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482 lines
12 KiB
482 lines
12 KiB
/* |
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* Copyright 1993-2015 NVIDIA Corporation. All rights reserved. |
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* |
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* Please refer to the NVIDIA end user license agreement (EULA) associated |
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* with this source code for terms and conditions that govern your use of |
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* this software. Any use, reproduction, disclosure, or distribution of |
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* this software and related documentation outside the terms of the EULA |
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* is strictly prohibited. |
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* |
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*/ |
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// |
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// Template math library for common 3D functionality |
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// |
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// nvMatrix.h - template matrix code |
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// |
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// This code is in part deriver from glh, a cross platform glut helper library. |
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// The copyright for glh follows this notice. |
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// |
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// Copyright (c) NVIDIA Corporation. All rights reserved. |
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//////////////////////////////////////////////////////////////////////////////// |
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/* |
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Copyright (c) 2000 Cass Everitt |
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Copyright (c) 2000 NVIDIA Corporation |
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All rights reserved. |
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Redistribution and use in source and binary forms, with or |
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without modification, are permitted provided that the following |
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conditions are met: |
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* Redistributions of source code must retain the above |
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copyright notice, this list of conditions and the following |
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disclaimer. |
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* Redistributions in binary form must reproduce the above |
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copyright notice, this list of conditions and the following |
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disclaimer in the documentation and/or other materials |
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provided with the distribution. |
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* The names of contributors to this software may not be used |
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to endorse or promote products derived from this software |
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without specific prior written permission. |
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS |
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FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE |
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REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, |
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, |
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BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
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LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN |
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
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POSSIBILITY OF SUCH DAMAGE. |
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Cass Everitt - cass@r3.nu |
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*/ |
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#ifndef NV_MATRIX_H |
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#define NV_MATRIX_H |
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namespace nv { |
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template <class T> class vec2; |
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template <class T> class vec3; |
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template <class T> class vec4; |
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//////////////////////////////////////////////////////////////////////////////// |
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// |
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// Matrix |
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// |
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//////////////////////////////////////////////////////////////////////////////// |
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template <class T> class matrix4 |
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{ |
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public: |
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matrix4() { make_identity(); } |
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matrix4(T t) { set_value(t); } |
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matrix4(const T *m) { set_value(m); } |
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matrix4(T a00, |
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T a01, |
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T a02, |
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T a03, |
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T a10, |
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T a11, |
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T a12, |
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T a13, |
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T a20, |
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T a21, |
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T a22, |
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T a23, |
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T a30, |
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T a31, |
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T a32, |
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T a33) |
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: _11(a00) |
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, _12(a01) |
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, _13(a02) |
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, _14(a03) |
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, _21(a10) |
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, _22(a11) |
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, _23(a12) |
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, _24(a13) |
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, _31(a20) |
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, _32(a21) |
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, _33(a22) |
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, _34(a23) |
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, _41(a30) |
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, _42(a31) |
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, _43(a32) |
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, _44(a33) |
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{ |
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} |
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void get_value(T *mp) const |
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{ |
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int c = 0; |
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for (int j = 0; j < 4; j++) |
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for (int i = 0; i < 4; i++) { |
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mp[c++] = element(i, j); |
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} |
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} |
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const T *get_value() const { return _array; } |
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void set_value(T *mp) |
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{ |
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int c = 0; |
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for (int j = 0; j < 4; j++) |
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for (int i = 0; i < 4; i++) { |
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element(i, j) = mp[c++]; |
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} |
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} |
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void set_value(T r) |
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{ |
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for (int i = 0; i < 4; i++) |
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for (int j = 0; j < 4; j++) { |
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element(i, j) = r; |
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} |
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} |
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void make_identity() |
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{ |
