view engine/core/util/math/matrix.h @ 495:ae9f5383f5b1

Added a new log module called Script. This should be used by the python modules. Did some code cleanup and comment cleanup. Added some more visible log modules to the shooter demo for fun.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Tue, 11 May 2010 21:30:55 +0000
parents 16c2b3ee59ce
children 356634098bd9
line wrap: on
line source

/***************************************************************************
 *   Copyright (C) 2005-2008 by the FIFE team                              *
 *   http://www.fifengine.de                                               *
 *   This file is part of FIFE.                                            *
 *                                                                         *
 *   FIFE is free software; you can redistribute it and/or                 *
 *   modify it under the terms of the GNU Lesser General Public            *
 *   License as published by the Free Software Foundation; either          *
 *   version 2.1 of the License, or (at your option) any later version.    *
 *                                                                         *
 *   This library is distributed in the hope that it will be useful,       *
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU     *
 *   Lesser General Public License for more details.                       *
 *                                                                         *
 *   You should have received a copy of the GNU Lesser General Public      *
 *   License along with this library; if not, write to the                 *
 *   Free Software Foundation, Inc.,                                       *
 *   51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA          *
 ***************************************************************************/
/***************************************************************************
 * Includes some heavy copying from mathgl-pp project                      *
 * (http://sourceforge.net/projects/mathgl-pp/)                            *
 ***************************************************************************/

#ifndef FIFE_UTIL_MATRIX_H
#define FIFE_UTIL_MATRIX_H

// Standard C++ library includes
#include <cassert>
#include <iostream>

// Platform specific includes

// 3rd party library includes

// FIFE includes
// These includes are split up in two parts, separated by one empty line
// First block: files included from the FIFE root src directory
// Second block: files included from the same folder
#include "util/base/fife_stdint.h"
#include "util/structures/point.h"

#include "fife_math.h"

namespace FIFE {


	/** Minimal matrix class to assist in view 3d calculations
	 */
	template <typename T>
	class Matrix {
		public:
			Matrix<T>() {}
			template <typename U> friend class Matrix;
			template <typename U> Matrix<T>(const Matrix<U>& mat) {
				memmove(m, mat.m, 16*sizeof(T));
			}
			~Matrix() {}

			/** Adjoint method inverse, constant time inversion implementation
			 */
			Matrix inverse() const {
				Matrix ret(adjoint());

				T determinant = m0*ret[0] + m1*ret[4] + m2*ret[8] + m3*ret[12];
				assert(determinant!=0 && "Singular matrix has no inverse");

				ret/=determinant;
				return ret;
			}

			/** Divide this matrix by a scalar
			 */
			inline Matrix& operator/= (T val) {
				for (register unsigned i = 0; i < 16; ++i)
					m[i] /= val;
				return *this;
			}

			/** Get the adjoint matrix
			 */
			Matrix adjoint() const {
				Matrix ret;

				ret[0] = cofactorm0();
				ret[1] = -cofactorm4();
				ret[2] = cofactorm8();
				ret[3] = -cofactorm12();

				ret[4] = -cofactorm1();
				ret[5] = cofactorm5();
				ret[6] = -cofactorm9();
				ret[7] = cofactorm13();

				ret[8] = cofactorm2();
				ret[9] = -cofactorm6();
				ret[10] = cofactorm10();
				ret[11] = -cofactorm14();

				ret[12] = -cofactorm3();
				ret[13] = cofactorm7();
				ret[14] = -cofactorm11();
				ret[15] = cofactorm15();

				return ret;
			}


			/** Make this a rotation matrix
			 */

			inline Matrix& loadRotate(T angle, T x, T y, T z) {
				register T magSqr = x*x + y*y + z*z;
				if (magSqr != 1.0) {
					register T mag = sqrt(magSqr);
					x/=mag;
					y/=mag;
					z/=mag;
				}
				T c = cos(angle*M_PI/180);
				T s = sin(angle*M_PI/180);
				m0 = x*x*(1-c)+c;
				m1 = y*x*(1-c)+z*s;
				m2 = z*x*(1-c)-y*s;
				m3 = 0;

