EHS/include/Mat3.h

322 lines
5.7 KiB
C
Raw Normal View History

2023-12-17 03:29:08 -08:00
#pragma once
#include "EHS.h"
#include "Vec3.h"
#include "Mat2.h"
namespace lwe
{
template<typename T = float>
class Mat3
{
private:
T data[9];
public:
Mat3()
{
for (UInt_8 i = 0; i < 9; ++i)
data[i] = 0;
}
template<typename C>
Mat3(const Mat2<C>& mat)
{
for (UInt_8 i = 0; i < 4; ++i)
data[i / 2 * 4 + i % 2] = mat.data[i];
}
template<typename C>
Mat3(const Mat3<C>& mat)
{
for (UInt_8 i = 0; i < 9; ++i)
data[i] = mat.data[i];
}
template<typename C>
Mat3<T>& operator=(const Mat3<C>& mat)
{
if (this == &mat)
return *this;
for (UInt_8 i = 0; i < 9; ++i)
data[i] = mat.data[i];
return *this;
}
operator Mat2<T>() const
{
Mat2<T> result;
for (UInt_8 i = 0; i < 4; ++i)
result.data[i] = data[i / 2 * 4 + i % 2];
return result;
}
operator const T*() const
{
return data;
}
operator T*()
{
return data;
}
Vec3<T> operator*(Vec3<T> vec) const
{
Vec3<T> result;
result.x = vec.x * data[0] + vec.y * data[3] + vec.z * data[6];
result.y = vec.x * data[1] + vec.y * data[4] + vec.z * data[7];
result.z = vec.x * data[2] + vec.y * data[5] + vec.z * data[8];
return result;
}
Mat3<T>& operator*=(const T scalar)
{
for (UInt_8 i = 0; i < 9; ++i)
data[i] *= scalar;
return *this;
}
Mat3<T> operator*(const T scalar) const
{
Mat3<T> result;
for (UInt_8 i = 0; i < 9; ++i)
result.data[i] = data[i] * scalar;
return result;
}
Mat3<T>& operator*=(const Mat3<T>& mat)
{
Mat3<T> old = *this;
for (UInt_8 i = 0; i < 9; ++i)
{
UInt_8 row = i / 3;
UInt_8 column = i % 3;
data[i] = 0;
data[i] += old.data[0 * 3 + column] * mat.data[row * 3 + 0];
data[i] += old.data[1 * 3 + column] * mat.data[row * 3 + 1];
data[i] += old.data[2 * 3 + column] * mat.data[row * 3 + 2];
}
return *this;
}
Mat3<T> operator*(const Mat3<T>& mat) const
{
Mat3<T> result;
for (UInt_8 i = 0; i < 9; ++i)
{
UInt_8 row = i / 3;
UInt_8 column = i % 3;
result.data[i] += data[0 * 3 + column] * mat.data[row * 3 + 0];
result.data[i] += data[1 * 3 + column] * mat.data[row * 3 + 1];
result.data[i] += data[2 * 3 + column] * mat.data[row * 3 + 2];
}
return result;
}
Mat3<T> GetTranspose() const
{
Mat3<T> result;
for (UInt_8 i = 0; i < 9; ++i)
result.data[i] = data[3 * (i % 3) + i / 3];
return result;
}
void Transpose()
{
Mat3<T> old = *this;
for (UInt_8 i = 0; i < 9; ++i)
data[i] = old.data[3 * (i % 3) + i / 3];
}
Mat3<T> GetMinor() const
{
Mat3<T> result;
for (UInt_8 r = 0; r < 3; ++r)
for (UInt_8 c = 0; c < 3; ++c)
result[3 * r + c] = Cut(r, c).GetDeterminant();
return result;
}
void Minor()
{
Mat3<T> old = *this;
for (UInt_8 r = 0; r < 3; ++r)
for (UInt_8 c = 0; c < 3; ++c)
data[3 * r + c] = old.Cut(r, c).GetDeterminant();
}
Mat2<T> Cut(const UInt_8 row, const UInt_8 column) const
{
Mat2<T> result;
UInt_8 index = 0;
for (UInt_8 r = 0; r < 3; ++r)
{
for (UInt_8 c = 0; c < 3; ++c)
{
if (r == row || c == column)
continue;
result[index++] = data[3 * r + c];
}
}
return result;
}
T GetDeterminant() const
{
Mat3<T> cofactor = GetCofactor();
T result = 0;
for (UInt_8 c = 0; c < 3; ++c)
result += data[c] * cofactor[c];
return result;
}
Mat3<T> GetCofactor() const
{
Mat3<T> minor = GetMinor();
Mat3<T> result;
for (UInt_8 r = 0; r < 3; ++r)
{
for (UInt_8 c = 0; c < 3; ++c)
{
UInt_8 i = 3 * c + r;
result.data[i] = minor.data[i] * Math::Pow<T>(-1, r + c);
}
}
return result;
}
void Cofactor()
{
Mat3<T> minor = GetMinor();
for (UInt_8 r = 0; r < 3; ++r)
{
for (UInt_8 c = 0; c < 3; ++c)
{
UInt_8 i = 3 * c + r;
data[i] = minor.data[i] * Math::Pow<T>(-1, r + c);
}
}
}
Mat3<T> GetAdjugate() const
{
return GetCofactor().GetTranspose();
}
void Adjugate()
{
Cofactor();
Transpose();
}
Mat3<T> GetInverse() const
{
T det = GetDeterminant();
if (Math::ComCmp(det, 0.0f))
return {};
return GetAdjugate() * (1 / det);
}
void Inverse()
{
T det = GetDeterminant();
if (Math::ComCmp(det, 0.0f))
return;
Adjugate();
operator*=(1 / det);
}
static Mat3<T> Identity()
{
Mat3<T> result;
result.data[0] = 1;
result.data[4] = 1;
result.data[8] = 1;
return result;
}
static Mat3<T> Scale(const Vec3<T>& scale)
{
Mat3<T> result;
result.data[0] = scale.x;
result.data[4] = scale.y;
result.data[8] = scale.z;
return result;
}
static Mat3<T> PitchRotate(const T angle)
{
T radians = Math::Rads(angle);
Mat3<T> result;
result.data[0] = 1;
result.data[4] = Math::Cos(radians);
result.data[5] = Math::Sin(radians);
result.data[7] = -Math::Sin(radians);
result.data[8] = Math::Cos(radians);
return result;
}
static Mat3<T> YawRotate(const T angle)
{
T radians = Math::Rads(angle);
Mat3<T> result;
result.data[0] = Math::Cos(radians);
result.data[2] = -Math::Sin(radians);
result.data[4] = 1;
result.data[6] = Math::Sin(radians);
result.data[8] = Math::Cos(radians);
return result;
}
static Mat3<T> RollRotate(const T angle)
{
T radians = Math::Rads(angle);
Mat3<T> result;
result.data[0] = Math::Cos(radians);
result.data[1] = Math::Sin(radians);
result.data[3] = -Math::Sin(radians);
result.data[4] = Math::Cos(radians);
result.data[8] = 1;
return result;
}
static Mat3<T> Rotate(const Vec3<T>& vec)
{
return YawRotate(vec.y) * RollRotate(vec.z) * PitchRotate(vec.x);
}
};
typedef Mat3<float> Mat3_f;
typedef Mat3<double> Mat3_d;
}