1146 lines
40 KiB
Plaintext
1146 lines
40 KiB
Plaintext
// Filename: lmatrix3_src.I
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// Created by: drose (29Jan99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::ident_mat
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// Access: Public, Static
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// Description: Returns an identity matrix.
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//
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// This function definition must appear first, since
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// some inline functions below take advantage of it.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH const FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
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ident_mat() {
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return _ident_mat;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Default Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3)::
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FLOATNAME(LMatrix3)() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Copy Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3)::
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FLOATNAME(LMatrix3)(const FLOATNAME(LMatrix3) ©) {
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memcpy(_m.data,copy._m.data,sizeof(_m.data));
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// (*this) = copy;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Copy Assignment Operator
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
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operator = (const FLOATNAME(LMatrix3) ©) {
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memcpy(_m.data,copy._m.data,sizeof(_m.data));
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// set(copy(0, 0), copy(0, 1), copy(0, 2),
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// copy(1, 0), copy(1, 1), copy(1, 2),
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// copy(2, 0), copy(2, 1), copy(2, 2));
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return *this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Fill Assignment Operator
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
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operator = (FLOATTYPE fill_value) {
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fill(fill_value);
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return *this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3)::
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FLOATNAME(LMatrix3)(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e02,
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FLOATTYPE e10, FLOATTYPE e11, FLOATTYPE e12,
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FLOATTYPE e20, FLOATTYPE e21, FLOATTYPE e22) {
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_m.m._00 = e00;
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_m.m._01 = e01;
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_m.m._02 = e02;
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_m.m._10 = e10;
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_m.m._11 = e11;
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_m.m._12 = e12;
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_m.m._20 = e20;
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_m.m._21 = e21;
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_m.m._22 = e22;
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// set(e00, e01, e02,
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// e10, e11, e12,
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// e20, e21, e22);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::set
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH void FLOATNAME(LMatrix3)::
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set(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e02,
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FLOATTYPE e10, FLOATTYPE e11, FLOATTYPE e12,
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FLOATTYPE e20, FLOATTYPE e21, FLOATTYPE e22) {
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_m.m._00 = e00;
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_m.m._01 = e01;
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_m.m._02 = e02;
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_m.m._10 = e10;
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_m.m._11 = e11;
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_m.m._12 = e12;
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_m.m._20 = e20;
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_m.m._21 = e21;
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_m.m._22 = e22;
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/*
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_m.m._00 = e00;
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_m.m._01 = e01;
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_m.m._02 = e02;
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_m.m._10 = e10;
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_m.m._11 = e11;
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_m.m._12 = e12;
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_m.m._20 = e20;
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_m.m._21 = e21;
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_m.m._22 = e22;
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*/
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::set_row
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// Access: Public
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// Description: Replaces the indicated row of the matrix from a
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// three-component vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH void FLOATNAME(LMatrix3)::
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set_row(int row, const FLOATNAME(LVecBase3) &v) {
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(*this)(row, 0) = v._v.v._0;
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(*this)(row, 1) = v._v.v._1;
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(*this)(row, 2) = v._v.v._2;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::set_column
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// Access: Public
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// Description: Replaces the indicated column of the matrix from a
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// three-component vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH void FLOATNAME(LMatrix3)::
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set_col(int col, const FLOATNAME(LVecBase3) &v) {
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(*this)(0, col) = v._v.v._0;
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(*this)(1, col) = v._v.v._1;
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(*this)(2, col) = v._v.v._2;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::set_row
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// Access: Public
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// Description: Replaces the indicated row of the matrix from a
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// two-component vector, ignoring the last column.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH void FLOATNAME(LMatrix3)::
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set_row(int row, const FLOATNAME(LVecBase2) &v) {
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(*this)(row, 0) = v._v.v._0;
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(*this)(row, 1) = v._v.v._1;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::set_column
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// Access: Public
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// Description: Replaces the indicated column of the matrix from a
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// two-component vector, ignoring the last row.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH void FLOATNAME(LMatrix3)::
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set_col(int col, const FLOATNAME(LVecBase2) &v) {
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(*this)(0, col) = v._v.v._0;
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(*this)(1, col) = v._v.v._1;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::get_row
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// Access: Public
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// Description: Returns the indicated row of the matrix as a
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// three-component vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LMatrix3)::
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get_row(int row) const {
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return FLOATNAME(LVecBase3)((*this)(row, 0), (*this)(row, 1), (*this)(row, 2));
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}
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INLINE_LINMATH void FLOATNAME(LMatrix3)::
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get_row(FLOATNAME(LVecBase3) &result_vec,int row) const {
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result_vec._v.v._0 = (*this)(row, 0);
