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#region - - - License - - -
/ *
Copyright ( c ) 2006 - 2008 The Open Toolkit library .
Permission is hereby granted , free of charge , to any person obtaining a copy of
this software and associated documentation files ( the "Software" ) , to deal in
the Software without restriction , including without limitation the rights to
use , copy , modify , merge , publish , distribute , sublicense , and / or sell copies
of the Software , and to permit persons to whom the Software is furnished to do
so , subject to the following conditions :
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software .
THE SOFTWARE IS PROVIDED "AS IS" , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE .
* /
#endregion
using System ;
using System.Runtime.InteropServices ;
namespace OpenTK
{
/// <summary>
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/// Represents a 3x3 matrix containing 3D rotation and scale.
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/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Matrix3 : IEquatable < Matrix3 >
{
#region Fields
/// <summary>
/// First row of the matrix.
/// </summary>
public Vector3 Row0 ;
/// <summary>
/// Second row of the matrix.
/// </summary>
public Vector3 Row1 ;
/// <summary>
/// Third row of the matrix.
/// </summary>
public Vector3 Row2 ;
/// <summary>
/// The identity matrix.
/// </summary>
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public static readonly Matrix3 Identity = new Matrix3 ( Vector3 . UnitX , Vector3 . UnitY , Vector3 . UnitZ ) ;
/// <summary>
/// The zero matrix.
/// </summary>
public static readonly Matrix3 Zero = new Matrix3 ( Vector3 . Zero , Vector3 . Zero , Vector3 . Zero ) ;
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#endregion
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#region Constructors
/// <summary>
/// Constructs a new instance.
/// </summary>
/// <param name="row0">Top row of the matrix</param>
/// <param name="row1">Second row of the matrix</param>
/// <param name="row2">Bottom row of the matrix</param>
public Matrix3 ( Vector3 row0 , Vector3 row1 , Vector3 row2 )
{
Row0 = row0 ;
Row1 = row1 ;
Row2 = row2 ;
}
/// <summary>
/// Constructs a new instance.
/// </summary>
/// <param name="m00">First item of the first row of the matrix.</param>
/// <param name="m01">Second item of the first row of the matrix.</param>
/// <param name="m02">Third item of the first row of the matrix.</param>
/// <param name="m10">First item of the second row of the matrix.</param>
/// <param name="m11">Second item of the second row of the matrix.</param>
/// <param name="m12">Third item of the second row of the matrix.</param>
/// <param name="m20">First item of the third row of the matrix.</param>
/// <param name="m21">Second item of the third row of the matrix.</param>
/// <param name="m22">Third item of the third row of the matrix.</param>
public Matrix3 (
float m00 , float m01 , float m02 ,
float m10 , float m11 , float m12 ,
float m20 , float m21 , float m22 )
{
Row0 = new Vector3 ( m00 , m01 , m02 ) ;
Row1 = new Vector3 ( m10 , m11 , m12 ) ;
Row2 = new Vector3 ( m20 , m21 , m22 ) ;
}
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
/// <param name="matrix">A Matrix4 to take the upper-left 3x3 from.</param>
public Matrix3 ( Matrix4 matrix )
{
Row0 = matrix . Row0 . Xyz ;
Row1 = matrix . Row1 . Xyz ;
Row2 = matrix . Row2 . Xyz ;
}
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#endregion
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#region Public Members
#region Properties
/// <summary>
/// Gets the determinant of this matrix.
/// </summary>
public float Determinant
{
get
{
float m11 = Row0 . X , m12 = Row0 . Y , m13 = Row0 . Z ,
m21 = Row1 . X , m22 = Row1 . Y , m23 = Row1 . Z ,
m31 = Row2 . X , m32 = Row2 . Y , m33 = Row2 . Z ;
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return m11 * m22 * m33 + m12 * m23 * m31 + m13 * m21 * m32
- m13 * m22 * m31 - m11 * m23 * m32 - m12 * m21 * m33 ;
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}
}
/// <summary>
/// Gets the first column of this matrix.
/// </summary>
public Vector3 Column0
{
get { return new Vector3 ( Row0 . X , Row1 . X , Row2 . X ) ; }
}
/// <summary>
/// Gets the second column of this matrix.
