open_toontown_panda3d/panda/src/linmath/lmatrix3_src.h

227 lines
8.7 KiB
C++

// Filename: lmatrix3_src.h
// Created by: drose (29Jan99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Class : LMatrix3
// Description : This is a 3-by-3 transform matrix. It typically will
// represent either a rotation-and-scale (no
// translation) matrix in 3-d, or a full affine matrix
// (rotation, scale, translation) in 2-d, e.g. for a
// texture matrix.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA FLOATNAME(LMatrix3) {
PUBLISHED:
typedef const FLOATTYPE *iterator;
typedef const FLOATTYPE *const_iterator;
INLINE_LINMATH FLOATNAME(LMatrix3)();
INLINE_LINMATH FLOATNAME(LMatrix3)(const FLOATNAME(LMatrix3) &other);
INLINE_LINMATH FLOATNAME(LMatrix3) &operator = (const FLOATNAME(LMatrix3) &other);
INLINE_LINMATH FLOATNAME(LMatrix3) &operator = (FLOATTYPE fill_value);
INLINE_LINMATH FLOATNAME(LMatrix3)(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e02,
FLOATTYPE e10, FLOATTYPE e11, FLOATTYPE e12,
FLOATTYPE e20, FLOATTYPE e21, FLOATTYPE e22);
void fill(FLOATTYPE fill_value);
INLINE_LINMATH void set(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e02,
FLOATTYPE e10, FLOATTYPE e11, FLOATTYPE e12,
FLOATTYPE e20, FLOATTYPE e21, FLOATTYPE e22);
INLINE_LINMATH void set_row(int row, const FLOATNAME(LVecBase3) &v);
INLINE_LINMATH void set_col(int col, const FLOATNAME(LVecBase3) &v);
INLINE_LINMATH void set_row(int row, const FLOATNAME(LVecBase2) &v);
INLINE_LINMATH void set_col(int col, const FLOATNAME(LVecBase2) &v);
INLINE_LINMATH FLOATNAME(LVecBase3) get_row(int row) const;
INLINE_LINMATH FLOATNAME(LVecBase3) get_col(int col) const;
INLINE_LINMATH FLOATNAME(LVecBase2) get_row2(int row) const;
INLINE_LINMATH FLOATNAME(LVecBase2) get_col2(int col) const;
// these versions inline better
INLINE_LINMATH void get_row(FLOATNAME(LVecBase3) &result_vec, int row) const;
INLINE_LINMATH FLOATTYPE &operator () (int row, int col);
INLINE_LINMATH FLOATTYPE operator () (int row, int col) const;
INLINE_LINMATH bool is_nan() const;
INLINE_LINMATH FLOATTYPE get_cell(int row, int col) const;
INLINE_LINMATH void set_cell(int row, int col, FLOATTYPE value);
INLINE_LINMATH const FLOATTYPE *get_data() const;
INLINE_LINMATH int get_num_components() const;
public:
INLINE_LINMATH iterator begin();
INLINE_LINMATH iterator end();
INLINE_LINMATH const_iterator begin() const;
INLINE_LINMATH const_iterator end() const;
PUBLISHED:
INLINE_LINMATH bool operator < (const FLOATNAME(LMatrix3) &other) const;
INLINE_LINMATH bool operator == (const FLOATNAME(LMatrix3) &other) const;
INLINE_LINMATH bool operator != (const FLOATNAME(LMatrix3) &other) const;
INLINE_LINMATH int compare_to(const FLOATNAME(LMatrix3) &other) const;
int compare_to(const FLOATNAME(LMatrix3) &other, FLOATTYPE threshold) const;
INLINE_LINMATH FLOATNAME(LVecBase3)
xform(const FLOATNAME(LVecBase3) &v) const;
INLINE_LINMATH FLOATNAME(LVecBase2)
xform_point(const FLOATNAME(LVecBase2) &v) const;
INLINE_LINMATH FLOATNAME(LVecBase2)
xform_vec(const FLOATNAME(LVecBase2) &v) const;
// this = other1 * other2
INLINE_LINMATH void multiply(const FLOATNAME(LMatrix3) &other1, const FLOATNAME(LMatrix3) &other2);
INLINE_LINMATH FLOATNAME(LMatrix3) operator * (const FLOATNAME(LMatrix3) &other) const;
INLINE_LINMATH FLOATNAME(LMatrix3) operator * (FLOATTYPE scalar) const;
INLINE_LINMATH FLOATNAME(LMatrix3) operator / (FLOATTYPE scalar) const;
// this = scale_mat(scale_vector) * other_mat, efficiently
INLINE_LINMATH void scale_multiply(const FLOATNAME(LVecBase3) &scale_vector,const FLOATNAME(LMatrix3) &other_mat);
INLINE_LINMATH FLOATNAME(LMatrix3) &operator += (const FLOATNAME(LMatrix3) &other);
INLINE_LINMATH FLOATNAME(LMatrix3) &operator -= (const FLOATNAME(LMatrix3) &other);
INLINE_LINMATH FLOATNAME(LMatrix3) &operator *= (const FLOATNAME(LMatrix3) &other);
INLINE_LINMATH FLOATNAME(LMatrix3) &operator *= (FLOATTYPE scalar);
INLINE_LINMATH FLOATNAME(LMatrix3) &operator /= (FLOATTYPE scalar);
INLINE_LINMATH FLOATTYPE determinant() const;
INLINE_LINMATH void transpose_from(const FLOATNAME(LMatrix3) &other);
INLINE_LINMATH void transpose_in_place();
INLINE_LINMATH bool invert_from(const FLOATNAME(LMatrix3) &other);
INLINE_LINMATH bool invert_in_place();
static INLINE_LINMATH const FLOATNAME(LMatrix3) &ident_mat();
// A 3x3 matrix is likely to be used for one of two purposes. In
// 2-d coordinate space (e.g. texture or surface coordinates), it
// can contain a full affine transform, with scale, rotate,
// translate. In 3-d coordinate space, it can contain only scale
// and/or rotate; e.g., the upper 3x3 rectangle of a full 4x4
// matrix.
