/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program 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 of the License, or (at your option) any later version. This program 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 program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __Matrix4__ #define __Matrix4__ // Precompiler options #include "OgrePrerequisites.h" #include "OgreVector3.h" #include "OgreMatrix3.h" #include "OgreVector4.h" #include "OgrePlane.h" namespace Ogre { /** Class encapsulating a standard 4x4 homogenous matrix. @remarks OGRE uses column vectors when applying matrix multiplications, This means a vector is represented as a single column, 4-row matrix. This has the effect that the tranformations implemented by the matrices happens right-to-left e.g. if vector V is to be transformed by M1 then M2 then M3, the calculation would be M3 * M2 * M1 * V. The order that matrices are concatenated is vital since matrix multiplication is not cummatative, i.e. you can get a different result if you concatenate in the wrong order. @par The use of column vectors and right-to-left ordering is the standard in most mathematical texts, and id the same as used in OpenGL. It is, however, the opposite of Direct3D, which has inexplicably chosen to differ from the accepted standard and uses row vectors and left-to-right matrix multiplication. @par OGRE deals with the differences between D3D and OpenGL etc. internally when operating through different render systems. OGRE users only need to conform to standard maths conventions, i.e. right-to-left matrix multiplication, (OGRE transposes matrices it passes to D3D to compensate). @par The generic form M * V which shows the layout of the matrix entries is shown below:
                [ m[0][0]  m[0][1]  m[0][2]  m[0][3] ]   {x}
                | m[1][0]  m[1][1]  m[1][2]  m[1][3] | * {y}
                | m[2][0]  m[2][1]  m[2][2]  m[2][3] |   {z}
                [ m[3][0]  m[3][1]  m[3][2]  m[3][3] ]   {1}
            
*/ class _OgreExport Matrix4 { protected: /// The matrix entries, indexed by [row][col]. union { Real m[4][4]; Real _m[16]; }; public: /** Default constructor. @note It does NOT initialize the matrix for efficiency. */ inline Matrix4() { } inline Matrix4( Real m00, Real m01, Real m02, Real m03, Real m10, Real m11, Real m12, Real m13, Real m20, Real m21, Real m22, Real m23, Real m30, Real m31, Real m32, Real m33 ) { m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03; m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13; m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23; m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33; } /** Creates a standard 4x4 transformation matrix with a zero translation part from a rotation/scaling 3x3 matrix. */ inline Matrix4(const Matrix3& m3x3) { operator=(IDENTITY); operator=(m3x3); } /** Creates a standard 4x4 transformation matrix with a zero translation part from a rotation/scaling Quaternion. */ inline Matrix4(const