/// </summary>
public Vector3 Column1
{
get { return new Vector3 ( Row0 . Y , Row1 . Y , Row2 . Y ) ; }
}
/// <summary>
/// Gets the third column of this matrix.
/// </summary>
public Vector3 Column2
{
get { return new Vector3 ( Row0 . Z , Row1 . Z , Row2 . Z ) ; }
}
/// <summary>
/// Gets or sets the value at row 1, column 1 of this instance.
/// </summary>
public float M11 { get { return Row0 . X ; } set { Row0 . X = value ; } }
/// <summary>
/// Gets or sets the value at row 1, column 2 of this instance.
/// </summary>
public float M12 { get { return Row0 . Y ; } set { Row0 . Y = value ; } }
/// <summary>
/// Gets or sets the value at row 1, column 3 of this instance.
/// </summary>
public float M13 { get { return Row0 . Z ; } set { Row0 . Z = value ; } }
/// <summary>
/// Gets or sets the value at row 2, column 1 of this instance.
/// </summary>
public float M21 { get { return Row1 . X ; } set { Row1 . X = value ; } }
/// <summary>
/// Gets or sets the value at row 2, column 2 of this instance.
/// </summary>
public float M22 { get { return Row1 . Y ; } set { Row1 . Y = value ; } }
/// <summary>
/// Gets or sets the value at row 2, column 3 of this instance.
/// </summary>
public float M23 { get { return Row1 . Z ; } set { Row1 . Z = value ; } }
/// <summary>
/// Gets or sets the value at row 3, column 1 of this instance.
/// </summary>
public float M31 { get { return Row2 . X ; } set { Row2 . X = value ; } }
/// <summary>
/// Gets or sets the value at row 3, column 2 of this instance.
/// </summary>
public float M32 { get { return Row2 . Y ; } set { Row2 . Y = value ; } }
/// <summary>
/// Gets or sets the value at row 3, column 3 of this instance.
/// </summary>
public float M33 { get { return Row2 . Z ; } set { Row2 . Z = value ; } }
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#endregion
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#region Indexers
/// <summary>
/// Gets or sets the value at a specified row and column.
/// </summary>
public float this [ int rowIndex , int columnIndex ]
{
get
{
if ( rowIndex = = 0 ) return Row0 [ columnIndex ] ;
else if ( rowIndex = = 1 ) return Row1 [ columnIndex ] ;
else if ( rowIndex = = 2 ) return Row2 [ columnIndex ] ;
throw new IndexOutOfRangeException ( "You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")" ) ;
}
set
{
if ( rowIndex = = 0 ) Row0 [ columnIndex ] = value ;
else if ( rowIndex = = 1 ) Row1 [ columnIndex ] = value ;
else if ( rowIndex = = 2 ) Row2 [ columnIndex ] = value ;
throw new IndexOutOfRangeException ( "You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")" ) ;
}
}
#endregion
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#region Instance
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#region public void Invert ( )
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/// <summary>
/// Converts this instance into its inverse.
/// </summary>
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public void Invert ( )
{
this = Matrix3 . Invert ( this ) ;
}
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#endregion
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#region public void Transpose ( )
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/// <summary>
/// Converts this instance into its transpose.
/// </summary>
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public void Transpose ( )
{
this = Matrix3 . Transpose ( this ) ;
}
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#endregion
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/// <summary>
/// Returns a normalised copy of this instance.
/// </summary>
public Matrix3 Normalized ( )
{
Matrix3 m = this ;
m . Normalize ( ) ;
return m ;
}
/// <summary>
/// Divides each element in the Matrix by the <see cref="Determinant"/>.
/// </summary>
public void Normalize ( )
{
var determinant = this . Determinant ;
Row0 / = determinant ;
Row1 / = determinant ;
Row2 / = determinant ;
}
/// <summary>
/// Returns an inverted copy of this instance.
/// </summary>
public Matrix3 Inverted ( )
{
Matrix3 m = this ;
if ( m . Determinant ! = 0 )
m . Invert ( ) ;
return m ;
}
/// <summary>
/// Returns the scale component of this instance.
/// </summary>
public Vector3 ExtractScale ( ) { return new Vector3 ( Row0 . Length , Row1 . Length , Row2 . Length ) ; }
/// <summary>
/// Returns the rotation component of this instance. Quite slow.