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result_vec._v.v._1 = (*this)(row, 1);
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result_vec._v.v._2 = (*this)(row, 2);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::get_col
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// Access: Public
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// Description: Returns the indicated column of the matrix as a
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// three-component vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LMatrix3)::
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get_col(int col) const {
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return FLOATNAME(LVecBase3)((*this)(0, col), (*this)(1, col), (*this)(2, col));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::get_row2
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// Access: Public
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// Description: Returns the indicated row of the matrix as a
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// two-component vector, ignoring the last column.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase2) FLOATNAME(LMatrix3)::
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get_row2(int row) const {
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return FLOATNAME(LVecBase2)((*this)(row, 0), (*this)(row, 1));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::get_col2
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// Access: Public
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// Description: Returns the indicated column of the matrix as a
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// two-component vector, ignoring the last row.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase2) FLOATNAME(LMatrix3)::
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get_col2(int col) const {
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return FLOATNAME(LVecBase2)((*this)(0, col), (*this)(1, col));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Indexing operator
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE &FLOATNAME(LMatrix3)::
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operator () (int row, int col) {
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// nassertr(row >= 0 && row < 3, _m.data[0]);
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// nassertr(col >= 0 && col < 3, _m.data[0]);
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return _m.data[row * 3 + col];
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Indexing operator
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE FLOATNAME(LMatrix3)::
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operator () (int row, int col) const {
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// nassertr(row >= 0 && row < 3, 0.0f);
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// nassertr(col >= 0 && col < 3, 0.0f);
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return _m.data[row * 3 + col];
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::is_nan
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// Access: Public
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// Description: Returns true if any component of the matrix is
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// not-a-number, false otherwise.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH bool FLOATNAME(LMatrix3)::
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is_nan() const {
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return
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cnan(_m.data[0]) || cnan(_m.data[1]) || cnan(_m.data[2]) ||
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cnan(_m.data[3]) || cnan(_m.data[4]) || cnan(_m.data[5]) ||
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cnan(_m.data[6]) || cnan(_m.data[7]) || cnan(_m.data[8]);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::get_cell
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// Access: Public
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// Description: Returns a particular element of the matrix.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE FLOATNAME(LMatrix3)::
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get_cell(int row, int col) const {
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// nassertr(row >= 0 && row < 3, 0.0f);
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// nassertr(col >= 0 && col < 3, 0.0f);
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return _m.data[row * 3 + col];
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::set_cell
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// Access: Public
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// Description: Changes a particular element of the matrix.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH void FLOATNAME(LMatrix3)::
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set_cell(int row, int col, FLOATTYPE value) {
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// nassertv(row >= 0 && row < 3);
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// nassertv(col >= 0 && col < 3);
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_m.data[row * 3 + col] = value;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::get_data
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// Access: Public
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// Description: Returns the address of the first of the nine data
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// elements in the matrix. The remaining elements
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// occupy the next eight positions in row-major order.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH const FLOATTYPE *FLOATNAME(LMatrix3)::
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get_data() const {
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return _m.data;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::get_num_components
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// Access: Public
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// Description: Returns the number of elements in the matrix, nine.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH int FLOATNAME(LMatrix3)::
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get_num_components() const {
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return 9;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::begin
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// Access: Public
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// Description: Returns an iterator that may be used to traverse the
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// elements of the matrix, STL-style.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3)::iterator FLOATNAME(LMatrix3)::
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begin() {
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return _m.data;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::end
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// Access: Public
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// Description: Returns an iterator that may be used to traverse the
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// elements of the matrix, STL-style.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3)::iterator FLOATNAME(LMatrix3)::
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end() {
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return begin() + get_num_components();
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::begin
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// Access: Public
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// Description: Returns an iterator that may be used to traverse the
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// elements of the matrix, STL-style.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3)::const_iterator FLOATNAME(LMatrix3)::
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begin() const {
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return _m.data;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::end
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// Access: Public
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// Description: Returns an iterator that may be used to traverse the
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// elements of the matrix, STL-style.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LMatrix3)::const_iterator FLOATNAME(LMatrix3)::
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end() const {
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return begin() + get_num_components();
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Ordering Operator
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// Access: Public
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// Description: This performs a lexicographical comparison. It's of
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// questionable mathematical meaning, but sometimes has
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// a practical purpose for sorting unique vectors,
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// especially in an STL container. Also see
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// compare_to().