Quaternion& rot) { Matrix3 m3x3; rot.ToRotationMatrix(m3x3); operator=(IDENTITY); operator=(m3x3); } inline Real* operator [] ( size_t iRow ) { assert( iRow < 4 ); return m[iRow]; } inline const Real *const operator [] ( size_t iRow ) const { assert( iRow < 4 ); return m[iRow]; } inline Matrix4 concatenate(const Matrix4 &m2) const { Matrix4 r; r.m[0][0] = m[0][0] * m2.m[0][0] + m[0][1] * m2.m[1][0] + m[0][2] * m2.m[2][0] + m[0][3] * m2.m[3][0]; r.m[0][1] = m[0][0] * m2.m[0][1] + m[0][1] * m2.m[1][1] + m[0][2] * m2.m[2][1] + m[0][3] * m2.m[3][1]; r.m[0][2] = m[0][0] * m2.m[0][2] + m[0][1] * m2.m[1][2] + m[0][2] * m2.m[2][2] + m[0][3] * m2.m[3][2]; r.m[0][3] = m[0][0] * m2.m[0][3] + m[0][1] * m2.m[1][3] + m[0][2] * m2.m[2][3] + m[0][3] * m2.m[3][3]; r.m[1][0] = m[1][0] * m2.m[0][0] + m[1][1] * m2.m[1][0] + m[1][2] * m2.m[2][0] + m[1][3] * m2.m[3][0]; r.m[1][1] = m[1][0] * m2.m[0][1] + m[1][1] * m2.m[1][1] + m[1][2] * m2.m[2][1] + m[1][3] * m2.m[3][1]; r.m[1][2] = m[1][0] * m2.m[0][2] + m[1][1] * m2.m[1][2] + m[1][2] * m2.m[2][2] + m[1][3] * m2.m[3][2]; r.m[1][3] = m[1][0] * m2.m[0][3] + m[1][1] * m2.m[1][3] + m[1][2] * m2.m[2][3] + m[1][3] * m2.m[3][3]; r.m[2][0] = m[2][0] * m2.m[0][0] + m[2][1] * m2.m[1][0] + m[2][2] * m2.m[2][0] + m[2][3] * m2.m[3][0]; r.m[2][1] = m[2][0] * m2.m[0][1] + m[2][1] * m2.m[1][1] + m[2][2] * m2.m[2][1] + m[2][3] * m2.m[3][1]; r.m[2][2] = m[2][0] * m2.m[0][2] + m[2][1] * m2.m[1][2] + m[2][2] * m2.m[2][2] + m[2][3] * m2.m[3][2]; r.m[2][3] = m[2][0] * m2.m[0][3] + m[2][1] * m2.m[1][3] + m[2][2] * m2.m[2][3] + m[2][3] * m2.m[3][3]; r.m[3][0] = m[3][0] * m2.m[0][0] + m[3][1] * m2.m[1][0] + m[3][2] * m2.m[2][0] + m[3][3] * m2.m[3][0]; r.m[3][1] = m[3][0] * m2.m[0][1] + m[3][1] * m2.m[1][1] + m[3][2] * m2.m[2][1] + m[3][3] * m2.m[3][1]; r.m[3][2] = m[3][0] * m2.m[0][2] + m[3][1] * m2.m[1][2] + m[3][2] * m2.m[2][2] + m[3][3] * m2.m[3][2]; r.m[3][3] = m[3][0] * m2.m[0][3] + m[3][1] * m2.m[1][3] + m[3][2] * m2.m[2][3] + m[3][3] * m2.m[3][3]; return r; } /** Matrix concatenation using '*'. */ inline Matrix4 operator * ( const Matrix4 &m2 ) const { return concatenate( m2 ); } /** Vector transformation using '*'. @remarks Transforms the given 3-D vector by the matrix, projecting the result back into w = 1. @note This means that the initial w is considered to be 1.0, and then all the tree elements of the resulting 3-D vector are divided by the resulting w. */ inline Vector3 operator * ( const Vector3 &v ) const { Vector3 r; Real fInvW = 1.0 / ( m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] ); r.x = ( m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] ) * fInvW; r.y = ( m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] ) * fInvW; r.z = ( m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] ) * fInvW; return r; } inline Vector4 operator * (const Vector4& v) const { return Vector4( m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * v.w, m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * v.w, m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * v.w, m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] * v.w ); } inline Plane operator * (const Plane& p) const { Plane ret; Matrix4 invTrans = inverse().transpose(); ret.normal.x = invTrans[0][0] * p.normal.x + invTrans[0][1] * p.normal.y + invTrans[0][2] * p.normal.z; ret.normal.y = invTrans[1][0] * p.normal.x + invTrans[1][1] * p.normal.y + invTrans[1][2] * p.normal.z; ret.normal.z = invTrans[2][0] * p.normal.x + invTrans[2][1] * p.normal.y + invTrans[2][2] * p.normal.z; Vector3 pt = p.normal * -p.d; pt = *this * pt; ret.d = - pt.dotProduct(ret.normal); return ret; } /** Matrix addition. */ inline Matrix4 operator + ( const Matrix4 &m2 ) const { Matrix4 r; r.m[0][0] = m[0][0] + m2.m[0][0]; r.m[0][1] = m[0][1] + m2.m[0][1]; r.m[0][2] = m[0][2] + m2.m[0][2]; r.m[0][3] = m[0][3] + m2.m[0][3]; r.m[1][0] = m[1][0] + m2.m[1][0]; r.m[1][1] = m[1][1] + m2.m[1][1]; r.m[1][2] = m[1][2] + m2.m[1][2]; r.m[1][3] = m[1][3] + m2.m[1][3]; r.m[2][0] = m[2][0] + m2.m[2][0]; r.m[2][1] = m[2][1] + m2.m[2][1]; r.m[2][2] = m[2][2] + m2.m[2][2]; r.m[2][3] = m[2][3] + m2.m[2][3]; r.m[3][0] = m[3][0] + m2.m[3][0]; r.m[3][1] = m[3][1] + m2.m[3][1]; r.m[3][2] = m[3][2] + m2.m[3][2]; r.m[3][3] = m[3][3] + m2.m[3][3]; return r; } /** Matrix subtraction. */ inline Matrix4 operator - ( const Matrix4 &m2 ) const { Matrix4 r; r.m[0][0] = m[0][0] - m2.m[0][0]; r.m[0][1] = m[0][1] - m2.m[0][1]; r.m[0][2] = m[0][2] - m2.m[0][2]; r.m[0][3] = m[0][3] - m2.m[0][3]; r.m[1][0] = m[1][0] - m2.m[1][0]; r.m[1][1] = m[1][1] - m2.m[1][1]; r.m[1][2] = m[1][2] - m2.m[1][2]; r.m[1][3] = m[1][3] - m2.m[1][3]; r.m[2][0] = m[2][0] - m2.m[2][0]; r.m[2][1] = m[2][1] - m2.m[2][1]; r.m[2][2] = m[2][2] - m2.m[2][2]; r.m[2][3] = m[2][3] - m2.m[2][3]; r.m[3][0] = m[3][0] - m2.m[3][0]; r.m[3][1] = m[3][1] - m2.m[3][1]; r.m[3][2] = m[3][2] - m2.m[3][2]; r.m[3][3] = m[3][3] - m2.m[3][3]; return r; } /** Tests 2 matrices for equality. */ inline bool operator == ( const Matrix4& m2 ) const { if( m[0][0] != m2.m[0][0] || m[0][1] != m2.m[0][1] || m[0][2] != m2.m[0][2] || m[0][3] != m2.m[0][3] || m[1][0] != m2.m[1][0] || m[1][1] != m2.m[1][1] || m[1][2] != m2.m[1][2] || m[1][3] != m2.m[1][3] || m[2][0] != m2.m[2][0] || m[2][1] != m2.m[2][1] || m[2][2] != m2.m[2][2] || m[2][3] != m2.m[2][3] || m[3][0] != m2.m[3][0] || m[3][1] != m2.m[3][1] || m[3][2] != m2.m[3][2] || m[3][3] != m2.m[3][3] ) return false; return true; } /** Tests 2 matrices for inequality. */ inline bool operator != ( const Matrix4& m2 ) const { if( m[0][0] != m2.m[0][0] || m[0][1] != m2.m[0][1] || m[0][2] != m2.m[0][2] || m[0][3] != m2.m[0][3] || m[1][0] != m2.m[1][0] || m[1][1] != m2.m[1][1] || m[1][2] != m2.m[1][2] || m[1][3] != m2.m[1][3] || m[2][0] != m2.m[2][0] || m[2][1] != m2.m[2][1] || m[2][2] != m2.m[2][2] || m[2][3] != m2.m[2][3] || m[3][0] != m2.m[3][0] || m[3][1] != m2.m[3][1] || m[3][2] != m2.m[3][2] || m[3][3] != m2.m[3][3] ) return true; return false; } /** Assignment from 3x3 matrix. */ inline void