				m4 = x*y*(1-c)-z*s;
				m5 = y*y*(1-c)+c;
				m6 = z*y*(1-c)+x*s;
				m7 = 0;

				m8 = x*z*(1-c)+y*s;
				m9 = y*z*(1-c)-x*s;
				m10 = z*z*(1-c)+c;
				m11 = 0;

				m12 = 0;
				m13 = 0;
				m14 = 0;
				m15 = 1;

				return *this;
			}

			/** Apply scale into this matrix
			 */
			inline Matrix& applyScale(T x, T y, T z) {
				static Matrix<T> temp;
				temp.loadScale(x,y,z);
				*this = temp.mult4by4(*this);
				return  *this;
			}

			/** Make this a scale matrix
			 */
			inline Matrix& loadScale(T x, T y, T z = 1) {
				m0 = x;
				m4 = 0;
				m8  = 0;
				m12 = 0;
				m1 = 0;
				m5 = y;
				m9  = 0;
				m13 = 0;
				m2 = 0;
				m6 = 0;
				m10 = z;
				m14 = 0;
				m3 = 0;
				m7 = 0;
				m11 = 0;
				m15 = 1;

				return *this;
			}

			/** Apply translation into this matrix
			 */
			inline Matrix& applyTranslate(T x, T y, T z) {
				static Matrix<T> temp;
				temp.loadTranslate(x,y,z);
				*this = temp.mult4by4(*this);
				return  *this;
			}

			/** Make this a translation matrix
			 */
			inline Matrix& loadTranslate( const T x, const T y, const T z) {
				m0 = 1;
				m4 = 0;
				m8  = 0;
				m12 = x;
				m1 = 0;
				m5 = 1;
				m9  = 0;
				m13 = y;
				m2 = 0;
				m6 = 0;
				m10 = 1;
				m14 = z;
				m3 = 0;
				m7 = 0;
				m11 = 0;
				m15 = 1;

				return *this;
			}

			/** Transform given point using this matrix
			 */
			inline PointType3D<T> operator* (const PointType3D<T>& vec) {
				return PointType3D<T> (
					vec.x * m0 + vec.y * m4 + vec.z * m8 + m12,
					vec.x * m1 + vec.y * m5 + vec.z * m9 + m13,
					vec.x * m2 + vec.y * m6 + vec.z * m10 + m14
				);
			}

			/** Direct access to the matrix elements, just remember they are in column major format!!
			 */
			inline T& operator[] (int ind) {
				assert(ind > -1 && ind < 16);
				return m[ind];
			}
			inline const T& operator[] (int ind) const {
				assert(ind > -1 && ind < 16);
				return m[ind];
			}

			/** Apply the matrix dot product to this matrix
			 */
			inline Matrix& mult3by3(const Matrix& mat) {
				Matrix temp(*this);
				m0 = temp.m0*mat.m0+temp.m4*mat.m1+temp.m8*mat.m2;
				m4 = temp.m0*mat.m4+temp.m4*mat.m5+temp.m8*mat.m6;
				m8 = temp.m0*mat.m8+temp.m4*mat.m9+temp.m8*mat.m10;

				m1 = temp.m1*mat.m0+temp.m5*mat.m1+temp.m9*mat.m2;
				m5 = temp.m1*mat.m4+temp.m5*mat.m5+temp.m9*mat.m6;
				m9 = temp.m1*mat.m8+temp.m5*mat.m9+temp.m9*mat.m10;

				m2 = temp.m2*mat.m0+temp.m6*mat.m1+temp.m10*mat.m2;
				m6 = temp.m2*mat.m4+temp.m6*mat.m5+temp.m10*mat.m6;
				m10 = temp.m2*mat.m8+temp.m6*mat.m9+temp.m10*mat.m10;

				m3 = temp.m3*mat.m0+temp.m7*mat.m1+temp.m11*mat.m2;
				m7 = temp.m3*mat.m4+temp.m7*mat.m5+temp.m11*mat.m6;
				m11 = temp.m3*mat.m8+temp.m7*mat.m9+temp.m11*mat.m10;
				return *this;
			}

