feat(matrix): finish C33Matrix implementation

This commit is contained in:
VDm 2025-05-30 00:00:12 +04:00
parent 95bbe515dd
commit 258431b08a
2 changed files with 316 additions and 9 deletions

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@ -1,5 +1,6 @@
#include "tempest/matrix/C33Matrix.hpp" #include "tempest/matrix/C33Matrix.hpp"
#include "tempest/math/CMath.hpp" #include "tempest/math/CMath.hpp"
#include "tempest/quaternion/C4Quaternion.hpp"
#include <storm/Error.hpp> #include <storm/Error.hpp>
@ -43,19 +44,322 @@ C33Matrix C33Matrix::Rotation(float angle, const C3Vector& axis, bool unit) {
float one_c = 1.0f - cosa; float one_c = 1.0f - cosa;
// https://en.wikipedia.org/wiki/Rotation_matrix
// Rotation matrix from axis and angle
C33Matrix result; C33Matrix result;
result.a0 = axis_.x * axis_.x * one_c + cosa; result.a0 = axis_.x * axis_.x * one_c + cosa;
result.a1 = one_c * axis_.y * axis_.x + zs; result.a1 = axis_.x * axis_.y * one_c + zs;
result.a2 = one_c * axis_.z * axis_.x - ys; result.a2 = axis_.x * axis_.z * one_c - ys;
result.b0 = one_c * axis_.y * axis_.x - zs; result.b0 = axis_.x * axis_.y * one_c - zs;
result.b1 = axis_.y * axis_.y * one_c + cosa; result.b1 = axis_.y * axis_.y * one_c + cosa;
result.b2 = one_c * axis_.z * axis_.y + xs; result.b2 = axis_.y * axis_.z * one_c + xs;
result.c0 = one_c * axis_.z * axis_.x + ys; result.c0 = axis_.x * axis_.z * one_c + ys;
result.c1 = one_c * axis_.z * axis_.y - xs; result.c1 = axis_.y * axis_.z * one_c - xs;
result.c2 = axis_.z * axis_.z * one_c + cosa; result.c2 = axis_.z * axis_.z * one_c + cosa;
return result; return result;
} }
C33Matrix& C33Matrix::operator+=(const C33Matrix& a) {
this->a0 += a.a0;
this->a1 += a.a1;
this->a2 += a.a2;
this->b0 += a.b0;
this->b1 += a.b1;
this->b2 += a.b2;
this->c0 += a.c0;
this->c1 += a.c1;
this->c2 += a.c2;
return *this;
}
C33Matrix& C33Matrix::operator-=(const C33Matrix& a) {
this->a0 -= a.a0;
this->a1 -= a.a1;
this->a2 -= a.a2;
this->b0 -= a.b0;
this->b1 -= a.b1;
this->b2 -= a.b2;
this->c0 -= a.c0;
this->c1 -= a.c1;
this->c2 -= a.c2;
return *this;
}
C33Matrix& C33Matrix::operator*=(float a) {
this->a0 *= a;
this->a1 *= a;
this->a2 *= a;
this->b0 *= a;
this->b1 *= a;
this->b2 *= a;
this->c0 *= a;
this->c1 *= a;
this->c2 *= a;
return *this;
}
C33Matrix& C33Matrix::operator*=(const C33Matrix& a) {
*this = *this * a;
return *this;
}
C33Matrix& C33Matrix::operator/=(float a) {
this->a0 /= a;
this->a1 /= a;
this->a2 /= a;
this->b0 /= a;
this->b1 /= a;
this->b2 /= a;
this->c0 /= a;
this->c1 /= a;
this->c2 /= a;
return *this;
}
void C33Matrix::Zero() {
this->a0 = 0.0f;
this->a1 = 0.0f;
this->a2 = 0.0f;
this->b0 = 0.0f;
this->b1 = 0.0f;
this->b2 = 0.0f;
this->c0 = 0.0f;
this->c1 = 0.0f;
this->c2 = 0.0f;
}
void C33Matrix::Identity() {
this->a0 = 1.0f;
this->a1 = 0.0f;
this->a2 = 0.0f;
this->b0 = 0.0f;
this->b1 = 1.0f;
this->b2 = 0.0f;
this->c0 = 0.0f;
this->c1 = 0.0f;
this->c2 = 1.0f;
}
