScale.y(), T(0), T(0)}, |
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{ T(0), T(0), zScale, T(0)}, |
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{ T(0), T(0), near*zScale-T(1), T(1)}}; |
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} |
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template<class T> Matrix4<T> Matrix4<T>::perspectiveProjection(const Vector2<T>& size, const T near, const T far) { |
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Vector2<T> xyScale = 2*near/size; |
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T zScale = T(1.0)/(near-far); |
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return {{xyScale.x(), T(0), T(0), T(0)}, |
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{ T(0), xyScale.y(), T(0), T(0)}, |
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{ T(0), T(0), (far+near)*zScale, T(-1)}, |
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{ T(0), T(0), T(2)*far*near*zScale, T(0)}}; |
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} |
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template<class T> inline Matrix<3, T> Matrix4<T>::rotation() const { |
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return {(*this)[0].xyz().normalized(), |
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(*this)[1].xyz().normalized(), |
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(*this)[2].xyz().normalized()}; |
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} |
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template<class T> T Matrix4<T>::uniformScaling() const { |
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const T scalingSquared = (*this)[0].xyz().dot(); |
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CORRADE_ASSERT(TypeTraits<T>::equals((*this)[1].xyz().dot(), scalingSquared) && |
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TypeTraits<T>::equals((*this)[2].xyz().dot(), scalingSquared), |
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"Math::Matrix4::uniformScaling(): the matrix doesn't have uniform scaling", {}); |
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return std::sqrt(scalingSquared); |
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} |
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template<class T> Matrix4<T> Matrix4<T>::invertedRigid() const { |
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CORRADE_ASSERT(isRigidTransformation(), |
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"Math::Matrix4::invertedRigid(): the matrix doesn't represent rigid transformation", {}); |
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Matrix<3, T> inverseRotation = rotationScaling().transposed(); |
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return from(inverseRotation, inverseRotation*-translation()); |
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} |
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}} |
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namespace Corrade { namespace Utility { |
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/** @configurationvalue{Magnum::Math::Matrix4} */ |
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template<class T> struct ConfigurationValue<Magnum::Math::Matrix4<T>>: public ConfigurationValue<Magnum::Math::Matrix<4, T>> {}; |
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}} |
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#endif
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