Implement Matrix3x3 FromScale and ScaleBy
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@@ -61,16 +61,7 @@ namespace LinearAlgebra {
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void SetColumn(int i, const Vector3& vector);
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void SetAt(int x, int y, float value);
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void Orthonormalize(int c0, int c1, int c2)
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{
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Vector3 v0 = GetColumn(c0);
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Vector3 v1 = GetColumn(c1);
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Vector3 v2 = GetColumn(c2);
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Vector3::Orthonormalize(v0, v1, v2);
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SetColumn(c0, v0);
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SetColumn(c1, v1);
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SetColumn(c2, v2);
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}
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void Orthonormalize(int c0, int c1, int c2);
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static Matrix3x3 LookAt(const Vector3& forward, const Vector3& target, const Vector3& localUp, const Vector3& worldUp);
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@@ -90,8 +81,8 @@ namespace LinearAlgebra {
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/// Creates a new transformation matrix that scales by the given factors.
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// This matrix scales with respect to origin.
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static Matrix3x3 Scale(float sx, float sy, float sz);
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static Matrix3x3 Scale(const Vector3& scale);
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static Matrix3x3 FromScale(float sx, float sy, float sz);
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static Matrix3x3 FromScale(const Vector3& scale);
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/// Returns the main diagonal.
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Vector3 Diagonal() const;
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@@ -124,10 +115,11 @@ namespace LinearAlgebra {
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Vector2 Transform(const Vector2& rhs) const;
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Vector3 Transform(const Vector3& rhs) const;
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Vector3 operator[](int row) const
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{
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return Vector3{elems[row][0], elems[row][1], elems[row][2]};
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}
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Matrix3x3 ScaleBy(const Vector3& rhs);
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Vector3 GetScale() const;
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Vector3 operator[](int row) const;
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Vector3 operator * (const Vector3& rhs) const;
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Matrix3x3 operator * (const Matrix3x3& rhs) const;
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@@ -118,6 +118,11 @@ namespace LinearAlgebra {
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Vector3 GetRow3(int index) const;
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Vector3 GetColumn3(int index) const;
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Vector3 GetScale() const
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{
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}
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float &At(int row, int col);
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float At(int x, int y) const;
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@@ -313,16 +313,54 @@ namespace LinearAlgebra {
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}
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Matrix3x3 Matrix3x3::FromRS(const Quaternion &rotate, const Vector3 &scale) {
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return Matrix3x3(rotate) * Matrix3x3::Scale(scale);
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return Matrix3x3(rotate) * Matrix3x3::FromScale(scale);
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}
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Matrix3x3 Matrix3x3::FromRS(const Matrix3x3 &rotate, const Vector3 &scale) {
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return rotate * Matrix3x3::Scale(scale);
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return rotate * Matrix3x3::FromScale(scale);
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}
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Matrix3x3 Matrix3x3::FromQuat(const Quaternion &orientation) {
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return Matrix3x3(orientation);
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}
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Matrix3x3 Matrix3x3::ScaleBy(const Vector3 &rhs) {
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return *this * FromScale(rhs);
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}
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Vector3 Matrix3x3::GetScale() const {
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return Vector3(GetColumn(0).Length(), GetColumn(1).Length(), GetColumn(2).Length());
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}
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Vector3 Matrix3x3::operator[](int row) const {
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return Vector3{elems[row][0], elems[row][1], elems[row][2]};
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}
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Matrix3x3 Matrix3x3::FromScale(const Vector3 &scale) {
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Matrix3x3 m;
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m.At(0,0) = scale.x;
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m.At(1,1) = scale.y;
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m.At(2,2) = scale.z;
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return m;
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}
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Matrix3x3 Matrix3x3::FromScale(float sx, float sy, float sz) {
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Matrix3x3 m;
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m.At(0,0) = sx;
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m.At(1,1) = sy;
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m.At(2,2) = sz;
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return m;
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}
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void Matrix3x3::Orthonormalize(int c0, int c1, int c2) {
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Vector3 v0 = GetColumn(c0);
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Vector3 v1 = GetColumn(c1);
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Vector3 v2 = GetColumn(c2);
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Vector3::Orthonormalize(v0, v1, v2);
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SetColumn(c0, v0);
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SetColumn(c1, v1);
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SetColumn(c2, v2);
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}
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}
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