float C33Matrix::Trace() {
return this->a0 + this->b1 + this->c2;
}
void C33Matrix::Scale(float scale) {
Scale(scale, scale, scale);
}
void C33Matrix::Scale(float x, float y) {
this->a0 *= x;
this->a1 *= x;
this->b0 *= y;
this->b1 *= y;
}
void C33Matrix::Scale(const C2Vector& scale) {
Scale(scale.x, scale.y);
}
void C33Matrix::Scale(float x, float y, float z) {
this->a0 *= x;
this->a1 *= x;
this->a2 *= x;
this->b0 *= y;
this->b1 *= y;
this->b2 *= y;
this->c0 *= z;
this->c1 *= z;
this->c2 *= z;
}
void C33Matrix::Scale(const C3Vector& scale) {
Scale(scale.x, scale.y, scale.z);
}
void C33Matrix::Rotate(float angle) {
*this = C33Matrix::Rotation(angle);
}
void C33Matrix::Rotate(const C4Quaternion& rotation) {
float twox = 2.0f * rotation.x;
float twoy = 2.0f * rotation.y;
float twoz = 2.0f * rotation.z;
C33Matrix left;
left.a0 = 1.0f - ((twoy * rotation.y) + (twoz * rotation.z));
left.a1 = (twoy * rotation.x) + (twoz * rotation.w);
left.a2 = (twoz * rotation.x) - (twoy * rotation.w);
left.b0 = (twoy * rotation.x) - (twoz * rotation.w);
left.b1 = 1.0f - ((twox * rotation.x) + (twoz * rotation.z));
left.b2 = (twoz * rotation.y) + (twox * rotation.w);
left.c0 = (twoz * rotation.x) + (twoy * rotation.w);
left.c1 = (twoz * rotation.y) - (twox * rotation.w);
left.c2 = 1.0f - ((twox * rotation.x) + (twoy * rotation.y));
*this = left * (*this);
}
void C33Matrix::Rotate(float angle, const C3Vector& axis, bool unit) {
*this = C33Matrix::Rotation(angle, axis, unit) * (*this);
}
void C33Matrix::Translate(const C2Vector& move) {
this->c0 += this->a0 * move.x + this->b0 * move.y;
this->c1 += this->a1 * move.x + this->b1 * move.y;
}
C33Matrix C33Matrix::Transpose() const {
return {
this->a0,
this->b0,
this->c0,
this->a1,
this->b1,
this->c1,
this->a2,
this->b2,
this->c2
};
}
float C33Matrix::Determinant() const {
return this->c0 * this->a1 * this->b2
+ this->a2 * this->b0 * this->c1
+ this->c2 * this->a0 * this->b1
- this->c0 * this->a2 * this->b1
- this->c2 * this->a1 * this->b0
- this->a0 * this->c1 * this->b2;
}
C33Matrix C33Matrix::Cofactors() const {
float a0 = C33Matrix::Det(this->b1, this->b2, this->c1, this->c2);
float a1 = -C33Matrix::Det(this->b0, this->b2, this->c0, this->c2);
float a2 = C33Matrix::Det(this->b0, this->b1, this->c0, this->c1);
float b0 = -C33Matrix::Det(this->a1, this->a2, this->c1, this->c2);
float b1 = C33Matrix::Det(this->a0, this->a2, this->c0, this->c2);
float b2 = -C33Matrix::Det(this->a0, this->a1, this->c0, this->c1);
float c0 = C33Matrix::Det(this->a1, this->a2, this->b1, this->b2);
float c1 = -C33Matrix::Det(this->a0, this->a2, this->b0, this->b2);
float c2 = C33Matrix::Det(this->a0, this->a1, this->b0, this->b1);
return { a0, a1, a2, b0, b1, b2, c0, c1, c2 };
}
C33Matrix C33Matrix::Adjoint() const {
float a0 = C33Matrix::Det(this->b1, this->b2, this->c1, this->c2);
float a1 = -C33Matrix::Det(this->a1, this->a2, this->c1, this->c2);
float a2 = C33Matrix::Det(this->a1, this->a2, this->b1, this->b2);