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element(0, 0) = 1.0; |
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element(0, 1) = 0.0; |
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element(0, 2) = 0.0; |
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element(0, 3) = 0.0; |
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element(1, 0) = 0.0; |
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element(1, 1) = 1.0; |
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element(1, 2) = 0.0; |
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element(1, 3) = 0.0; |
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element(2, 0) = 0.0; |
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element(2, 1) = 0.0; |
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element(2, 2) = 1.0; |
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element(2, 3) = 0.0; |
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element(3, 0) = 0.0; |
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element(3, 1) = 0.0; |
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element(3, 2) = 0.0; |
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element(3, 3) = 1.0; |
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} |
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// set a uniform scale |
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void set_scale(T s) |
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{ |
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element(0, 0) = s; |
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element(1, 1) = s; |
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element(2, 2) = s; |
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} |
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void set_scale(const vec3<T> &s) |
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{ |
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for (int i = 0; i < 3; i++) { |
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element(i, i) = s[i]; |
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} |
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} |
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void set_translate(const vec3<T> &t) |
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{ |
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for (int i = 0; i < 3; i++) { |
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element(i, 3) = t[i]; |
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} |
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} |
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void set_row(int r, const vec4<T> &t) |
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{ |
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for (int i = 0; i < 4; i++) { |
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element(r, i) = t[i]; |
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} |
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} |
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void set_column(int c, const vec4<T> &t) |
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{ |
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for (int i = 0; i < 4; i++) { |
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element(i, c) = t[i]; |
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} |
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} |
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vec4<T> get_row(int r) const |
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{ |
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vec4<T> v; |
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for (int i = 0; i < 4; i++) { |
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v[i] = element(r, i); |
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} |
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return v; |
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} |
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vec4<T> get_column(int c) const |
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{ |
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vec4<T> v; |
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for (int i = 0; i < 4; i++) { |
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v[i] = element(i, c); |
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} |
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return v; |
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} |
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friend matrix4 inverse(const matrix4 &m) |
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{ |
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matrix4 minv; |
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T r1[8], r2[8], r3[8], r4[8]; |
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T *s[4], *tmprow; |
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s[0] = &r1[0]; |
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s[1] = &r2[0]; |
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s[2] = &r3[0]; |
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s[3] = &r4[0]; |
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register int i, j, p, jj; |
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for (i = 0; i < 4; i++) { |
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for (j = 0; j < 4; j++) { |
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s[i][j] = m.element(i, j); |
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if (i == j) { |
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s[i][j + 4] = 1.0; |
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} |
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else { |
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s[i][j + 4] = 0.0; |
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} |
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} |
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} |
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T scp[4]; |
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for (i = 0; i < 4; i++) { |
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scp[i] = T(fabs(s[i][0])); |
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for (j = 1; j < 4; j++) |
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if (T(fabs(s[i][j])) > scp[i]) { |
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scp[i] = T(fabs(s[i][j])); |
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} |
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if (scp[i] == 0.0) { |
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return minv; // singular matrix! |
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} |
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} |
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int pivot_to; |
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T scp_max; |
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for (i = 0; i < 4; i++) { |
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// select pivot row |
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pivot_to = i; |
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scp_max = T(fabs(s[i][i] / scp[i])); |
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// find out which row should be on top |
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for (p = i + 1; p < 4; p++) |
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if (T(fabs(s[p][i] / scp[p])) > scp_max) { |
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scp_max = T(fabs(s[p][i] / scp[p])); |
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pivot_to = p; |
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} |
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// Pivot if necessary |
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if (pivot_to != i) { |
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tmprow = s[i]; |
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s[i] = s[pivot_to]; |
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s[pivot_to] = tmprow; |
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T tmpscp; |
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tmpscp = scp[i]; |
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scp[i] = scp[pivot_to]; |
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scp[pivot_to] = tmpscp; |
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} |
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T mji; |
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// perform gaussian elimination |
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for (j = i + 1; j < 4; j++) { |
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mji = s[j][i] / s[i][i]; |
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s[j][i] = 0.0; |
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for (jj = i + 1; jj < 8; jj++) { |
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s[j][jj] -= mji * s[i][jj]; |
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} |
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} |
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} |
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if (s[3][3] == 0.0) { |
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return minv; // singular matrix! |
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} |
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// |
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// Now we have an upper triangular matrix. |
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// |
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// x x x x | y y y y |
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// 0 x x x | y y y y |