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH bool FLOATNAME(LMatrix3)::
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operator < (const FLOATNAME(LMatrix3) &other) const {
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return compare_to(other) < 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Equality Operator
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH bool FLOATNAME(LMatrix3)::
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operator == (const FLOATNAME(LMatrix3) &other) const {
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return compare_to(other) == 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::Inequality Operator
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH bool FLOATNAME(LMatrix3)::
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operator != (const FLOATNAME(LMatrix3) &other) const {
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return !operator == (other);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::compare_to
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// Access: Public
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// Description: This flavor of compare_to uses a default threshold
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// value based on the numeric type.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH int FLOATNAME(LMatrix3)::
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compare_to(const FLOATNAME(LMatrix3) &other) const {
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return compare_to(other, NEARLY_ZERO(FLOATTYPE));
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}
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#define VECTOR3_MATRIX3_PRODUCT(v_res, v, mat) \
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v_res._v.v._0 = v._v.v._0*mat._m.m._00 + v._v.v._1*mat._m.m._10 + v._v.v._2*mat._m.m._20; \
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v_res._v.v._1 = v._v.v._0*mat._m.m._01 + v._v.v._1*mat._m.m._11 + v._v.v._2*mat._m.m._21; \
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v_res._v.v._2 = v._v.v._0*mat._m.m._02 + v._v.v._1*mat._m.m._12 + v._v.v._2*mat._m.m._22;
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// bugbug: need 2 check if this is correct, or reversed from previous implementation
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// before checkin
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::xform
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// Access: Public
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// Description: 3-component vector or point times matrix. This is a
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// fully general operation.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LMatrix3)::
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xform(const FLOATNAME(LVecBase3) &v) const {
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FLOATNAME(LVecBase3) v_res;
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VECTOR3_MATRIX3_PRODUCT(v_res, v,(*this));
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return v_res;
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// return FLOATNAME(LVecBase3)(v.dot(get_col(0)),
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// v.dot(get_col(1)),
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// v.dot(get_col(2)));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::xform_point
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// Access: Public
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// Description: The matrix transforms a 2-component point (including
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// translation component) and returns the result. This
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// assumes the matrix is an affine transform.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase2) FLOATNAME(LMatrix3)::
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xform_point(const FLOATNAME(LVecBase2) &v) const {
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FLOATNAME(LVecBase2) v_res;
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// v._v.v._2 == 1.0f for this case
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v_res._v.v._0 = v._v.v._0*_m.m._00 + v._v.v._1*_m.m._10 + _m.m._20;
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v_res._v.v._1 = v._v.v._0*_m.m._01 + v._v.v._1*_m.m._11 + _m.m._21;
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return v_res;
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// return FLOATNAME(LVecBase2)(v.dot(get_col2(0)) + _m.m._20,
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// v.dot(get_col2(1)) + _m.m._21);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::xform_vec
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// Access: Public
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// Description: The matrix transforms a 2-component vector (without
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// translation component) and returns the result. This
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// assumes the matrix is an affine transform.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase2) FLOATNAME(LMatrix3)::
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xform_vec(const FLOATNAME(LVecBase2) &v) const {
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FLOATNAME(LVecBase2) v_res;
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// v._v.v._2 == 0.0f for this case
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v_res._v.v._0 = v._v.v._0*_m.m._00 + v._v.v._1*_m.m._10;
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v_res._v.v._1 = v._v.v._0*_m.m._01 + v._v.v._1*_m.m._11;
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return v_res;
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// return FLOATNAME(LVecBase2)(v.dot(get_col2(0)),
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// v.dot(get_col2(1)));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LMatrix3::mult_cel
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// Access: Private
