Unfinished Work

This commit is contained in:
2024-03-23 16:20:57 -04:00
parent f6abe5c430
commit de108630b6
22 changed files with 374 additions and 27 deletions

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@@ -51,6 +51,10 @@ namespace J3ML::LinearAlgebra {
Vector3 GetRow(int index) const;
Vector3 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;
@@ -143,6 +147,14 @@ namespace J3ML::LinearAlgebra {
// Returns true if the row vectors of this matrix are all perpendicular to each other.
bool IsRowOrthogonal(float epsilon = 1e-3f) const;
bool HasUniformScale(float epsilon = 1e-3f) const;
Vector3 ExtractScale() const {
return {GetColumn(0).Length(), GetColumn(1).Length(), GetColumn(2).Length()};
}
protected:
float elems[3][3];
};

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@@ -232,12 +232,16 @@ namespace J3ML::LinearAlgebra {
Matrix4x4 operator *(float scalar) const;
Matrix4x4 operator /(float scalar) const;
Vector4 operator[](int row) const;
Vector2 operator * (const Vector2& rhs) const;
Vector3 operator * (const Vector3& rhs) const;
Vector4 operator * (const Vector4& rhs) const;
Vector2 Mul(const Vector2& rhs) const;
Vector3 Mul(const Vector3& rhs) const;
Vector4 Mul(const Vector4& rhs) const;
Matrix4x4 operator * (const Matrix3x3 &rhs) const;
Matrix4x4 operator +() const;
@@ -248,8 +252,18 @@ namespace J3ML::LinearAlgebra {
Matrix4x4 &operator = (const Quaternion& rhs);
Matrix4x4 &operator = (const Matrix4x4& rhs) = default;
void IsColOrthogonal();
Vector3 ExtractScale() const;
bool HasUniformScale(float epsilon = 1e-3f) const;
bool IsColOrthogonal3(float epsilon = 1e-3f) const;
bool IsRowOrthogonal3(float epsilon = 1e-3f) const;
bool IsColOrthogonal(float epsilon = 1e-3f) const;
bool IsRowOrthogonal(float epsilon = 1e-3f) const;
/// Returns true if this matrix is seen to contain a "projective" part,
/// i.e. whether the last row of this matrix differs from [0 0 0 1]
bool ContainsProjection(float epsilon = 1e-3f) const;
protected:
float elems[4][4];

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@@ -71,9 +71,11 @@ public:
static float MinElement(const Vector3& of);
Vector3 Min(const Vector3& min) const;
static Vector3 Min(const Vector3& a, const Vector3& b, const Vector3& c);
static Vector3 Min(const Vector3& lhs, const Vector3& rhs);
Vector3 Max(const Vector3& max) const;
static Vector3 Max(const Vector3& a, const Vector3& b, const Vector3& c);
static Vector3 Max(const Vector3& lhs, const Vector3& rhs);
Vector3 Clamp(const Vector3& min, const Vector3& max) const;
@@ -151,7 +153,6 @@ public:
Vector3 Div(float scalar) const;
static Vector3 Div(const Vector3& lhs, float rhs);
/// Divides this vector by a vector, element-wise
/// @note Mathematically, the multiplication of two vectors is not defined in linear space structures,
/// but this function is provided here for syntactical convenience