/// </summary>
/// <param name="row_normalise">Whether the method should row-normalise (i.e. remove scale from) the Matrix. Pass false if you know it's already normalised.</param>
public Quaternion ExtractRotation ( bool row_normalise = true )
{
var row0 = Row0 ;
var row1 = Row1 ;
var row2 = Row2 ;
if ( row_normalise )
{
row0 = row0 . Normalized ( ) ;
row1 = row1 . Normalized ( ) ;
row2 = row2 . Normalized ( ) ;
}
// code below adapted from Blender
Quaternion q = new Quaternion ( ) ;
double trace = 0.25 * ( row0 [ 0 ] + row1 [ 1 ] + row2 [ 2 ] + 1.0 ) ;
if ( trace > 0 )
{
double sq = Math . Sqrt ( trace ) ;
q . W = ( float ) sq ;
sq = 1.0 / ( 4.0 * sq ) ;
q . X = ( float ) ( ( row1 [ 2 ] - row2 [ 1 ] ) * sq ) ;
q . Y = ( float ) ( ( row2 [ 0 ] - row0 [ 2 ] ) * sq ) ;
q . Z = ( float ) ( ( row0 [ 1 ] - row1 [ 0 ] ) * sq ) ;
}
else if ( row0 [ 0 ] > row1 [ 1 ] & & row0 [ 0 ] > row2 [ 2 ] )
{
double sq = 2.0 * Math . Sqrt ( 1.0 + row0 [ 0 ] - row1 [ 1 ] - row2 [ 2 ] ) ;
q . X = ( float ) ( 0.25 * sq ) ;
sq = 1.0 / sq ;
q . W = ( float ) ( ( row2 [ 1 ] - row1 [ 2 ] ) * sq ) ;
q . Y = ( float ) ( ( row1 [ 0 ] + row0 [ 1 ] ) * sq ) ;
q . Z = ( float ) ( ( row2 [ 0 ] + row0 [ 2 ] ) * sq ) ;
}
else if ( row1 [ 1 ] > row2 [ 2 ] )
{
double sq = 2.0 * Math . Sqrt ( 1.0 + row1 [ 1 ] - row0 [ 0 ] - row2 [ 2 ] ) ;
q . Y = ( float ) ( 0.25 * sq ) ;
sq = 1.0 / sq ;
q . W = ( float ) ( ( row2 [ 0 ] - row0 [ 2 ] ) * sq ) ;
q . X = ( float ) ( ( row1 [ 0 ] + row0 [ 1 ] ) * sq ) ;
q . Z = ( float ) ( ( row2 [ 1 ] + row1 [ 2 ] ) * sq ) ;
}
else
{
double sq = 2.0 * Math . Sqrt ( 1.0 + row2 [ 2 ] - row0 [ 0 ] - row1 [ 1 ] ) ;
q . Z = ( float ) ( 0.25 * sq ) ;
sq = 1.0 / sq ;
q . W = ( float ) ( ( row1 [ 0 ] - row0 [ 1 ] ) * sq ) ;
q . X = ( float ) ( ( row2 [ 0 ] + row0 [ 2 ] ) * sq ) ;
q . Y = ( float ) ( ( row2 [ 1 ] + row1 [ 2 ] ) * sq ) ;
}
q . Normalize ( ) ;
return q ;
}
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#endregion
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#region Static
#region CreateFromAxisAngle
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/// <summary>
/// Build a rotation matrix from the specified axis/angle rotation.
/// </summary>
/// <param name="axis">The axis to rotate about.</param>
/// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param>
/// <param name="result">A matrix instance.</param>
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public static void CreateFromAxisAngle ( Vector3 axis , float angle , out Matrix3 result )
{
//normalize and create a local copy of the vector.
