m3math.h
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- /**
- * @file m3math.h
- * @brief LLMatrix3 class header file.
- *
- * $LicenseInfo:firstyear=2000&license=viewergpl$
- *
- * Copyright (c) 2000-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
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- */
- #ifndef LL_M3MATH_H
- #define LL_M3MATH_H
- #include "llerror.h"
- #include "stdtypes.h"
- class LLVector4;
- class LLVector3;
- class LLVector3d;
- class LLQuaternion;
- // NOTA BENE: Currently assuming a right-handed, z-up universe
- // ji
- // LLMatrix3 = | 00 01 02 |
- // | 10 11 12 |
- // | 20 21 22 |
- // LLMatrix3 = | fx fy fz | forward-axis
- // | lx ly lz | left-axis
- // | ux uy uz | up-axis
- // NOTE: The world of computer graphics uses column-vectors and matricies that
- // "operate to the left".
- static const U32 NUM_VALUES_IN_MAT3 = 3;
- class LLMatrix3
- {
- public:
- F32 mMatrix[NUM_VALUES_IN_MAT3][NUM_VALUES_IN_MAT3];
- LLMatrix3(void); // Initializes Matrix to identity matrix
- explicit LLMatrix3(const F32 *mat); // Initializes Matrix to values in mat
- explicit LLMatrix3(const LLQuaternion &q); // Initializes Matrix with rotation q
- LLMatrix3(const F32 angle, const F32 x, const F32 y, const F32 z); // Initializes Matrix with axis angle
- LLMatrix3(const F32 angle, const LLVector3 &vec); // Initializes Matrix with axis angle
- LLMatrix3(const F32 angle, const LLVector3d &vec); // Initializes Matrix with axis angle
- LLMatrix3(const F32 angle, const LLVector4 &vec); // Initializes Matrix with axis angle
- LLMatrix3(const F32 roll, const F32 pitch, const F32 yaw); // Initializes Matrix with Euler angles
- //////////////////////////////
- //
- // Matrix initializers - these replace any existing values in the matrix
- //
- // various useful matrix functions
- const LLMatrix3& setIdentity(); // Load identity matrix
- const LLMatrix3& clear(); // Clears Matrix to zero
- const LLMatrix3& setZero(); // Clears Matrix to zero
- ///////////////////////////
- //
- // Matrix setters - set some properties without modifying others
- //
- // These functions take Rotation arguments
- const LLMatrix3& setRot(const F32 angle, const F32 x, const F32 y, const F32 z); // Calculate rotation matrix for rotating angle radians about (x, y, z)
- const LLMatrix3& setRot(const F32 angle, const LLVector3 &vec); // Calculate rotation matrix for rotating angle radians about vec
- const LLMatrix3& setRot(const F32 roll, const F32 pitch, const F32 yaw); // Calculate rotation matrix from Euler angles
- const LLMatrix3& setRot(const LLQuaternion &q); // Transform matrix by Euler angles and translating by pos
- const LLMatrix3& setRows(const LLVector3 &x_axis, const LLVector3 &y_axis, const LLVector3 &z_axis);
- const LLMatrix3& setRow( U32 rowIndex, const LLVector3& row );
- const LLMatrix3& setCol( U32 colIndex, const LLVector3& col );
-
- ///////////////////////////
- //
- // Get properties of a matrix
- //
- LLQuaternion quaternion() const; // Returns quaternion from mat
- void getEulerAngles(F32 *roll, F32 *pitch, F32 *yaw) const; // Returns Euler angles, in radians
- // Axis extraction routines
- LLVector3 getFwdRow() const;
- LLVector3 getLeftRow() const;
- LLVector3 getUpRow() const;
- F32 determinant() const; // Return determinant
- ///////////////////////////
- //
- // Operations on an existing matrix
- //
- const LLMatrix3& transpose(); // Transpose MAT4
- const LLMatrix3& orthogonalize(); // Orthogonalizes X, then Y, then Z