			/** this->Rmult4by4(temp) == [temp] X [*this] **/
			/** also equal to temp->mult4by4(*this) **/
			inline Matrix<T>& Rmult4by4(const Matrix<T>& mat) {
				Matrix temp(*this);

				m0 = mat.m0*temp.m0+mat.m4*temp.m1+mat.m8*temp.m2+mat.m12*temp.m3;
				m4 = mat.m0*temp.m4+mat.m4*temp.m5+mat.m8*temp.m6+mat.m12*temp.m7;
				m8 = mat.m0*temp.m8+mat.m4*temp.m9+mat.m8*temp.m10+mat.m12*temp.m11;
				m12 = mat.m0*temp.m12+mat.m4*temp.m13+mat.m8*temp.m14+mat.m12*temp.m15;

				m1 =  mat.m1*temp.m0 + mat.m5*temp.m1  + mat.m9*temp.m2+mat.m13*temp.m3;
				m5 =  mat.m1*temp.m4 + mat.m5*temp.m5  + mat.m9*temp.m6+mat.m13*temp.m7;
				m9 =  mat.m1*temp.m8 + mat.m5*temp.m9  + mat.m9*temp.m10+mat.m13*temp.m11;
				m13 = mat.m1*temp.m12+ mat.m5*temp.m13 + mat.m9*temp.m14+mat.m13*temp.m15;

				m2 = mat.m2*temp.m0+mat.m6*temp.m1+mat.m10*temp.m2+mat.m14*temp.m3;
				m6 = mat.m2*temp.m4+mat.m6*temp.m5+mat.m10*temp.m6+mat.m14*temp.m7;
				m10 = mat.m2*temp.m8+mat.m6*temp.m9+mat.m10*temp.m10+mat.m14*temp.m11;
				m14 = mat.m2*temp.m12+mat.m6*temp.m13+mat.m10*temp.m14+mat.m14*temp.m15;

				m3 = mat.m3*temp.m0+mat.m7*temp.m1+mat.m11*temp.m2+mat.m15*temp.m3;
				m7 = mat.m3*temp.m4+mat.m7*temp.m5+mat.m11*temp.m6+mat.m15*temp.m7;
				m11 = mat.m3*temp.m8+mat.m7*temp.m9+mat.m11*temp.m10+mat.m15*temp.m11;
				m15 = mat.m3*temp.m12+mat.m7*temp.m13+mat.m11*temp.m14+mat.m15*temp.m15;
				return *this;
			}


			inline Matrix<T>& mult4by4(const Matrix<T>& mat) {
				Matrix temp(*this);

				m0 = temp.m0*mat.m0+temp.m4*mat.m1+temp.m8*mat.m2+temp.m12*mat.m3;
				m4 = temp.m0*mat.m4+temp.m4*mat.m5+temp.m8*mat.m6+temp.m12*mat.m7;
				m8 = temp.m0*mat.m8+temp.m4*mat.m9+temp.m8*mat.m10+temp.m12*mat.m11;
				m12 = temp.m0*mat.m12+temp.m4*mat.m13+temp.m8*mat.m14+temp.m12*mat.m15;

				m1 =  temp.m1*mat.m0 + temp.m5*mat.m1  + temp.m9*mat.m2+temp.m13*mat.m3;
				m5 =  temp.m1*mat.m4 + temp.m5*mat.m5  + temp.m9*mat.m6+temp.m13*mat.m7;
				m9 =  temp.m1*mat.m8 + temp.m5*mat.m9  + temp.m9*mat.m10+temp.m13*mat.m11;
				m13 = temp.m1*mat.m12+ temp.m5*mat.m13 + temp.m9*mat.m14+temp.m13*mat.m15;

				m2 = temp.m2*mat.m0+temp.m6*mat.m1+temp.m10*mat.m2+temp.m14*mat.m3;
				m6 = temp.m2*mat.m4+temp.m6*mat.m5+temp.m10*mat.m6+temp.m14*mat.m7;
				m10 = temp.m2*mat.m8+temp.m6*mat.m9+temp.m10*mat.m10+temp.m14*mat.m11;
				m14 = temp.m2*mat.m12+temp.m6*mat.m13+temp.m10*mat.m14+temp.m14*mat.m15;

				m3 = temp.m3*mat.m0+temp.m7*mat.m1+temp.m11*mat.m2+temp.m15*mat.m3;
				m7 = temp.m3*mat.m4+temp.m7*mat.m5+temp.m11*mat.m6+temp.m15*mat.m7;
				m11 = temp.m3*mat.m8+temp.m7*mat.m9+temp.m11*mat.m10+temp.m15*mat.m11;
				m15 = temp.m3*mat.m12+temp.m7*mat.m13+temp.m11*mat.m14+temp.m15*mat.m15;
				return *this;
			}

