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forked from josh/j3ml

Implement Mat4x4::Swaps

This commit is contained in:
2024-02-01 17:49:05 -05:00
parent 69ca7c5c05
commit 0597b4c937
4 changed files with 106 additions and 20 deletions

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@@ -74,10 +74,7 @@ namespace LinearAlgebra {
static Matrix3x3 LookAt(const Vector3& forward, const Vector3& target, const Vector3& localUp, const Vector3& worldUp);
static Matrix3x3 FromQuat(const Quaternion& orientation)
{
return Matrix3x3(orientation);
}
static Matrix3x3 FromQuat(const Quaternion& orientation);
Quaternion ToQuat() const;
@@ -87,14 +84,8 @@ namespace LinearAlgebra {
// Transforming a vector v using this matrix computes the vector
// v' == M * v == R*S*v == (R * (S * v)) which means the scale operation
// is applied to the vector first, followed by rotation, and finally translation
static Matrix3x3 FromRS(const Quaternion& rotate, const Vector3& scale)
{
return Matrix3x3(rotate) * Matrix3x3::Scale(scale);
}
static Matrix3x3 FromRS(const Matrix3x3 &rotate, const Vector3& scale)
{
return rotate * Matrix3x3::Scale(scale);
}
static Matrix3x3 FromRS(const Quaternion& rotate, const Vector3& scale);
static Matrix3x3 FromRS(const Matrix3x3 &rotate, const Vector3& scale);
/// Creates a new transformation matrix that scales by the given factors.

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@@ -116,15 +116,77 @@ namespace LinearAlgebra {
void SetRow(int row, const Vector4& rowVector);
void SetRow(int row, float m_r0, float m_r1, float m_r2, float m_r3);
Vector4 GetRow(int index) const;
Vector4 GetColumn(int index) const;
Vector3 GetRow3(int index) const;
Vector3 GetColumn3(int index) const;
float &At(int row, int col);
float At(int x, int y) const;
template <typename T>
void Swap(T &a, T &b)
{
T temp = std::move(a);
a = std::move(b);
b = std::move(temp);
}
void SwapColumns(int col1, int col2)
{
Swap(At(0, col1), At(0, col2));
Swap(At(1, col1), At(1, col2));
Swap(At(2, col1), At(2, col2));
Swap(At(3, col1), At(3, col2));
}
/// Swaps two rows.
void SwapRows(int row1, int row2)
{
Swap(At(row1, 0), At(row2, 0));
Swap(At(row1, 1), At(row2, 1));
Swap(At(row1, 2), At(row2, 2));
Swap(At(row1, 3), At(row2, 3));
}
/// Swapsthe xyz-parts of two rows element-by-element
void SwapRows3(int row1, int row2)
{
Swap(At(row1, 0), At(row2, 0));
Swap(At(row1, 1), At(row2, 1));
Swap(At(row1, 2), At(row2, 2));
}
/// Algorithm from Eric Lengyel's Mathematics for 3D Game Programming & Computer Graphics, 2nd Ed.
void Pivot()
{
int rowIndex = 0;
for(int col = 0; col < Cols; ++col)
{
int greatest = rowIndex;
// find the rowIndex k with k >= 1 for which Mkj has the largest absolute value.
for(int i = rowIndex; i < Rows; ++i)
if (std::abs(At(i, col)) > std::abs(At(greatest, col)))
greatest = i;
if (std::abs(At(greatest, col)) != 0)
{
if (rowIndex != greatest)
SwapRows(rowIndex, greatest); // the greatest now in rowIndex
ScaleRow(rowIndex, 1.f/At(rowIndex, col));
for(int r = 0; r < Rows; ++r)
if (r != rowIndex)
SetRow(r, GetRow(r) - GetRow(rowIndex) * At(r, col));
++rowIndex;
}
}
}
/// Tests if this matrix does not contain any NaNs or infs.
/** @return Returns true if the entries of this float4x4 are all finite, and do not contain NaN or infs. */
bool IsFinite() const;
@@ -190,9 +252,6 @@ namespace LinearAlgebra {
static Matrix4x4 OpenGLPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
static Matrix4x4 OpenGLPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
Vector4 GetRow() const;
Vector4 GetColumn() const;
Vector4 operator[](int row);
Matrix4x4 operator-() const;

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@@ -300,5 +300,29 @@ namespace LinearAlgebra {
return elems[row][col];
}
Vector3 Matrix3x3::WorldZ() const {
return GetColumn(2);
}
Vector3 Matrix3x3::WorldY() const {
return GetColumn(1);
}
Vector3 Matrix3x3::WorldX() const {
return GetColumn(0);
}
Matrix3x3 Matrix3x3::FromRS(const Quaternion &rotate, const Vector3 &scale) {
return Matrix3x3(rotate) * Matrix3x3::Scale(scale);
}
Matrix3x3 Matrix3x3::FromRS(const Matrix3x3 &rotate, const Vector3 &scale) {
return rotate * Matrix3x3::Scale(scale);
}
Matrix3x3 Matrix3x3::FromQuat(const Quaternion &orientation) {
return Matrix3x3(orientation);
}
}

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@@ -428,4 +428,16 @@ namespace LinearAlgebra {
m.SetRow(3, 0,0,0,1);
return m;
}
Vector4 Matrix4x4::GetRow(int index) const {
return { At(index, 0), At(index, 1), At(index, 2), At(index, 3)};
}
Vector4 Matrix4x4::GetColumn(int index) const {
return { At(0, index), At(1, index), At(2, index), At(3, index)};
}
Vector3 Matrix4x4::GetRow3(int index) const {
return Vector3{ At(index, 0), At(index, 1), At(index, 2)};
}
}