- void invert(); // Invert MAT4
- const LLMatrix3& adjointTranspose();// returns transpose of matrix adjoint, for multiplying normals
-
- // Rotate existing matrix
- // Note: the two lines below are equivalent:
- // foo.rotate(bar)
- // foo = foo * bar
- // That is, foo.rotate(bar) multiplies foo by bar FROM THE RIGHT
- const LLMatrix3& rotate(const F32 angle, const F32 x, const F32 y, const F32 z); // Rotate matrix by rotating angle radians about (x, y, z)
- const LLMatrix3& rotate(const F32 angle, const LLVector3 &vec); // Rotate matrix by rotating angle radians about vec
- const LLMatrix3& rotate(const F32 roll, const F32 pitch, const F32 yaw); // Rotate matrix by roll (about x), pitch (about y), and yaw (about z)
- const LLMatrix3& rotate(const LLQuaternion &q); // Transform matrix by Euler angles and translating by pos
- void add(const LLMatrix3& other_matrix); // add other_matrix to this one
- // This operator is misleading as to operation direction
- // friend LLVector3 operator*(const LLMatrix3 &a, const LLVector3 &b); // Apply rotation a to vector b
- friend LLVector3 operator*(const LLVector3 &a, const LLMatrix3 &b); // Apply rotation b to vector a
- friend LLVector3d operator*(const LLVector3d &a, const LLMatrix3 &b); // Apply rotation b to vector a
- friend LLMatrix3 operator*(const LLMatrix3 &a, const LLMatrix3 &b); // Return a * b
- friend bool operator==(const LLMatrix3 &a, const LLMatrix3 &b); // Return a == b
- friend bool operator!=(const LLMatrix3 &a, const LLMatrix3 &b); // Return a != b
- friend const LLMatrix3& operator*=(LLMatrix3 &a, const LLMatrix3 &b); // Return a * b
- friend const LLMatrix3& operator*=(LLMatrix3 &a, F32 scalar ); // Return a * scalar
- friend std::ostream& operator<<(std::ostream& s, const LLMatrix3 &a); // Stream a
- };
- inline LLMatrix3::LLMatrix3(void)
- {
- mMatrix[0][0] = 1.f;
- mMatrix[0][1] = 0.f;
- mMatrix[0][2] = 0.f;
- mMatrix[1][0] = 0.f;
- mMatrix[1][1] = 1.f;
- mMatrix[1][2] = 0.f;
- mMatrix[2][0] = 0.f;
- mMatrix[2][1] = 0.f;
- mMatrix[2][2] = 1.f;
- }
- inline LLMatrix3::LLMatrix3(const F32 *mat)
- {
- mMatrix[0][0] = mat[0];
- mMatrix[0][1] = mat[1];
- mMatrix[0][2] = mat[2];
- mMatrix[1][0] = mat[3];
- mMatrix[1][1] = mat[4];
- mMatrix[1][2] = mat[5];
- mMatrix[2][0] = mat[6];
- mMatrix[2][1] = mat[7];
- mMatrix[2][2] = mat[8];
- }
- #endif
- // Rotation matrix hints...
- // Inverse of Rotation Matrices
- // ----------------------------
- // If R is a rotation matrix that rotate vectors from Frame-A to Frame-B,
- // then the transpose of R will rotate vectors from Frame-B to Frame-A.
- // Creating Rotation Matricies From Object Axes
- // --------------------------------------------
- // Suppose you know the three axes of some object in some "absolute-frame".
- // If you take those three vectors and throw them into the rows of
- // a rotation matrix what do you get?
- //
- // R = | X0 X1 X2 |
- // | Y0 Y1 Y2 |
- // | Z0 Z1 Z2 |
- //
- // Yeah, but what does it mean?
- //
- // Transpose the matrix and have it operate on a vector...
- //
- // V * R_transpose = [ V0 V1 V2 ] * | X0 Y0 Z0 |
- // | X1 Y1 Z1 |
- // | X2 Y2 Z2 |
- //
- // = [ V*X V*Y V*Z ]
- //
- // = components of V that are parallel to the three object axes
- //
- // = transformation of V into object frame
- //
- // Since the transformation of a rotation matrix is its inverse, then
- // R must rotate vectors from the object-frame into the absolute-frame.