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// Description: Returns one cell of the result of a matrix-matrix
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// multiplication operation.
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////////////////////////////////////////////////////////////////////
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|
INLINE_LINMATH FLOATTYPE FLOATNAME(LMatrix3)::
|
|
mult_cel(const FLOATNAME(LMatrix3) &other, int row, int col) const {
|
|
return get_row(row).dot(other.get_col(col));
|
|
}
|
|
|
|
|
|
#define MATRIX3_PRODUCT(res, a, b) \
|
|
res._m.m._00 = a._m.m._00*b._m.m._00 + a._m.m._01*b._m.m._10 + a._m.m._02*b._m.m._20; \
|
|
res._m.m._01 = a._m.m._00*b._m.m._01 + a._m.m._01*b._m.m._11 + a._m.m._02*b._m.m._21; \
|
|
res._m.m._02 = a._m.m._00*b._m.m._02 + a._m.m._01*b._m.m._12 + a._m.m._02*b._m.m._22; \
|
|
res._m.m._10 = a._m.m._10*b._m.m._00 + a._m.m._11*b._m.m._10 + a._m.m._12*b._m.m._20; \
|
|
res._m.m._11 = a._m.m._10*b._m.m._01 + a._m.m._11*b._m.m._11 + a._m.m._12*b._m.m._21; \
|
|
res._m.m._12 = a._m.m._10*b._m.m._02 + a._m.m._11*b._m.m._12 + a._m.m._12*b._m.m._22; \
|
|
res._m.m._20 = a._m.m._20*b._m.m._00 + a._m.m._21*b._m.m._10 + a._m.m._22*b._m.m._20; \
|
|
res._m.m._21 = a._m.m._20*b._m.m._01 + a._m.m._21*b._m.m._11 + a._m.m._22*b._m.m._21; \
|
|
res._m.m._22 = a._m.m._20*b._m.m._02 + a._m.m._21*b._m.m._12 + a._m.m._22*b._m.m._22;
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::matrix * matrix
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
operator * (const FLOATNAME(LMatrix3) &other) const {
|
|
FLOATNAME(LMatrix3) t;
|
|
|
|
MATRIX3_PRODUCT(t,(*this),other);
|
|
/*
|
|
typedef union {
|
|
struct {
|
|
FLOATTYPE _m.m._11, _m.m._12, _m.m._13;
|
|
FLOATTYPE _m.m._21, _m.m._22, _m.m._23;
|
|
FLOATTYPE _m.m._31, _m.m._32, _m.m._33;
|
|
};
|
|
|
|
FLOATTYPE m[3][3];
|
|
} MYMATRIX3;
|
|
|
|
FLOATNAME(LMatrix3) t;
|
|
|
|
MYMATRIX3 *result_ptr=(MYMATRIX3 *)t.get_m.data();
|
|
MYMATRIX3 *mat1_ptr=(MYMATRIX3 *)this->get_m.data();
|
|
MYMATRIX3 *mat2_ptr=(MYMATRIX3 *)other.get_m.data();
|
|
|
|
MATRIX3_PRODUCT(result_ptr,mat1_ptr,mat2_ptr);
|
|
*/
|
|
/*
|
|
t(0, 0) = mult_cel(other, 0, 0);
|
|
t(0, 1) = mult_cel(other, 0, 1);
|
|
t(0, 2) = mult_cel(other, 0, 2);
|
|
|
|
t(1, 0) = mult_cel(other, 1, 0);
|
|
t(1, 1) = mult_cel(other, 1, 1);
|
|
t(1, 2) = mult_cel(other, 1, 2);
|
|
|
|
t(2, 0) = mult_cel(other, 2, 0);
|
|
t(2, 1) = mult_cel(other, 2, 1);
|
|
t(2, 2) = mult_cel(other, 2, 2);
|
|
*/
|
|
return t;
|
|
}
|
|
|
|
// this = other1 * other2
|
|
INLINE_LINMATH void FLOATNAME(LMatrix3)::
|
|
multiply(const FLOATNAME(LMatrix3) &other1, const FLOATNAME(LMatrix3) &other2) {
|
|
// faster than operator * since it writes result in place, avoiding extra copying
|
|
// this will fail if you try to mat.multiply(mat,other_mat)
|
|
|
|
#ifdef _DEBUG
|
|
assert((&other1 != this) && (&other2 != this));
|
|
#endif
|
|
|
|
MATRIX3_PRODUCT((*this),other1,other2);
|
|
}
|
|
|
|
// this = scale_mat(scale_vector) * other_mat, efficiently
|
|
INLINE_LINMATH void FLOATNAME(LMatrix3)::
|
|
scale_multiply(const FLOATNAME(LVecBase3) &scale_vector,const FLOATNAME(LMatrix3) &other_mat) {
|
|
#ifdef _DEBUG
|
|
assert(&other_mat != this);
|
|
#endif
|
|
|
|
// optimize for 0.0 or 1.0 factors?
|
|
|
|
_m.m._00 = other_mat._m.m._00 * scale_vector._v.v._0;
|
|
_m.m._01 = other_mat._m.m._01 * scale_vector._v.v._0;
|
|
_m.m._02 = other_mat._m.m._02 * scale_vector._v.v._0;
|
|
|
|
_m.m._10 = other_mat._m.m._10 * scale_vector._v.v._1;
|
|
_m.m._11 = other_mat._m.m._11 * scale_vector._v.v._1;
|
|
_m.m._12 = other_mat._m.m._12 * scale_vector._v.v._1;
|
|
|
|
_m.m._20 = other_mat._m.m._20 * scale_vector._v.v._2;
|
|
_m.m._21 = other_mat._m.m._21 * scale_vector._v.v._2;
|
|
_m.m._22 = other_mat._m.m._22 * scale_vector._v.v._2;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::matrix * scalar
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
operator * (FLOATTYPE scalar) const {
|
|
FLOATNAME(LMatrix3) t;
|
|
|
|
t._m.m._00 = _m.m._00 * scalar;
|
|
t._m.m._01 = _m.m._01 * scalar;
|
|
t._m.m._02 = _m.m._02 * scalar;
|
|
|
|
t._m.m._10 = _m.m._10 * scalar;
|
|
t._m.m._11 = _m.m._11 * scalar;
|
|
t._m.m._12 = _m.m._12 * scalar;
|
|
|
|
t._m.m._20 = _m.m._20 * scalar;
|
|
t._m.m._21 = _m.m._21 * scalar;
|
|
t._m.m._22 = _m.m._22 * scalar;
|
|
|
|
return t;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::matrix / scalar
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
operator / (FLOATTYPE scalar) const {
|
|
FLOATTYPE recip_scalar = 1.0f/scalar;
|
|
return (*this) * recip_scalar;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::matrix += matrix
|
|
// Access: Public
|
|
// Description: Performs a memberwise addition between two matrices.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
|
|
operator += (const FLOATNAME(LMatrix3) &other) {
|
|
_m.m._00 += other._m.m._00;
|
|
_m.m._01 += other._m.m._01;
|
|
_m.m._02 += other._m.m._02;
|
|
|
|
_m.m._10 += other._m.m._10;
|
|
_m.m._11 += other._m.m._11;
|
|
_m.m._12 += other._m.m._12;
|
|
|
|
_m.m._20 += other._m.m._20;
|
|
_m.m._21 += other._m.m._21;
|
|
_m.m._22 += other._m.m._22;
|
|
|
|
return *this;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::matrix -= matrix
|
|
// Access: Public
|
|
// Description: Performs a memberwise subtraction between two matrices.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
|
|
operator -= (const FLOATNAME(LMatrix3) &other) {
|
|
_m.m._00 -= other._m.m._00;
|
|
_m.m._01 -= other._m.m._01;
|
|
_m.m._02 -= other._m.m._02;
|
|
|
|
_m.m._10 -= other._m.m._10;
|
|
_m.m._11 -= other._m.m._11;
|
|
_m.m._12 -= other._m.m._12;
|
|
|
|
_m.m._20 -= other._m.m._20;
|
|
_m.m._21 -= other._m.m._21;
|
|
_m.m._22 -= other._m.m._22;
|
|
|
|
return *this;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::matrix *= matrix
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
|
|
operator *= (const FLOATNAME(LMatrix3) &other) {
|
|
(*this) = (*this) * other;
|
|
|
|
// bugbug can we do any optimization here?