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// 0 0 x x | y y y y |
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// 0 0 0 x | y y y y |
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// |
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// we'll back substitute to get the inverse |
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// |
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// 1 0 0 0 | z z z z |
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// 0 1 0 0 | z z z z |
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// 0 0 1 0 | z z z z |
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// 0 0 0 1 | z z z z |
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// |
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T mij; |
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for (i = 3; i > 0; i--) { |
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for (j = i - 1; j > -1; j--) { |
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mij = s[j][i] / s[i][i]; |
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for (jj = j + 1; jj < 8; jj++) { |
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s[j][jj] -= mij * s[i][jj]; |
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} |
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} |
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} |
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for (i = 0; i < 4; i++) |
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for (j = 0; j < 4; j++) { |
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minv(i, j) = s[i][j + 4] / s[i][i]; |
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} |
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return minv; |
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} |
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friend matrix4 transpose(const matrix4 &m) |
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{ |
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matrix4 mtrans; |
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for (int i = 0; i < 4; i++) |
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for (int j = 0; j < 4; j++) { |
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mtrans(i, j) = m.element(j, i); |
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} |
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return mtrans; |
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} |
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matrix4 &operator*=(const matrix4 &rhs) |
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{ |
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matrix4 mt(*this); |
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set_value(T(0)); |
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for (int i = 0; i < 4; i++) |
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for (int j = 0; j < 4; j++) |
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for (int c = 0; c < 4; c++) { |
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element(i, j) += mt(i, c) * rhs(c, j); |
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} |
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return *this; |
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} |
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friend matrix4 operator*(const matrix4 &lhs, const matrix4 &rhs) |
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{ |
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matrix4 r(T(0)); |
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for (int i = 0; i < 4; i++) |
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for (int j = 0; j < 4; j++) |
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for (int c = 0; c < 4; c++) { |
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r.element(i, j) += lhs(i, c) * rhs(c, j); |
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} |
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return r; |
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} |
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// dst = M * src |
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vec4<T> operator*(const vec4<T> &src) const |
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{ |
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vec4<T> r; |
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for (int i = 0; i < 4; i++) |
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r[i] = (src[0] * element(i, 0) + src[1] * element(i, 1) + src[2] * element(i, 2) + src[3] * element(i, 3)); |
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return r; |
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} |
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// dst = src * M |
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friend vec4<T> operator*(const vec4<T> &lhs, const matrix4 &rhs) |
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{ |
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vec4<T> r; |
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for (int i = 0; i < 4; i++) |
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r[i] = (lhs[0] * rhs.element(0, i) + lhs[1] * rhs.element(1, i) + lhs[2] * rhs.element(2, i) |
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+ lhs[3] * rhs.element(3, i)); |
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return r; |
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} |
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T &operator()(int row, int col) { return element(row, col); } |
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const T &operator()(int row, int col) const { return element(row, col); } |
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T &element(int row, int col) { return _array[row | (col << 2)]; } |
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const T &element(int row, int col) const { return _array[row | (col << 2)]; } |
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matrix4 &operator*=(const T &r) |
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{ |
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for (int i = 0; i < 4; ++i) { |
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element(0, i) *= r; |
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element(1, i) *= r; |
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element(2, i) *= r; |
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element(3, i) *= r; |
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} |
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return *this; |
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} |
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matrix4 &operator+=(const matrix4 &mat) |
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{ |
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for (int i = 0; i < 4; ++i) { |
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element(0, i) += mat.element(0, i); |
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element(1, i) += mat.element(1, i); |
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element(2, i) += mat.element(2, i); |
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element(3, i) += mat.element(3, i); |
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} |
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return *this; |
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} |
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friend bool operator==(const matrix4 &lhs, const matrix4 &rhs) |
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{ |
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bool r = true; |
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for (int i = 0; i < 16; i++) { |
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r &= lhs._array[i] == rhs._array[i]; |
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} |
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return r; |
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} |
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friend bool operator!=(const matrix4 &lhs, const matrix4 &rhs) |
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{ |
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bool r = true; |
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for (int i = 0; i < 16; i++) { |
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r &= lhs._array[i] != rhs._array[i]; |
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} |
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return r; |
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} |
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union |
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{ |
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struct |
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{ |
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T _11, _12, _13, _14; // standard names for components |
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T _21, _22, _23, _24; // standard names for components |
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T _31, _32, _33, _34; // standard names for components |
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T _41, _42, _43, _44; // standard names for components |
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}; |
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T _array[16]; // array access |
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}; |
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}; |
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}; // namespace nv |
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#endif
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