			Matrix& applyRotate(T angle, T x, T y, T z) {
				static Matrix<T> temp;
				temp.loadRotate(angle,x,y,z);
				*this = temp.mult4by4(*this);
				return  *this;
			}


		private:
#define cofactor_maker(f1,mj1,mi1, f2,mj2,mi2, f3,mj3,mi3) \
		f1*(mj1*mi1-mj2*mi3) + f2*(mj2*mi2-mj3*mi1) + f3*(mj3*mi3-mj1*mi2)

			inline T cofactorm0() const {
				return cofactor_maker(m5,m10,m15, m6,m11,m13, m7,m9,m14);
			}
			inline T cofactorm1() const {
				return cofactor_maker(m6,m11,m12, m7,m8,m14, m4,m10,m15);
			}
			inline T cofactorm2() const {
				return cofactor_maker(m7,m8,m13, m4,m9,m15, m5,m11,m12);
			}
			inline T cofactorm3() const {
				return cofactor_maker(m4,m9,m14, m5,m10,m12, m6,m8,m13);
			}
			inline T cofactorm4() const {
				return cofactor_maker(m9,m14,m3, m10,m15,m1, m11,m13,m2);
			}
			inline T cofactorm5() const {
				return cofactor_maker(m10,m15,m0, m11,m12,m2, m8,m14,m3);
			}
			inline T cofactorm6() const {
				return cofactor_maker(m11,m12,m1, m8,m13,m3, m9,m15,m0);
			}
			inline T cofactorm7() const {
				return cofactor_maker(m8,m13,m2, m9,m14,m0, m10,m12,m1);
			}
			inline T cofactorm8() const {
				return cofactor_maker(m13,m2,m7, m14,m3,m5, m15,m1,m6);
			}
			inline T cofactorm9() const {
				return cofactor_maker(m14,m13,m4, m15,m0,m6, m12,m2,m7);
			}
			inline T cofactorm10() const {
				return cofactor_maker(m15,m0,m5, m12,m1,m7, m13,m3,m4);
			}
			inline T cofactorm11() const {
				return cofactor_maker(m12,m1,m6, m13,m2,m4, m14,m0,m5);
			}
			inline T cofactorm12() const {
				return cofactor_maker(m1,m6,m11, m2,m7,m9, m3,m5,m10);
			}
			inline T cofactorm13() const {
				return cofactor_maker(m2,m7,m8, m3,m4,m10, m10,m6,m11);
			}
			inline T cofactorm14() const {
				return cofactor_maker(m3,m4,m9, m0,m5,m11, m1,m7,m8);
			}
			inline T cofactorm15() const {
				return cofactor_maker(m0,m5,m10, m1,m6,m8, m2,m4,m9);
			}

			union {
				T m[16];
				struct {
					T m0,m1,m2,m3,m4,m5,m6,m7,m8,m9,m10,m11,m12,m13,m14,m15;
				};
			};
	};

	typedef Matrix<double> DoubleMatrix;
	typedef Matrix<int> IntMatrix;

	/** Print coords of the Matrix to a stream
	 */
	template<typename T>
	std::ostream& operator<<(std::ostream& os, const Matrix<T>& m) {
		
		return os << "\n|" << m[0] << "," << m[4] << "," << m[8] << ","  << m[12] << "|\n" << \
		               "|" << m[1] << "," << m[5] << "," << m[9] << ","  << m[13] << "|\n" << \
		               "|" << m[2] << "," << m[6] << "," << m[10] << "," << m[14] << "|\n" << \
		               "|" << m[3] << "," << m[7] << "," << m[11] << "," << m[15] << "|\n";
	}


}

#endif