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