274 lines
5.2 KiB
C
274 lines
5.2 KiB
C
/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_MAT_H
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#define B3_MAT_H
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#include <bounce/common/math/mat22.h>
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#include <bounce/common/math/mat33.h>
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#include <bounce/common/math/mat44.h>
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// This header contain implementations for some small rectangular
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// matrices.
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struct b3Mat23
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{
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b3Mat23() { }
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b3Mat23(const b3Vec2& _x, const b3Vec2& _y, const b3Vec2& _z)
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{
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x = _x;
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y = _y;
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z = _z;
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}
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void SetZero()
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{
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x.SetZero();
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y.SetZero();
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z.SetZero();
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}
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b3Vec2 x, y, z;
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};
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struct b3Mat24
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{
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b3Mat24() { }
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b3Mat24(const b3Vec2& _x, const b3Vec2& _y, const b3Vec2& _z, const b3Vec2& _w)
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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}
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void SetZero()
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{
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x.SetZero();
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y.SetZero();
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z.SetZero();
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w.SetZero();
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}
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b3Vec2 x, y, z, w;
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};
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struct b3Mat32
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{
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b3Mat32() { }
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b3Mat32(const b3Vec3& _x, const b3Vec3& _y)
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{
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x = _x;
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y = _y;
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}
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void SetZero()
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{
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x.SetZero();
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y.SetZero();
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}
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b3Vec3 x, y;
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};
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struct b3Mat34
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{
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b3Mat34() { }
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b3Mat34(const b3Vec3& _x, const b3Vec3& _y, const b3Vec3& _z, const b3Vec3& _w)
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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}
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void SetZero()
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{
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x.SetZero();
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y.SetZero();
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z.SetZero();
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w.SetZero();
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}
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b3Vec3 x, y, z, w;
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};
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struct b3Mat43
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{
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b3Mat43() { }
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b3Mat43(const b3Vec4& _x, const b3Vec4& _y, const b3Vec4& _z)
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{
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x = _x;
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y = _y;
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z = _z;
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}
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void SetZero()
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{
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x.SetZero();
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y.SetZero();
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z.SetZero();
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}
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b3Vec4 x, y, z;
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};
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// a * 3x4 = 3x4
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inline b3Mat34 operator*(float32 s, const b3Mat34& A)
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{
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return b3Mat34(s * A.x, s * A.y, s * A.z, s * A.w);
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}
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// 4x3 * 3x1 = 4x1
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inline b3Vec4 operator*(const b3Mat43& A, const b3Vec3& v)
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{
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return v.x * A.x + v.y * A.y + v.z * A.z;
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}
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// 3x4 * 4x1 = 3x1
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inline b3Vec3 operator*(const b3Mat34& A, const b3Vec4& v)
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{
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return v.x * A.x + v.y * A.y + v.z * A.z + v.w * A.w;
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}
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// 1x3 * 3x1 = 1x1
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inline float32 operator*(const b3Vec3& A, const b3Vec3& B)
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{
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return A.x * B.x + A.y * B.y + A.z * B.z;
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}
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// 1x3 * 3x3 = 1x3
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inline b3Vec3 operator*(const b3Vec3& A, const b3Mat33& B)
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{
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return b3Vec3(A * B.x, A * B.y, A * B.z);
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}
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// 1x4 * 4x4 = 1x4
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inline b3Vec4 operator*(const b3Vec4& A, const b3Mat44& B)
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{
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return b3Vec4(A * B.x, A * B.y, A * B.z, A * B.w);
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}
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// 1x4 * 4x3 = 1x3
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inline b3Vec3 operator*(const b3Vec4& A, const b3Mat43& B)
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{
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return b3Vec3(A * B.x, A * B.y, A * B.z);
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}
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// 3x2 * 2x1 = 3x1
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inline b3Vec3 operator*(const b3Mat32& A, const b3Vec2& B)
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{
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return B.x * A.x + B.y * A.y;
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}
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// 2x3 * 2x1 = 2x1
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inline b3Vec2 operator*(const b3Mat23& A, const b3Vec3& B)
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{
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return B.x * A.x + B.y * A.y + B.z * A.z;
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}
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// 2x3 * 2x2 = 2x2
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inline b3Mat22 operator*(const b3Mat23& A, const b3Mat32& B)
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{
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return b3Mat22(A * B.x, A * B.y);
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}
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// 2x3 * 3x3 = 2x3
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inline b3Mat23 operator*(const b3Mat23& A, const b3Mat33& B)
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{
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return b3Mat23(A * B.x, A * B.y, A * B.z);
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}
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// 3x4 * 4x3 = 3x3
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inline b3Mat33 operator*(const b3Mat34& A, const b3Mat43& B)
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{
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return b3Mat33(A * B.x, A * B.y, A * B.z);
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}
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// 3x4 * 4x4 = 3x3
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inline b3Mat34 operator*(const b3Mat34& A, const b3Mat44& B)
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{
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return b3Mat34(A * B.x, A * B.y, A * B.z, A * B.w);
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}
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// 2x4 * 4x1 = 2x1
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inline b3Vec2 operator*(const b3Mat24& A, const b3Vec4& B)
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{
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return B.x * A.x + B.y * A.y + B.z * A.z + B.w * A.w;
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}
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// 2x4 * 4x3 = 4x3
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inline b3Mat23 operator*(const b3Mat24& A, const b3Mat43& B)
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{
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return b3Mat23(A * B.x, A * B.y, A * B.z);
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}
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// 2x4 * 2x4 = 2x4
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inline b3Mat24 operator*(const b3Mat24& A, const b3Mat44& B)
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{
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return b3Mat24(A * B.x, A * B.y, A * B.z, A * B.w);
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}
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// 4x4 * 4x3 = 4x3
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inline b3Mat43 operator*(const b3Mat44& A, const b3Mat43& B)
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{
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return b3Mat43(A * B.x, A * B.y, A * B.z);
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}
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inline b3Mat23 b3Transpose(const b3Mat32& A)
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{
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b3Mat23 result;
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result.x = b3Vec2(A.x.x, A.y.x);
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result.y = b3Vec2(A.x.y, A.y.y);
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result.z = b3Vec2(A.x.z, A.y.z);
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return result;
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}
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inline b3Mat32 b3Transpose(const b3Mat23& A)
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{
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b3Mat32 result;
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result.x = b3Vec3(A.x.x, A.y.x, A.z.x);
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result.y = b3Vec3(A.x.y, A.y.y, A.z.y);
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return result;
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}
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inline b3Mat34 b3Transpose(const b3Mat43& A)
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{
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b3Mat34 result;
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result.x = b3Vec3(A.x.x, A.y.x, A.z.x);
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result.y = b3Vec3(A.x.y, A.y.y, A.z.y);
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result.z = b3Vec3(A.x.z, A.y.z, A.z.z);
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result.w = b3Vec3(A.x.w, A.y.w, A.z.w);
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return result;
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}
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inline b3Mat43 b3Transpose(const b3Mat34& A)
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{
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b3Mat43 result;
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result.x = b3Vec4(A.x.x, A.y.x, A.z.x, A.w.x);
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result.y = b3Vec4(A.x.y, A.y.y, A.z.y, A.w.y);
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result.z = b3Vec4(A.x.z, A.y.z, A.z.z, A.w.z);
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return result;
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}
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#endif |