float b0 = -C33Matrix::Det(this->b0, this->b2, this->c0, this->c2);
float b1 = C33Matrix::Det(this->a0, this->a2, this->c0, this->c2);
float b2 = -C33Matrix::Det(this->a0, this->a2, this->b0, this->b2);
float c0 = C33Matrix::Det(this->b0, this->b1, this->c0, this->c1);
float c1 = -C33Matrix::Det(this->a0, this->a1, this->c0, this->c1);
float c2 = C33Matrix::Det(this->a0, this->a1, this->b0, this->b1);
return { a0, a1, a2, b0, b1, b2, c0, c1, c2 };
}
C33Matrix C33Matrix::Inverse() const {
return this->Inverse(this->Determinant());
}
C33Matrix C33Matrix::Inverse(float det) const {
STORM_ASSERT(det != 0.0f);
return this->Adjoint() * (1.0f / det);
}
C33Matrix C33Matrix::AffineInverse(const C3Vector& v) const {
C33Matrix rotationScale = *this;
C3Vector s = { 1.0f / v.x, 1.0f / v.y, 1.0f / v.z };
rotationScale.Scale(s);
C33Matrix matrix = rotationScale.Transpose();
matrix.Scale(s);
return matrix;
}
C33Matrix C33Matrix::AffineInverse(float a) const {
if (CMath::fequalz(a, 1.0f, 0.00000095367432f)) {
return this->Transpose();
} else {
C33Matrix matrix = this->Transpose();
matrix.Scale(1.0f / (a * a));
return matrix;
}
}
C33Matrix operator*(const C33Matrix& l, float a) {
float a0 = l.a0 * a;
float a1 = l.a1 * a;
float a2 = l.a2 * a;
float b0 = l.b0 * a;
float b1 = l.b1 * a;
float b2 = l.b2 * a;
float c0 = l.c0 * a;
float c1 = l.c1 * a;
float c2 = l.c2 * a;
return { a0, a1, a2, b0, b1, b2, c0, c1, c2 };
}
C33Matrix operator*(const C33Matrix& l, const C33Matrix& r) {
float a0 = l.a0 * r.a0 + l.a1 * r.b0 + l.a2 * r.c0;
float a1 = l.a0 * r.a1 + l.a1 * r.b1 + l.a2 * r.c1;
float a2 = l.a0 * r.a2 + l.a1 * r.b2 + l.a2 * r.c2;
float b0 = l.b0 * r.a0 + l.b1 * r.b0 + l.b2 * r.c0;
float b1 = l.b0 * r.a1 + l.b1 * r.b1 + l.b2 * r.c1;
float b2 = l.b0 * r.a2 + l.b1 * r.b2 + l.b2 * r.c2;
float c0 = l.c0 * r.a0 + l.c1 * r.b0 + l.c2 * r.c0;
float c1 = l.c0 * r.a1 + l.c1 * r.b1 + l.c2 * r.c1;
float c2 = l.c0 * r.a2 + l.c1 * r.b2 + l.c2 * r.c2;
return { a0, a1, a2, b0, b1, b2, c0, c1, c2 };
}
C33Matrix operator/(const C33Matrix& l, float a) {
float a0 = l.a0 / a;
float a1 = l.a1 / a;
float a2 = l.a2 / a;
float b0 = l.b0 / a;
float b1 = l.b1 / a;
float b2 = l.b2 / a;
float c0 = l.c0 / a;
float c1 = l.c1 / a;
float c2 = l.c2 / a;
return { a0, a1, a2, b0, b1, b2, c0, c1, c2 };
}

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@ -85,9 +85,12 @@ class C33Matrix {
C33Matrix Adjoint() const; C33Matrix Adjoint() const;
C33Matrix Inverse() const; C33Matrix Inverse() const;
C33Matrix Inverse(float det) const; C33Matrix Inverse(float det) const;
C33Matrix AffineInverse(const C3Vector& v); C33Matrix AffineInverse(const C3Vector& v) const;
C33Matrix AffineInverse(float a); C33Matrix AffineInverse(float a) const;
C33Matrix AffineInverse();
}; };
C33Matrix operator*(const C33Matrix& l, float a);
C33Matrix operator*(const C33Matrix& l, const C33Matrix& r);
C33Matrix operator/(const C33Matrix& l, float a);
#endif #endif