axis . Normalize ( ) ;
float axisX = axis . X , axisY = axis . Y , axisZ = axis . Z ;
//calculate angles
float cos = ( float ) System . Math . Cos ( - angle ) ;
float sin = ( float ) System . Math . Sin ( - angle ) ;
float t = 1.0f - cos ;
//do the conversion math once
float tXX = t * axisX * axisX ,
tXY = t * axisX * axisY ,
tXZ = t * axisX * axisZ ,
tYY = t * axisY * axisY ,
tYZ = t * axisY * axisZ ,
tZZ = t * axisZ * axisZ ;
float sinX = sin * axisX ,
sinY = sin * axisY ,
sinZ = sin * axisZ ;
result . Row0 . X = tXX + cos ;
result . Row0 . Y = tXY - sinZ ;
result . Row0 . Z = tXZ + sinY ;
result . Row1 . X = tXY + sinZ ;
result . Row1 . Y = tYY + cos ;
result . Row1 . Z = tYZ - sinX ;
result . Row2 . X = tXZ - sinY ;
result . Row2 . Y = tYZ + sinX ;
result . Row2 . Z = tZZ + cos ;
}
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/// <summary>
/// Build a rotation matrix from the specified axis/angle rotation.
/// </summary>
/// <param name="axis">The axis to rotate about.</param>
/// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param>
/// <returns>A matrix instance.</returns>
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public static Matrix3 CreateFromAxisAngle ( Vector3 axis , float angle )
{
Matrix3 result ;
CreateFromAxisAngle ( axis , angle , out result ) ;
return result ;
}
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#endregion
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#region CreateFromQuaternion
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/// <summary>
/// Build a rotation matrix from the specified quaternion.
/// </summary>
/// <param name="q">Quaternion to translate.</param>
/// <param name="result">Matrix result.</param>
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public static void CreateFromQuaternion ( ref Quaternion q , out Matrix3 result )
{
Vector3 axis ;
float angle ;
q . ToAxisAngle ( out axis , out angle ) ;
CreateFromAxisAngle ( axis , angle , out result ) ;
}
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/// <summary>
/// Build a rotation matrix from the specified quaternion.
/// </summary>
/// <param name="q">Quaternion to translate.</param>
/// <returns>A matrix instance.</returns>
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public static Matrix3 CreateFromQuaternion ( Quaternion q )
{
Matrix3 result ;
CreateFromQuaternion ( ref q , out result ) ;
return result ;
}
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#endregion
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#region CreateRotation [ XYZ ]
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/// <summary>
/// Builds a rotation matrix for a rotation around the x-axis.
/// </summary>
/// <param name="angle">The counter-clockwise angle in radians.</param>
/// <param name="result">The resulting Matrix3 instance.</param>
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public static void CreateRotationX ( float angle , out Matrix3 result )
{
float cos = ( float ) System . Math . Cos ( angle ) ;
float sin = ( float ) System . Math . Sin ( angle ) ;
result = Identity ;
result . Row1 . Y = cos ;
result . Row1 . Z = sin ;
result . Row2 . Y = - sin ;
result . Row2 . Z = cos ;
}
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/// <summary>
/// Builds a rotation matrix for a rotation around the x-axis.
/// </summary>
/// <param name="angle">The counter-clockwise angle in radians.</param>
/// <returns>The resulting Matrix3 instance.</returns>
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public static Matrix3 CreateRotationX ( float angle )
{
Matrix3 result ;
CreateRotationX ( angle , out result ) ;
return result ;
}
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/// <summary>
/// Builds a rotation matrix for a rotation around the y-axis.
/// </summary>
/// <param name="angle">The counter-clockwise angle in radians.</param>
/// <param name="result">The resulting Matrix3 instance.</param>
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public static void CreateRotationY ( float angle , out Matrix3 result )
{
float cos = ( float ) System . Math . Cos ( angle ) ;
float sin = ( float ) System . Math . Sin ( angle ) ;
result = Identity ;
result . Row0 . X = cos ;
result . Row0 . Z = - sin ;
result . Row2 . X = sin ;
result . Row2 . Z = cos ;
}
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/// <summary>
/// Builds a rotation matrix for a rotation around the y-axis.
/// </summary>
/// <param name="angle">The counter-clockwise angle in radians.</param>
/// <returns>The resulting Matrix3 instance.</returns>
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public static Matrix3 CreateRotationY ( float angle )
{
Matrix3 result ;
CreateRotationY ( angle , out result ) ;
return result ;
}
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/// <summary>
/// Builds a rotation matrix for a rotation around the z-axis.