|
|
return *this;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::matrix *= scalar
|
|
// Access: Public
|
|
// Description: Performs a memberwise scale.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
|
|
operator *= (FLOATTYPE scalar) {
|
|
_m.m._00 *= scalar;
|
|
_m.m._01 *= scalar;
|
|
_m.m._02 *= scalar;
|
|
|
|
_m.m._10 *= scalar;
|
|
_m.m._11 *= scalar;
|
|
_m.m._12 *= scalar;
|
|
|
|
_m.m._20 *= scalar;
|
|
_m.m._21 *= scalar;
|
|
_m.m._22 *= scalar;
|
|
|
|
return *this;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::matrix /= scalar
|
|
// Access: Public
|
|
// Description: Performs a memberwise scale.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) &FLOATNAME(LMatrix3)::
|
|
operator /= (FLOATTYPE scalar) {
|
|
FLOATTYPE recip_scalar = 1.0f/scalar;
|
|
_m.m._00 *= recip_scalar;
|
|
_m.m._01 *= recip_scalar;
|
|
_m.m._02 *= recip_scalar;
|
|
|
|
_m.m._10 *= recip_scalar;
|
|
_m.m._11 *= recip_scalar;
|
|
_m.m._12 *= recip_scalar;
|
|
|
|
_m.m._20 *= recip_scalar;
|
|
_m.m._21 *= recip_scalar;
|
|
_m.m._22 *= recip_scalar;
|
|
|
|
return *this;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::transpose_from
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH void FLOATNAME(LMatrix3)::
|
|
transpose_from(const FLOATNAME(LMatrix3) &other) {
|
|
_m.m._00 = other._m.m._00;
|
|
_m.m._01 = other._m.m._10;
|
|
_m.m._02 = other._m.m._20;
|
|
|
|
_m.m._10 = other._m.m._01;
|
|
_m.m._11 = other._m.m._11;
|
|
_m.m._12 = other._m.m._21;
|
|
|
|
_m.m._20 = other._m.m._02;
|
|
_m.m._21 = other._m.m._12;
|
|
_m.m._22 = other._m.m._22;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::transpose_in_place
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH void FLOATNAME(LMatrix3)::
|
|
transpose_in_place() {
|
|
// FLOATNAME(LMatrix3) temp = (*this);
|
|
// transpose_from(temp);
|
|
|
|
#define SWAP__(x,y) { FLOATTYPE temp = (x); (x) = (y); (y) = temp;}
|
|
SWAP__(_m.m._01,_m.m._10);
|
|
SWAP__(_m.m._02,_m.m._20);
|
|
SWAP__(_m.m._12,_m.m._21);
|
|
#undef SWAP__
|
|
}
|
|
|
|
// Matrix inversion code from Numerical Recipes in C.
|
|
|
|
// dont trust compilers to inline these
|
|
#define DET2(E00,E01,E10,E11) ((E00)*(E11) - (E10)*(E01))
|
|
#define MATRIX3_DETERMINANT(mat) \
|
|
( (mat)._00 * DET2((mat)._11,(mat)._12,(mat)._21,(mat)._22) \
|
|
-(mat)._01 * DET2((mat)._10,(mat)._12,(mat)._20,(mat)._22) \
|
|
+(mat)._02 * DET2((mat)._10,(mat)._11,(mat)._20,(mat)._21))
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::det2
|
|
// Access: Private, Static
|
|
// Description: Returns the determinant of a 2x2 matrix.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATTYPE FLOATNAME(LMatrix3)::
|
|
det2(FLOATTYPE e00, FLOATTYPE e01, FLOATTYPE e10, FLOATTYPE e11) const {
|
|
// return (e00 * e11 - e10 * e01);
|
|
return DET2(e00,e01,e10,e11);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::determinant
|
|
// Access: Public
|
|
// Description: Returns the determinant of the matrix.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATTYPE FLOATNAME(LMatrix3)::
|
|
determinant() const {
|
|
/*
|
|
return
|
|
(*this)(0,0) * det2((*this)(1,1),(*this)(1,2),(*this)(2,1),(*this)(2,2))
|
|
-(*this)(0,1) * det2((*this)(1,0),(*this)(1,2),(*this)(2,0),(*this)(2,2))
|
|
+(*this)(0,2) * det2((*this)(1,0),(*this)(1,1),(*this)(2,0),(*this)(2,1));
|
|
*/
|
|
|
|
return MATRIX3_DETERMINANT(_m.m);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::invert_from
|
|
// Access: Public
|
|
// Description: Computes the inverse of the other matrix, and stores
|
|
// the result in this matrix. This is a fully general
|
|
// operation and makes no assumptions about the type of
|
|
// transform represented by the matrix.
