separate square from rectangular matrices

This commit is contained in:
Irlan 2018-04-02 12:45:54 -03:00
parent d36d6da3b4
commit 615d243b14
6 changed files with 166 additions and 99 deletions

View File

@ -19,9 +19,12 @@
#ifndef B3_MAT_H
#define B3_MAT_H
#include <bounce/common/math/math.h>
#include <bounce/common/math/mat22.h>
#include <bounce/common/math/mat33.h>
#include <bounce/common/math/mat44.h>
// This header contain implementations for some small rectangular
// matrices.
struct b3Mat23
{
@ -109,29 +112,6 @@ struct b3Mat34
b3Vec3 x, y, z, w;
};
struct b3Vec4
{
b3Vec4() { }
b3Vec4(float32 _x, float32 _y, float32 _z, float32 _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
void SetZero()
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
w = 0.0f;
}
float32 x, y, z, w;
};
struct b3Mat43
{
b3Mat43() { }
@ -153,63 +133,6 @@ struct b3Mat43
b3Vec4 x, y, z;
};
struct b3Mat44
{
b3Mat44() { }
b3Mat44(const b3Vec4& _x, const b3Vec4& _y, const b3Vec4& _z, const b3Vec4& _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
void SetZero()
{
x.SetZero();
y.SetZero();
z.SetZero();
w.SetZero();
}
b3Vec4 x, y, z, w;
};
inline b3Vec4 operator+(const b3Vec4& a, const b3Vec4& b)
{
return b3Vec4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
inline b3Vec4 operator-(const b3Vec4& a, const b3Vec4& b)
{
return b3Vec4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
}
// 1x1 * 1x4 = 1x1
inline b3Vec4 operator*(float32 s, const b3Vec4& v)
{
return b3Vec4(s * v.x, s * v.y, s * v.z, s * v.w);
}
// a * 4x4 = 4x4
inline b3Mat44 operator*(float32 s, const b3Mat44& A)
{
return b3Mat44(s * A.x, s * A.y, s * A.z, s * A.w);
}
// 4x4 * 4x1 = 4x1
inline b3Vec4 operator*(const b3Mat44& A, const b3Vec4& v)
{
return v.x * A.x + v.y * A.y + v.z * A.z + v.w * A.w;
}
// 4x4 * 4x4 = 4x4
inline b3Mat44 operator*(const b3Mat44& A, const b3Mat44& B)
{
return b3Mat44(A * B.x, A * B.y, A * B.z, A * B.w);
}
// a * 3x4 = 3x4
inline b3Mat34 operator*(float32 s, const b3Mat34& A)
{
@ -228,24 +151,6 @@ inline b3Vec3 operator*(const b3Mat34& A, const b3Vec4& v)
return v.x * A.x + v.y * A.y + v.z * A.z + v.w * A.w;
}
// 1x4 * 4x1 = 1x1
inline float32 operator*(const b3Vec4& A, const b3Vec4& B)
{
return A.x * B.x + A.y * B.y + A.z * B.z + A.w * B.w;
}
// 3x1 * 1x1 = 3x1
inline b3Vec3 operator*(const b3Vec3& v, float32 s)
{
return s * v;
}
// 2x1 * 1x1 = 2x1
inline b3Vec2 operator*(const b3Vec2& v, float32 s)
{
return s * v;
}
// 1x3 * 3x1 = 1x1
inline float32 operator*(const b3Vec3& A, const b3Vec3& B)
{

View File

@ -0,0 +1,66 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_MAT_44_H
#define B3_MAT_44_H
#include <bounce/common/math/vec4.h>
// A 4-by-4 matrix stored in column-major order.
struct b3Mat44
{
b3Mat44() { }
b3Mat44(const b3Vec4& _x, const b3Vec4& _y, const b3Vec4& _z, const b3Vec4& _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
void SetZero()
{
x.SetZero();
y.SetZero();
z.SetZero();
w.SetZero();
}
b3Vec4 x, y, z, w;
};
//
inline b3Mat44 operator*(float32 s, const b3Mat44& A)
{
return b3Mat44(s * A.x, s * A.y, s * A.z, s * A.w);
}
//
inline b3Vec4 operator*(const b3Mat44& A, const b3Vec4& v)
{
return v.x * A.x + v.y * A.y + v.z * A.z + v.w * A.w;
}
//
inline b3Mat44 operator*(const b3Mat44& A, const b3Mat44& B)
{
return b3Mat44(A * B.x, A * B.y, A * B.z, A * B.w);
}
#endif

View File

@ -115,6 +115,12 @@ inline b3Vec2 operator*(float32 s, const b3Vec2& v)
return b3Vec2(s * v.x, s * v.y);
}
// Multiply a vector by a scalar.
inline b3Vec2 operator*(const b3Vec2& v, float32 s)
{
return s * v;
}
// Compute the dot product of two vectors.
inline float32 b3Dot(const b3Vec2& a, const b3Vec2& b)
{

View File

@ -130,6 +130,12 @@ inline b3Vec3 operator*(float32 s, const b3Vec3& v)
return b3Vec3(s * v.x, s * v.y, s * v.z);
}
// Compute a scalar-vector product.
inline b3Vec3 operator*(const b3Vec3& v, float32 s)
{
return s * v;
}
// Inverse multiply a scalar-vector.
inline b3Vec3 operator/(const b3Vec3& v, float32 s)
{

View File

@ -0,0 +1,75 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_VEC_4_H
#define B3_VEC_4_H
#include <bounce/common/math/math.h>
// A 4D column vector.
struct b3Vec4
{
//
b3Vec4() { }
//
b3Vec4(float32 _x, float32 _y, float32 _z, float32 _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
//
void SetZero()
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
w = 0.0f;
}
float32 x, y, z, w;
};
//
inline b3Vec4 operator+(const b3Vec4& a, const b3Vec4& b)
{
return b3Vec4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
//
inline b3Vec4 operator-(const b3Vec4& a, const b3Vec4& b)
{
return b3Vec4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
}
//
inline b3Vec4 operator*(float32 s, const b3Vec4& v)
{
return b3Vec4(s * v.x, s * v.y, s * v.z, s * v.w);
}
//
inline float32 operator*(const b3Vec4& A, const b3Vec4& B)
{
return A.x * B.x + A.y * B.y + A.z * B.z + A.w * B.w;
}
#endif

View File

@ -18,6 +18,15 @@
#include <bounce/common/math/mat22.h>
#include <bounce/common/math/mat33.h>
#include <bounce/common/math/mat44.h>
b3Mat22 b3Mat22_zero = b3Mat22(
b3Vec2(0.0f, 0.0f),
b3Vec2(0.0f, 0.0f));
b3Mat22 b3Mat22_identity = b3Mat22(
b3Vec2(1.0f, 0.0f),
b3Vec2(0.0f, 1.0f));
b3Mat33 b3Mat33_zero = b3Mat33(
b3Vec3(0.0f, 0.0f, 0.0f),