/// </summary>
/// <param name="angle">The counter-clockwise angle in radians.</param>
/// <param name="result">The resulting Matrix3 instance.</param>
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public static void CreateRotationZ ( float angle , out Matrix3 result )
{
float cos = ( float ) System . Math . Cos ( angle ) ;
float sin = ( float ) System . Math . Sin ( angle ) ;
result = Identity ;
result . Row0 . X = cos ;
result . Row0 . Y = sin ;
result . Row1 . X = - sin ;
result . Row1 . Y = cos ;
}
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/// <summary>
/// Builds a rotation matrix for a rotation around the z-axis.
/// </summary>
/// <param name="angle">The counter-clockwise angle in radians.</param>
/// <returns>The resulting Matrix3 instance.</returns>
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public static Matrix3 CreateRotationZ ( float angle )
{
Matrix3 result ;
CreateRotationZ ( angle , out result ) ;
return result ;
}
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#endregion
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#region CreateScale
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="scale">Single scale factor for the x, y, and z axes.</param>
/// <returns>A scale matrix.</returns>
public static Matrix3 CreateScale ( float scale )
{
Matrix3 result ;
CreateScale ( scale , out result ) ;
return result ;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="scale">Scale factors for the x, y, and z axes.</param>
/// <returns>A scale matrix.</returns>
public static Matrix3 CreateScale ( Vector3 scale )
{
Matrix3 result ;
CreateScale ( ref scale , out result ) ;
return result ;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="x">Scale factor for the x axis.</param>
/// <param name="y">Scale factor for the y axis.</param>
/// <param name="z">Scale factor for the z axis.</param>
/// <returns>A scale matrix.</returns>
public static Matrix3 CreateScale ( float x , float y , float z )
{
Matrix3 result ;
CreateScale ( x , y , z , out result ) ;
return result ;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="scale">Single scale factor for the x, y, and z axes.</param>
/// <param name="result">A scale matrix.</param>
public static void CreateScale ( float scale , out Matrix3 result )
{
result = Identity ;
result . Row0 . X = scale ;
result . Row1 . Y = scale ;
result . Row2 . Z = scale ;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="scale">Scale factors for the x, y, and z axes.</param>
/// <param name="result">A scale matrix.</param>
public static void CreateScale ( ref Vector3 scale , out Matrix3 result )
{
result = Identity ;
result . Row0 . X = scale . X ;
result . Row1 . Y = scale . Y ;
result . Row2 . Z = scale . Z ;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="x">Scale factor for the x axis.</param>
/// <param name="y">Scale factor for the y axis.</param>
/// <param name="z">Scale factor for the z axis.</param>
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/// <param name="result">A scale matrix.</param>
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public static void CreateScale ( float x , float y , float z , out Matrix3 result )
{
result = Identity ;
result . Row0 . X = x ;
result . Row1 . Y = y ;
result . Row2 . Z = z ;
}
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#endregion
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#region Multiply Functions
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/// <summary>
/// Multiplies two instances.
/// </summary>
/// <param name="left">The left operand of the multiplication.</param>
/// <param name="right">The right operand of the multiplication.</param>
/// <returns>A new instance that is the result of the multiplication</returns>
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public static Matrix3 Mult ( Matrix3 left , Matrix3 right )
{
Matrix3 result ;
Mult ( ref left , ref right , out result ) ;
return result ;
}
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/// <summary>
/// Multiplies two instances.