|
|
//
|
|
// The other matrix must be a different object than this
|
|
// matrix. However, if you need to invert a matrix in
|
|
// place, see invert_in_place.
|
|
//
|
|
// The return value is true if the matrix was
|
|
// successfully inverted, false if the was a
|
|
// singularity.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH bool FLOATNAME(LMatrix3)::
|
|
invert_from(const FLOATNAME(LMatrix3) &other) {
|
|
|
|
FLOATTYPE other_det = MATRIX3_DETERMINANT(other._m.m);
|
|
|
|
// We throw the value out only if it's smaller than our "small"
|
|
// threshold squared. This helps reduce overly-sensitive
|
|
// rejections.
|
|
if (IS_THRESHOLD_ZERO(other_det, (NEARLY_ZERO(FLOATTYPE) * NEARLY_ZERO(FLOATTYPE)))) {
|
|
// if (IS_NEARLY_ZERO(other_det)) {
|
|
#ifdef NOTIFY_DEBUG
|
|
linmath_cat.warning() << "Tried to invert singular LMatrix3.\n";
|
|
#endif
|
|
(*this) = ident_mat();
|
|
return false;
|
|
}
|
|
|
|
other_det = 1.0f / other_det;
|
|
_m.m._00 = other_det * DET2(other._m.m._11, other._m.m._12, other._m.m._21, other._m.m._22);
|
|
_m.m._10 = -other_det * DET2(other._m.m._10, other._m.m._12, other._m.m._20, other._m.m._22);
|
|
_m.m._20 = other_det * DET2(other._m.m._10, other._m.m._11, other._m.m._20, other._m.m._21);
|
|
|
|
_m.m._01 = -other_det * DET2(other._m.m._01, other._m.m._02, other._m.m._21, other._m.m._22);
|
|
_m.m._11 = other_det * DET2(other._m.m._00, other._m.m._02, other._m.m._20, other._m.m._22);
|
|
_m.m._21 = -other_det * DET2(other._m.m._00, other._m.m._01, other._m.m._20, other._m.m._21);
|
|
|
|
_m.m._02 = other_det * DET2(other._m.m._01, other._m.m._02, other._m.m._11, other._m.m._12);
|
|
_m.m._12 = -other_det * DET2(other._m.m._00, other._m.m._02, other._m.m._10, other._m.m._12);
|
|
_m.m._22 = other_det * DET2(other._m.m._00, other._m.m._01, other._m.m._10, other._m.m._11);
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::invert_in_place
|
|
// Access: Public
|
|
// Description: Inverts the current matrix. Returns true if the
|
|
// inverse is successful, false if the matrix was
|
|
// singular.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH bool FLOATNAME(LMatrix3)::
|
|
invert_in_place() {
|
|
FLOATNAME(LMatrix3) temp = (*this);
|
|
return invert_from(temp);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix::translate_mat
|
|
// Access: Public, Static
|
|
// Description: Returns a matrix that applies the indicated
|
|
// translation.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
translate_mat(const FLOATNAME(LVecBase2) &trans) {
|
|
return FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f,
|
|
trans._v.v._0, trans._v.v._1, 1.0f);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix::translate_mat
|
|
// Access: Public, Static
|
|
// Description: Returns a matrix that applies the indicated
|
|
// translation.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
translate_mat(FLOATTYPE tx, FLOATTYPE ty) {
|
|
return FLOATNAME(LMatrix3)(1.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f,
|
|
tx, ty, 1.0f);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix::rotate_mat
|
|
// Access: Public, Static
|
|
// Description: Returns a matrix that rotates by the given angle in
|
|
// degrees counterclockwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
rotate_mat(FLOATTYPE angle) {
|
|
FLOATTYPE angle_rad=deg_2_rad(angle);
|
|
FLOATTYPE s,c;
|
|
csincos(angle_rad,&s,&c);
|
|
return FLOATNAME(LMatrix3)( c, s, 0.0f,
|
|
-s, c, 0.0f,
|
|
0.0f, 0.0f, 1.0f);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix::scale_mat
|
|
// Access: Public, Static
|
|
// Description: Returns a matrix that applies the indicated
|
|
// scale in each of the two axes.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
scale_mat(const FLOATNAME(LVecBase2) &scale) {
|
|
return FLOATNAME(LMatrix3)(scale._v.v._0, 0.0f, 0.0f,
|
|
0.0f, scale._v.v._1, 0.0f,
|
|
0.0f, 0.0f, 1.0f);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix::scale_mat
|
|
// Access: Public, Static
|
|
// Description: Returns a matrix that applies the indicated
|
|
// scale in each of the two axes.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
scale_mat(FLOATTYPE sx, FLOATTYPE sy) {
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|
return FLOATNAME(LMatrix3)(sx, 0.0f, 0.0f,
|
|
0.0f, sy, 0.0f,
|
|
0.0f, 0.0f, 1.0f);
|
|
}
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|
|
|
////////////////////////////////////////////////////////////////////
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|
// Function: LMatrix::rotate_mat
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|
// Access: Public, Static
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|
// Description: Returns a matrix that rotates by the given angle in
|
|
// degrees counterclockwise about the indicated vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
rotate_mat(FLOATTYPE angle, FLOATNAME(LVecBase3) axis,
|
|
CoordinateSystem cs) {
|
|
if (cs == CS_default) {
|
|
cs = default_coordinate_system;
|
|
}
|
|
FLOATNAME(LMatrix3) mat;
|
|
|
|
if(IS_LEFT_HANDED_COORDSYSTEM(cs)) {
|
|
// In a left-handed coordinate system, counterclockwise is the
|
|
// other direction.