operator = ( const Matrix3& mat3 ) { m[0][0] = mat3.m[0][0]; m[0][1] = mat3.m[0][1]; m[0][2] = mat3.m[0][2]; m[1][0] = mat3.m[1][0]; m[1][1] = mat3.m[1][1]; m[1][2] = mat3.m[1][2]; m[2][0] = mat3.m[2][0]; m[2][1] = mat3.m[2][1]; m[2][2] = mat3.m[2][2]; } inline Matrix4 transpose(void) const { return Matrix4(m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3]); } /* ----------------------------------------------------------------------- Translation Transformation ----------------------------------------------------------------------- */ /** Sets the translation transformation part of the matrix. */ inline void setTrans( const Vector3& v ) { m[0][3] = v.x; m[1][3] = v.y; m[2][3] = v.z; } /** Extracts the translation transformation part of the matrix. */ inline Vector3 getTrans() const { return Vector3(m[0][3], m[1][3], m[2][3]); } /** Builds a translation matrix */ inline void makeTrans( const Vector3& v ) { m[0][0] = 1.0; m[0][1] = 0.0; m[0][2] = 0.0; m[0][3] = v.x; m[1][0] = 0.0; m[1][1] = 1.0; m[1][2] = 0.0; m[1][3] = v.y; m[2][0] = 0.0; m[2][1] = 0.0; m[2][2] = 1.0; m[2][3] = v.z; m[3][0] = 0.0; m[3][1] = 0.0; m[3][2] = 0.0; m[3][3] = 1.0; } inline void makeTrans( Real tx, Real ty, Real tz ) { m[0][0] = 1.0; m[0][1] = 0.0; m[0][2] = 0.0; m[0][3] = tx; m[1][0] = 0.0; m[1][1] = 1.0; m[1][2] = 0.0; m[1][3] = ty; m[2][0] = 0.0; m[2][1] = 0.0; m[2][2] = 1.0; m[2][3] = tz; m[3][0] = 0.0; m[3][1] = 0.0; m[3][2] = 0.0; m[3][3] = 1.0; } /** Gets a translation matrix. */ inline static Matrix4 getTrans( const Vector3& v ) { Matrix4 r; r.m[0][0] = 1.0; r.m[0][1] = 0.0; r.m[0][2] = 0.0; r.m[0][3] = v.x; r.m[1][0] = 0.0; r.m[1][1] = 1.0; r.m[1][2] = 0.0; r.m[1][3] = v.y; r.m[2][0] = 0.0; r.m[2][1] = 0.0; r.m[2][2] = 1.0; r.m[2][3] = v.z; r.m[3][0] = 0.0; r.m[3][1] = 0.0; r.m[3][2] = 0.0; r.m[3][3] = 1.0; return r; } /** Gets a translation matrix - variation for not using a vector. */ inline static Matrix4 getTrans( Real t_x, Real t_y, Real t_z ) { Matrix4 r; r.m[0][0] = 1.0; r.m[0][1] = 0.0; r.m[0][2] = 0.0; r.m[0][3] = t_x; r.m[1][0] = 0.0; r.m[1][1] = 1.0; r.m[1][2] = 0.0; r.m[1][3] = t_y; r.m[2][0] = 0.0; r.m[2][1] = 0.0; r.m[2][2] = 1.0; r.m[2][3] = t_z; r.m[3][0] = 0.0; r.m[3][1] = 0.0; r.m[3][2] = 0.0; r.m[3][3] = 1.0; return r; } /* ----------------------------------------------------------------------- Scale Transformation ----------------------------------------------------------------------- */ /** Sets the scale part of the matrix. */ inline void setScale( const Vector3& v ) { m[0][0] = v.x; m[1][1] = v.y; m[2][2] = v.z; } /** Gets a scale matrix. */ inline static Matrix4 getScale( const Vector3& v ) { Matrix4 r; r.m[0][0] = v.x; r.m[0][1] = 0.0; r.m[0][2] = 0.0; r.m[0][3] = 0.0; r.m[1][0] = 0.0; r.m[1][1] = v.y; r.m[1][2] = 0.0; r.m[1][3] = 0.0; r.m[2][0] = 0.0; r.m[2][1] = 0.0; r.m[2][2] = v.z; r.m[2][3] = 0.0; r.m[3][0] = 0.0; r.m[3][1] = 0.0; r.m[3][2] = 0.0; r.m[3][3] = 1.0; return r; } /** Gets a scale matrix - variation for not using a vector. */ inline static Matrix4 getScale( Real s_x, Real s_y, Real s_z ) { Matrix4 r; r.m[0][0] = s_x; r.m[0][1] = 0.0; r.m[0][2] = 0.0; r.m[0][3] = 0.0; r.m[1][0] = 0.0; r.m[1][1] = s_y; r.m[1][2] = 0.0; r.m[1][3] = 0.0; r.m[2][0] = 0.0; r.m[2][1] = 0.0; r.m[2][2] = s_z; r.m[2][3] = 0.0; r.m[3][0] = 0.0; r.m[3][1] = 0.0; r.m[3][2] = 0.0; r.m[3][3] = 1.0; return r; } /** Extracts the rotation / scaling part of the Matrix as a 3x3 matrix. @param m3x3 Destination Matrix3 */ inline void extract3x3Matrix(Matrix3& m3x3) const { m3x3.m[0][0] = m[0][0]; m3x3.m[0][1] = m[0][1]; m3x3.m[0][2] = m[0][2]; m3x3.m[1][0] = m[1][0]; m3x3.m[1][1] = m[1][1]; m3x3.m[1][2] = m[1][2]; m3x3.m[2][0] = m[2][0]; m3x3.m[2][1] = m[2][1]; m3x3.m[2][2] = m[2][2]; } /** Extracts the rotation / scaling part as a quaternion from the Matrix. */ inline Quaternion extractQuaternion() const { Matrix3 m3x3; extract3x3Matrix(m3x3); return Quaternion(m3x3); } static const Matrix4 ZERO; static const Matrix4 IDENTITY; /** Useful little matrix which takes 2D clipspace {-1, 1} to {0,1} and inverts the Y. */ static const Matrix4 CLIPSPACE2DTOIMAGESPACE; inline Matrix4 operator*(Real scalar) { return Matrix4( scalar*m[0][0], scalar*m[0][1], scalar*m[0][2], scalar*m[0][3], scalar*m[1][0], scalar*m[1][1], scalar*m[1][2], scalar*m[1][3], scalar*m[2][0], scalar*m[2][1], scalar*m[2][2], scalar*m[2][3], scalar*m[3][0], scalar*m[3][1], scalar*m[3][2], scalar*m[3][3]); } /** Function for writing to a stream. */ inline _OgreExport friend std::ostream& operator << ( std::ostream& o, const Matrix4& m ) { o << "Matrix4("; for (size_t i = 0; i < 4; ++i) { o << " row" << (unsigned)i << "{"; for(size_t j = 0; j < 4; ++j) { o << m[i][j] << " "; } o << "}"; } o << ")"; return o; } Matrix4 adjoint() const; Real determinant() const; Matrix4 inverse() const; /** Building a Matrix4 from orientation / scale / position. @remarks Transform is performed in the order scale, rotate, translation, i.e. translation is independent of orientation axes, scale does not affect size of translation, rotation and scaling are always centered on the origin. */ void makeTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation); /** Building an inverse Matrix4 from orientation / scale / position. @remarks As makeTransform except it build the inverse given the same data as makeTransform, so performing -translation, -rotate, 1/scale in that order. */ void makeInverseTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation); }; /* Removed from Vector4 and made a non-member here because otherwise OgreMatrix4.h and OgreVector4.h have to try to include and inline each other, which frankly doesn't work ;) */ inline Vector4 operator * (const Vector4& v, const Matrix4& mat) { return Vector4( v.x*mat[0][0] + v.y*mat[1][0] + v.z*mat[2][0] + v.w*mat[3][0], v.x*mat[0][1] + v.y*mat[1][1] + v.z*mat[2][1] + v.w*mat[3][1], v.x*mat[0][2] + v.y*mat[1][2] + v.z*mat[2][2] + v.w*mat[3][2], v.x*mat[0][3] + v.y*mat[1][3] + v.z*mat[2][3] + v.w*mat[3][3] ); } } #endif