/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DS_FOUNDATION_QT3DS_MAT33_H #define QT3DS_FOUNDATION_QT3DS_MAT33_H /** \addtogroup foundation @{ */ #include "foundation/Qt3DSVec3.h" #include "foundation/Qt3DSQuat.h" #ifndef QT3DS_DOXYGEN namespace qt3ds { #endif /*! \brief 3x3 matrix class Some clarifications, as there have been much confusion about matrix formats etc in the past. Short: - Matrix have base vectors in columns (vectors are column matrices, 3x1 matrices). - Matrix is physically stored in column major format - Matrices are concaternated from left Long: Given three base vectors a, b and c the matrix is stored as |a.x b.x c.x| |a.y b.y c.y| |a.z b.z c.z| Vectors are treated as columns, so the vector v is |x| |y| |z| And matrices are applied _before_ the vector (pre-multiplication) v' = M*v |x'| |a.x b.x c.x| |x| |a.x*x + b.x*y + c.x*z| |y'| = |a.y b.y c.y| * |y| = |a.y*x + b.y*y + c.y*z| |z'| |a.z b.z c.z| |z| |a.z*x + b.z*y + c.z*z| Physical storage and indexing: To be compatible with popular 3d rendering APIs (read D3d and OpenGL) the physical indexing is |0 3 6| |1 4 7| |2 5 8| index = column*3 + row which in C++ translates to M[column][row] The mathematical indexing is M_row,column and this is what is used for _-notation so _12 is 1st row, second column and operator(row, column)! @see QT3DSMat44 */ class QT3DSMat33 { public: //! Default constructor QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33() {} //! Construct from three base vectors QT3DS_CUDA_CALLABLE QT3DSMat33(const QT3DSVec3 &col0, const QT3DSVec3 &col1, const QT3DSVec3 &col2) : column0(col0) , column1(col1) , column2(col2) { } //! Construct from float[9] QT3DS_CUDA_CALLABLE explicit QT3DS_INLINE QT3DSMat33(NVReal values[]) : column0(values[0], values[1], values[2]) , column1(values[3], values[4], values[5]) , column2(values[6], values[7], values[8]) { } //! Construct from a quaternion QT3DS_CUDA_CALLABLE explicit QT3DS_FORCE_INLINE QT3DSMat33(const QT3DSQuat &q) { const NVReal x = q.x; const NVReal y = q.y; const NVReal z = q.z; const NVReal w = q.w; const NVReal x2 = x + x; const NVReal y2 = y + y; const NVReal z2 = z + z; const NVReal xx = x2 * x; const NVReal yy = y2 * y; const NVReal zz = z2 * z; const NVReal xy = x2 * y; const NVReal xz = x2 * z; const NVReal xw = x2 * w; const NVReal yz = y2 * z; const NVReal yw = y2 * w; const NVReal zw = z2 * w; column0 = QT3DSVec3(1.0f - yy - zz, xy + zw, xz - yw); column1 = QT3DSVec3(xy - zw, 1.0f - xx - zz, yz + xw); column2 = QT3DSVec3(xz + yw, yz - xw, 1.0f - xx - yy); } //! Copy constructor QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33(const QT3DSMat33 &other) : column0(other.column0) , column1(other.column1) , column2(other.column2) { } //! Assignment operator QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSMat33 &operator=(const QT3DSMat33 &other) { column0 = other.column0; column1 = other.column1; column2 = other.column2; return *this; } //! Set to identity matrix QT3DS_CUDA_CALLABLE QT3DS_INLINE static QT3DSMat33 createIdentity() { return QT3DSMat33(QT3DSVec3(1, 0, 0), QT3DSVec3(0, 1, 0), QT3DSVec3(0, 0, 1)); } //! Set to zero matrix QT3DS_CUDA_CALLABLE QT3DS_INLINE static QT3DSMat33 createZero() { return QT3DSMat33(QT3DSVec3(0.0f), QT3DSVec3(0.0f), QT3DSVec3(0.0f)); } //! Construct from diagonal, off-diagonals are zero. QT3DS_CUDA_CALLABLE QT3DS_INLINE static QT3DSMat33 createDiagonal(const QT3DSVec3 &d) { return QT3DSMat33(QT3DSVec3(d.x, 0.0f, 0.0f), QT3DSVec3(0.0f, d.y, 0.0f), QT3DSVec3(0.0f, 0.0f, d.z)); } //! Get transposed matrix QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSMat33 getTranspose() const { const QT3DSVec3 v0(column0.x, column1.x, column2.x); const QT3DSVec3 v1(column0.y, column1.y, column2.y); const QT3DSVec3 v2(column0.z, column1.z, column2.z); return QT3DSMat33(v0, v1, v2); } //! Get the real inverse QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 getInverse() const { const NVReal det = getDeterminant(); QT3DSMat33 inverse; if (det != 0) { const NVReal invDet = 1.0f / det; inverse.column0[0] = invDet * (column1[1] * column2[2] - column2[1] * column1[2]); inverse.column0[1] = invDet * -(column0[1] * column2[2] - column2[1] * column0[2]); inverse.column0[2] = invDet * (column0[1] * column1[2] - column0[2] * column1[1]); inverse.column1[0] = invDet * -(column1[0] * column2[2] - column1[2] * column2[0]); inverse.column1[1] = invDet * (column0[0] * column2[2] - column0[2] * column2[0]); inverse.column1[2] = invDet * -(column0[0] * column1[2] - column0[2] * column1[0]); inverse.column2[0] = invDet * (column1[0] * column2[1] - column1[1] * column2[0]); inverse.column2[1] = invDet * -(column0[0] * column2[1] - column0[1] * column2[0]); inverse.column2[2] = invDet * (column0[0] * column1[1] - column1[0] * column0[1]); return inverse; } else { return createIdentity(); } } //! Get determinant QT3DS_CUDA_CALLABLE QT3DS_INLINE NVReal getDeterminant() const { return column0.dot(column1.cross(column2)); } //! Unary minus QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 operator-() const { return QT3DSMat33(-column0, -column1, -column2); } //! Add QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 operator+(const QT3DSMat33 &other) const { return QT3DSMat33(column0 + other.column0, column1 + other.column1, column2 + other.column2); } //! Subtract QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 operator-(const QT3DSMat33 &other) const { return QT3DSMat33(column0 - other.column0, column1 - other.column1, column2 - other.column2); } //! Scalar multiplication QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 operator*(NVReal scalar) const { return QT3DSMat33(column0 * scalar, column1 * scalar, column2 * scalar); } friend QT3DSMat33 operator*(NVReal, const QT3DSMat33 &); //! Matrix vector multiplication (returns 'this->transform(vec)') QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSVec3 operator*(const QT3DSVec3 &vec) const { return transform(vec); } //! Matrix multiplication QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSMat33 operator*(const QT3DSMat33 &other) const { // Rows from this columns from other // column0 = transform(other.column0) etc return QT3DSMat33(transform(other.column0), transform(other.column1), transform(other.column2)); } // a = b operators //! Equals-add QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 &operator+=(const QT3DSMat33 &other) { column0 += other.column0; column1 += other.column1; column2 += other.column2; return *this; } //! Equals-sub QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 &operator-=(const QT3DSMat33 &other) { column0 -= other.column0; column1 -= other.column1; column2 -= other.column2; return *this; } //! Equals scalar multiplication QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 &operator*=(NVReal scalar) { column0 *= scalar; column1 *= scalar; column2 *= scalar; return *this; } //! Element access, mathematical way! QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal operator()(unsigned int row, unsigned int col) const { return (*this)[col][row]; } //! Element access, mathematical way! QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal &operator()(unsigned int row, unsigned int col) { return (*this)[col][row]; } // Transform etc //! Transform vector by matrix, equal to v' = M*v QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec3 transform(const QT3DSVec3 &other) const { return column0 * other.x + column1 * other.y + column2 * other.z; } //! Transform vector by matrix transpose, v' = M^t*v QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSVec3 transformTranspose(const QT3DSVec3 &other) const { return QT3DSVec3(column0.dot(other), column1.dot(other), column2.dot(other)); } QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE const NVReal *front() const { return &column0.x; } QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec3 &operator[](int num) { return (&column0)[num]; } QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE const QT3DSVec3 &operator[](int num) const { return (&column0)[num]; } // Data, see above for format! QT3DSVec3 column0, column1, column2; // the three base vectors }; // implementation from Qt3DSQuat.h QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSQuat::QT3DSQuat(const QT3DSMat33 &m) { NVReal tr = m(0, 0) + m(1, 1) + m(2, 2), h; if (tr >= 0) { h = NVSqrt(tr + 1); w = NVReal(0.5) * h; h = NVReal(0.5) / h; x = (m(2, 1) - m(1, 2)) * h; y = (m(0, 2) - m(2, 0)) * h; z = (m(1, 0) - m(0, 1)) * h; } else { int i = 0; if (m(1, 1) > m(0, 0)) i = 1; if (m(2, 2) > m(i, i)) i = 2; switch (i) { case 0: h = NVSqrt((m(0, 0) - (m(1, 1) + m(2, 2))) + 1); x = NVReal(0.5) * h; h = NVReal(0.5) / h; y = (m(0, 1) + m(1, 0)) * h; z = (m(2, 0) + m(0, 2)) * h; w = (m(2, 1) - m(1, 2)) * h; break; case 1: h = NVSqrt((m(1, 1) - (m(2, 2) + m(0, 0))) + 1); y = NVReal(0.5) * h; h = NVReal(0.5) / h; z = (m(1, 2) + m(2, 1)) * h; x = (m(0, 1) + m(1, 0)) * h; w = (m(0, 2) - m(2, 0)) * h; break; case 2: h = NVSqrt((m(2, 2) - (m(0, 0) + m(1, 1))) + 1); z = NVReal(0.5) * h; h = NVReal(0.5) / h; x = (m(2, 0) + m(0, 2)) * h; y = (m(1, 2) + m(2, 1)) * h; w = (m(1, 0) - m(0, 1)) * h; break; default: // Make compiler happy x = y = z = w = 0; break; } } } #ifndef QT3DS_DOXYGEN } // namespace qt3ds #endif /** @} */ #endif // QT3DS_FOUNDATION_QT3DS_MAT33_H