|
|
angle = -angle;
|
|
}
|
|
|
|
FLOATTYPE axis_0 = axis._v.v._0;
|
|
FLOATTYPE axis_1 = axis._v.v._1;
|
|
FLOATTYPE axis_2 = axis._v.v._2;
|
|
|
|
// Normalize the axis.
|
|
FLOATTYPE length_sq = axis_0 * axis_0 + axis_1 * axis_1 + axis_2 * axis_2;
|
|
#ifdef _DEBUG
|
|
nassertr(length_sq != 0.0f, ident_mat());
|
|
#endif
|
|
FLOATTYPE recip_length = 1.0f/csqrt(length_sq);
|
|
|
|
axis_0 *= recip_length;
|
|
axis_1 *= recip_length;
|
|
axis_2 *= recip_length;
|
|
|
|
FLOATTYPE angle_rad=deg_2_rad(angle);
|
|
FLOATTYPE s,c;
|
|
csincos(angle_rad,&s,&c);
|
|
FLOATTYPE t = 1.0f - c;
|
|
|
|
FLOATTYPE t0,t1,t2,s0,s1,s2;
|
|
|
|
t0 = t * axis_0;
|
|
t1 = t * axis_1;
|
|
t2 = t * axis_2;
|
|
s0 = s * axis_0;
|
|
s1 = s * axis_1;
|
|
s2 = s * axis_2;
|
|
|
|
mat._m.m._00 = t0 * axis_0 + c;
|
|
mat._m.m._01 = t0 * axis_1 + s2;
|
|
mat._m.m._02 = t0 * axis_2 - s1;
|
|
|
|
mat._m.m._10 = t1 * axis_0 - s2;
|
|
mat._m.m._11 = t1 * axis_1 + c;
|
|
mat._m.m._12 = t1 * axis_2 + s0;
|
|
|
|
mat._m.m._20 = t2 * axis_0 + s1;
|
|
mat._m.m._21 = t2 * axis_1 - s0;
|
|
mat._m.m._22 = t2 * axis_2 + c;
|
|
|
|
/*
|
|
mat._m.m._00 = t * axis._v.v._0 * axis._v.v._0 + c;
|
|
mat._m.m._01 = t * axis._v.v._0 * axis._v.v._1 + s * axis._v.v._2;
|
|
mat._m.m._02 = t * axis._v.v._0 * axis._v.v._2 - s * axis._v.v._1;
|
|
|
|
mat._m.m._10 = t * axis._v.v._1 * axis._v.v._0 - s * axis._v.v._2;
|
|
mat._m.m._11 = t * axis._v.v._1 * axis._v.v._1 + c;
|
|
mat._m.m._12 = t * axis._v.v._1 * axis._v.v._2 + s * axis._v.v._0;
|
|
|
|
mat._m.m._20 = t * axis._v.v._2 * axis._v.v._0 + s * axis._v.v._1;
|
|
mat._m.m._21 = t * axis._v.v._2 * axis._v.v._1 - s * axis._v.v._0;
|
|
mat._m.m._22 = t * axis._v.v._2 * axis._v.v._2 + c;
|
|
*/
|
|
|
|
return mat;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix::rotate_mat_normaxis
|
|
// Access: Public, Static
|
|
// Description: Returns a matrix that rotates by the given angle in
|
|
// degrees counterclockwise about the indicated vector.
|
|
// Assumes axis has been normalized.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
rotate_mat_normaxis(FLOATTYPE angle, const FLOATNAME(LVecBase3) &axis,
|
|
CoordinateSystem cs) {
|
|
if (cs == CS_default) {
|
|
cs = default_coordinate_system;
|
|
}
|
|
FLOATNAME(LMatrix3) mat;
|
|
|
|
if(IS_LEFT_HANDED_COORDSYSTEM(cs)) {
|
|
// In a left-handed coordinate system, counterclockwise is the
|
|
// other direction.