// The following named constructors return 3x3 matrices suitable for
// affine transforms in 2-d coordinate space.
static INLINE_LINMATH FLOATNAME(LMatrix3)
translate_mat(const FLOATNAME(LVecBase2) &trans);
static INLINE_LINMATH FLOATNAME(LMatrix3)
translate_mat(FLOATTYPE tx, FLOATTYPE ty);
static INLINE_LINMATH FLOATNAME(LMatrix3)
rotate_mat(FLOATTYPE angle);
static INLINE_LINMATH FLOATNAME(LMatrix3)
scale_mat(const FLOATNAME(LVecBase2) &scale);
static INLINE_LINMATH FLOATNAME(LMatrix3)
scale_mat(FLOATTYPE sx, FLOATTYPE sy);
// The following named constructors return 3x3 matrices suitable for
// scale/rotate transforms in 3-d coordinate space.
static INLINE_LINMATH FLOATNAME(LMatrix3)
rotate_mat(FLOATTYPE angle,
FLOATNAME(LVecBase3) axis,
CoordinateSystem cs = CS_default);
static INLINE_LINMATH FLOATNAME(LMatrix3)
rotate_mat_normaxis(FLOATTYPE angle,
const FLOATNAME(LVecBase3) &axis,
CoordinateSystem cs = CS_default);
static INLINE_LINMATH FLOATNAME(LMatrix3)
scale_mat(const FLOATNAME(LVecBase3) &scale);
static INLINE_LINMATH FLOATNAME(LMatrix3)
scale_mat(FLOATTYPE sx, FLOATTYPE sy, FLOATTYPE sz);
static const FLOATNAME(LMatrix3) &convert_mat(CoordinateSystem from,
CoordinateSystem to);
// We don't have a scale_mat() that takes a single uniform scale
// parameter, because it would be ambiguous whether we mean a 2-d or
// a 3-d scale.
bool almost_equal(const FLOATNAME(LMatrix3) &other,
FLOATTYPE threshold) const;
INLINE_LINMATH bool almost_equal(const FLOATNAME(LMatrix3) &other) const;
void output(ostream &out) const;
void write(ostream &out, int indent_level = 0) const;
public:
INLINE_LINMATH void generate_hash(ChecksumHashGenerator &hashgen) const;
void generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const;
public:
union {
struct {
FLOATTYPE _00, _01, _02;
FLOATTYPE _10, _11, _12;
FLOATTYPE _20, _21, _22;
} m;
FLOATTYPE data[3 * 3];
} _m;
private:
INLINE_LINMATH FLOATTYPE mult_cel(const FLOATNAME(LMatrix3) &other, int x, int y) const;
INLINE_LINMATH FLOATTYPE det2(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e10, FLOATTYPE e11) const;
static const FLOATNAME(LMatrix3) _ident_mat;
static const FLOATNAME(LMatrix3) _y_to_z_up_mat;
static const FLOATNAME(LMatrix3) _z_to_y_up_mat;
static const FLOATNAME(LMatrix3) _flip_y_mat;
static const FLOATNAME(LMatrix3) _flip_z_mat;
static const FLOATNAME(LMatrix3) _lz_to_ry_mat;
static const FLOATNAME(LMatrix3) _ly_to_rz_mat;
//Functionality for reading and writing from/to a binary source
public:
void write_datagram(Datagram& destination) const;
void read_datagram(DatagramIterator& scan);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type();
private:
static TypeHandle _type_handle;
};
INLINE_LINMATH ostream &operator << (ostream &out, const FLOATNAME(LMatrix3) &mat) {
mat.output(out);
return out;
}
INLINE_LINMATH FLOATNAME(LMatrix3) transpose(const FLOATNAME(LMatrix3) &a);
INLINE_LINMATH FLOATNAME(LMatrix3) invert(const FLOATNAME(LMatrix3) &a);
#include "lmatrix3_src.I"