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namespace Magnum { namespace Math {
/** @page matrix-vector Operations with matrices and vectors
@brief Introduction to essential classes of the graphics pipeline.
@tableofcontents
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. This
page will overview their usage and introduce some tricks to make your life
easier.
@section matrix-vector-hierarchy Matrix and vector classes
%Magnum has three main matrix and vector classes: RectangularMatrix, (square)
Matrix and Vector. To achieve greatest code reuse, %Matrix is internally
square %RectangularMatrix and %Vector is internally one-column
%RectangularMatrix. Both vectors and matrices can have arbitrary size (known
at compile time) and can store any meaningful type.
Each subclass brings some specialization to its superclass and for most common
vector and matrix sizes there are specialized classes Matrix3 and Matrix4,
implementing various transformation in 2D and 3D, Vector2, Vector3 and 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 - Point2D, Point3D for
creating points with homogeneous coordinates and Color3, Color4 for color
handling and conversion.
@section matrix-vector-construction Constructing matrices and vectors
Default constructors of RectangularMatrix and Vector (and Vector2, Vector3,
Vector4, Color3) create zero-filled objects. Matrix (and Matrix3, Matrix4) is
by default constructed as identity matrix. Point2D and Point3D have
homogeneous component set to one, Color4 has alpha value set to opaque.
@code
RectangularMatrix<2, 3, int> a; // zero-filled
Vector<3, int> b; // zero-filled
Matrix<3, int> identity; // diagonal set to 1
Matrix<3, int> zero(Matrix<3, int>::Zero); // zero-filled
Point2D<int> c; // {0, 0, 1}
Point3D<int> d; // {0, 0, 0, 1}
Color4<float> black1; // {0.0f, 0.0f, 0.0f, 1.0f}
Color4<unsigned char> black2; // {0, 0, 0, 255}
@endcode
Most common and most efficient way to create matrix or vector is to pass
values of all components to the constructor.
@code
Matrix3<int> mat(0, 1, 2,
3, 4, 5,
6, 7, 8); // column-major (see explanation why below)
Vector3<int> vec(0, 1, 2);
@endcode
All constructors check number of passed arguments and the errors are catched
at compile time.
You can specify all components of vector or whole diagonal of square matrix at
once:
@code
Matrix3<int> diag(Matrix3<int>::Identity, 2); // diagonal set to 2, zeros elsewhere
Vector3<int> fill(10); // {10, 10, 10}
@endcode
Vectors are commonly used to specify various axes and scaling coefficients in
transformations, you can use convenience functions instead of typing out all
other elements:
@code
Matrix4::rotation(deg(5.0f), Vector3::xAxis()); // {1.0f, 0.0f, 0.0f}
Matrix3::translation(Vector2::yAxis(2.0f)); // {0.0f, 2.0f}
Matrix4::scaling(Vector3::zScale(-10.0f)); // {1.0f, 1.0f, -10.0f}
@endcode
It is possible to create matrices from other matrices and vectors with the
same row count; vectors from vector and scalar:
@code
RectangularMatrix<2, 3, int> a;
Vector3<int> b, c;
Matrix3<int> mat = Matrix3<int>::from(b, a, c);
Vector<8, int> vec = Vector<8, int>::from(1, b, 2, c);
@endcode
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 };
RectangularMatrix<2, 3, int>::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.
You can also convert between data types:
@code
Vector4<float> floating(1.3f, 2.7f, -15.0f, 7.0f);
Vector4<int> integral(Vector4<int>::from(floating)); // {1, 2, -15, 7}
@endcode
@section matrix-vector-component-access Accessing matrix and vector components
Column vectors of matrices and vector components can be accessed using square
brackets, there is also round bracket operator for accessing matrix components
directly:
@code
RectangularMatrix<3, 2, int> a;
a[2] /= 2; // third column (column major indexing, see explanation below)
a[0][1] = 5; // first column, second element
a(0, 1) += 3; // first column, second element (preferred)
Vector<3, int> b;
b[1] = 1; // second element
@endcode
For accessing matrix element prefer round bracket operator, as it is possibly
faster than the double square brackets (but never slower) and isn't prone to
compiler mis-optimizations.
Fixed-size vector subclasses have functions for accessing named components
and subparts:
@code
Vector4<int> a;
int x = a.x();
a.y() += 5;
Vector3<int> xyz = a.xyz();
xyz.xy() *= 5;
@endcode
Color3 and Color4 name their components `rgba` instead of `xyzw`.
For more involved operations with components there are two swizzle() functions,
they have the same features, but one is guaranteed to do most of the work at
compile-time, while the second has more convenient syntax:
@code
Vector4<int> original(-1, 2, 3, 4);
Vector4<int> bgra = swizzle<'b', 'g', 'r', 'a'>(original); // { 3, 2, -1, 4 }
Vector<6, int> a10rgb = swizzle(original, "a10rgb"); // { 4, 1, 0, -1, 2, 3 }
@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 RectangularMatrix is also
column-major:
@code
RectangularMatrix<2, 3, int> mat; // two columns, three rows
@endcode
- Order of components in matrix constructors is also column-major, so the
elements passed in constructor doesn't need to be reordered internally
before putting them into data array:
@code
Matrix3<int> mat(0, 1, 2,
3, 4, 5,
6, 7, 8); // first column is {0, 1, 2}
@endcode
- Element accessing order is also column-major. It costs virtually no time to
return reference to portion of data array as column vector, thus the bracket
operator is accessing columns. Returned vector has also its own bracket
operator, which is indexing rows. To avoid confusion, first parameter of
round bracket operator is thus also column index.
@code
mat[0] *= 2; // first column
mat[2][0] = 5; // first element of first column vector
mat(2, 0) += 3; // first element of first column
@endcode
- Various algorithms which commonly operate on matrix rows (such as
@ref Algorithms::GaussJordan "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.
*/
}}