|
|
angle = -angle;
|
|
}
|
|
|
|
FLOATTYPE axis_0 = axis._v.v._0;
|
|
FLOATTYPE axis_1 = axis._v.v._1;
|
|
FLOATTYPE axis_2 = axis._v.v._2;
|
|
|
|
FLOATTYPE angle_rad=deg_2_rad(angle);
|
|
FLOATTYPE s,c;
|
|
csincos(angle_rad,&s,&c);
|
|
FLOATTYPE t = 1.0f - c;
|
|
|
|
FLOATTYPE t0,t1,t2,s0,s1,s2;
|
|
|
|
t0 = t * axis_0;
|
|
t1 = t * axis_1;
|
|
t2 = t * axis_2;
|
|
s0 = s * axis_0;
|
|
s1 = s * axis_1;
|
|
s2 = s * axis_2;
|
|
|
|
mat._m.m._00 = t0 * axis_0 + c;
|
|
mat._m.m._01 = t0 * axis_1 + s2;
|
|
mat._m.m._02 = t0 * axis_2 - s1;
|
|
|
|
mat._m.m._10 = t1 * axis_0 - s2;
|
|
mat._m.m._11 = t1 * axis_1 + c;
|
|
mat._m.m._12 = t1 * axis_2 + s0;
|
|
|
|
mat._m.m._20 = t2 * axis_0 + s1;
|
|
mat._m.m._21 = t2 * axis_1 - s0;
|
|
mat._m.m._22 = t2 * axis_2 + c;
|
|
|
|
/*
|
|
mat._m.m._00 = t * axis._v.v._0 * axis._v.v._0 + c;
|
|
mat._m.m._01 = t * axis._v.v._0 * axis._v.v._1 + s * axis._v.v._2;
|
|
mat._m.m._02 = t * axis._v.v._0 * axis._v.v._2 - s * axis._v.v._1;
|
|
|
|
mat._m.m._10 = t * axis._v.v._1 * axis._v.v._0 - s * axis._v.v._2;
|
|
mat._m.m._11 = t * axis._v.v._1 * axis._v.v._1 + c;
|
|
mat._m.m._12 = t * axis._v.v._1 * axis._v.v._2 + s * axis._v.v._0;
|
|
|
|
mat._m.m._20 = t * axis._v.v._2 * axis._v.v._0 + s * axis._v.v._1;
|
|
mat._m.m._21 = t * axis._v.v._2 * axis._v.v._1 - s * axis._v.v._0;
|
|
mat._m.m._22 = t * axis._v.v._2 * axis._v.v._2 + c;
|
|
*/
|
|
|
|
return mat;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix::scale_mat
|
|
// Access: Public, Static
|
|
// Description: Returns a matrix that applies the indicated
|
|
// scale in each of the three axes.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
scale_mat(const FLOATNAME(LVecBase3) &scale) {
|
|
return FLOATNAME(LMatrix3)(scale[0], 0.0f, 0.0f,
|
|
0.0f, scale._v.v._1, 0.0f,
|
|
0.0f, 0.0f, scale._v.v._2);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix::scale_mat
|
|
// Access: Public, Static
|
|
// Description: Returns a matrix that applies the indicated
|
|
// scale in each of the three axes.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3) FLOATNAME(LMatrix3)::
|
|
scale_mat(FLOATTYPE sx, FLOATTYPE sy, FLOATTYPE sz) {
|
|
return FLOATNAME(LMatrix3)(sx, 0.0f, 0.0f,
|
|
0.0f, sy, 0.0f,
|
|
0.0f, 0.0f, sz);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::almost_equal
|
|
// Access: Public
|
|
// Description: Returns true if two matrices are memberwise equal
|
|
// within a default tolerance based on the numeric type.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH bool FLOATNAME(LMatrix3)::
|
|
almost_equal(const FLOATNAME(LMatrix3) &other) const {
|
|
return almost_equal(other, NEARLY_ZERO(FLOATTYPE));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LMatrix3::generate_hash
|
|
// Access: Public
|
|
// Description: Adds the vector to the indicated hash generator.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH void FLOATNAME(LMatrix3)::
|
|
generate_hash(ChecksumHashGenerator &hash) const {
|
|
generate_hash(hash, NEARLY_ZERO(FLOATTYPE));
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: transpose
|
|
// Description: Transposes the given matrix and returns it.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3)
|
|
transpose(const FLOATNAME(LMatrix3) &a) {
|
|
FLOATNAME(LMatrix3) result;
|
|
result.transpose_from(a);
|
|
return result;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: invert
|
|
// Description: Inverts the given matrix and returns it.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LMatrix3)
|
|
invert(const FLOATNAME(LMatrix3) &a) {
|
|
FLOATNAME(LMatrix3) result;
|
|
bool nonsingular = result.invert_from(a);
|
|
nassertr(nonsingular, FLOATNAME(LMatrix3)::ident_mat());
|
|
return result;
|
|
}
|