/// </summary>
/// <param name="left">The left operand of the multiplication.</param>
/// <param name="right">The right operand of the multiplication.</param>
/// <param name="result">A new instance that is the result of the multiplication</param>
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public static void Mult ( ref Matrix3 left , ref Matrix3 right , out Matrix3 result )
{
float lM11 = left . Row0 . X , lM12 = left . Row0 . Y , lM13 = left . Row0 . Z ,
lM21 = left . Row1 . X , lM22 = left . Row1 . Y , lM23 = left . Row1 . Z ,
lM31 = left . Row2 . X , lM32 = left . Row2 . Y , lM33 = left . Row2 . Z ,
rM11 = right . Row0 . X , rM12 = right . Row0 . Y , rM13 = right . Row0 . Z ,
rM21 = right . Row1 . X , rM22 = right . Row1 . Y , rM23 = right . Row1 . Z ,
rM31 = right . Row2 . X , rM32 = right . Row2 . Y , rM33 = right . Row2 . Z ;
result . Row0 . X = ( ( lM11 * rM11 ) + ( lM12 * rM21 ) ) + ( lM13 * rM31 ) ;
result . Row0 . Y = ( ( lM11 * rM12 ) + ( lM12 * rM22 ) ) + ( lM13 * rM32 ) ;
result . Row0 . Z = ( ( lM11 * rM13 ) + ( lM12 * rM23 ) ) + ( lM13 * rM33 ) ;
result . Row1 . X = ( ( lM21 * rM11 ) + ( lM22 * rM21 ) ) + ( lM23 * rM31 ) ;
result . Row1 . Y = ( ( lM21 * rM12 ) + ( lM22 * rM22 ) ) + ( lM23 * rM32 ) ;
result . Row1 . Z = ( ( lM21 * rM13 ) + ( lM22 * rM23 ) ) + ( lM23 * rM33 ) ;
result . Row2 . X = ( ( lM31 * rM11 ) + ( lM32 * rM21 ) ) + ( lM33 * rM31 ) ;
result . Row2 . Y = ( ( lM31 * rM12 ) + ( lM32 * rM22 ) ) + ( lM33 * rM32 ) ;
result . Row2 . Z = ( ( lM31 * rM13 ) + ( lM32 * rM23 ) ) + ( lM33 * rM33 ) ;
}
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#endregion
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#region Invert Functions
/// <summary>
/// Calculate the inverse of the given matrix
/// </summary>
/// <param name="mat">The matrix to invert</param>
/// <param name="result">The inverse of the given matrix if it has one, or the input if it is singular</param>
/// <exception cref="InvalidOperationException">Thrown if the Matrix3 is singular.</exception>
public static void Invert ( ref Matrix3 mat , out Matrix3 result )
{
int [ ] colIdx = { 0 , 0 , 0 } ;
int [ ] rowIdx = { 0 , 0 , 0 } ;
int [ ] pivotIdx = { - 1 , - 1 , - 1 } ;
float [ , ] inverse = { { mat . Row0 . X , mat . Row0 . Y , mat . Row0 . Z } ,
{ mat . Row1 . X , mat . Row1 . Y , mat . Row1 . Z } ,
{ mat . Row2 . X , mat . Row2 . Y , mat . Row2 . Z } } ;
int icol = 0 ;
int irow = 0 ;
for ( int i = 0 ; i < 3 ; i + + )
{
float maxPivot = 0.0f ;
for ( int j = 0 ; j < 3 ; j + + )
{
if ( pivotIdx [ j ] ! = 0 )
{
for ( int k = 0 ; k < 3 ; + + k )
{
if ( pivotIdx [ k ] = = - 1 )
{
float absVal = System . Math . Abs ( inverse [ j , k ] ) ;
if ( absVal > maxPivot )
{
maxPivot = absVal ;
irow = j ;
icol = k ;
}
}
else if ( pivotIdx [ k ] > 0 )
{
result = mat ;
return ;
}
}
}
}
+ + ( pivotIdx [ icol ] ) ;
if ( irow ! = icol )
{
for ( int k = 0 ; k < 3 ; + + k )
{
float f = inverse [ irow , k ] ;
inverse [ irow , k ] = inverse [ icol , k ] ;
inverse [ icol , k ] = f ;
}
}
rowIdx [ i ] = irow ;
colIdx [ i ] = icol ;
float pivot = inverse [ icol , icol ] ;
if ( pivot = = 0.0f )
{
throw new InvalidOperationException ( "Matrix is singular and cannot be inverted." ) ;
}
float oneOverPivot = 1.0f / pivot ;
inverse [ icol , icol ] = 1.0f ;
for ( int k = 0 ; k < 3 ; + + k )
inverse [ icol , k ] * = oneOverPivot ;
for ( int j = 0 ; j < 3 ; + + j )
{
if ( icol ! = j )
{
float f = inverse [ j , icol ] ;
inverse [ j , icol ] = 0.0f ;
for ( int k = 0 ; k < 3 ; + + k )
inverse [ j , k ] - = inverse [ icol , k ] * f ;
}
}
}
for ( int j = 2 ; j > = 0 ; - - j )
{
int ir = rowIdx [ j ] ;
int ic = colIdx [ j ] ;
for ( int k = 0 ; k < 3 ; + + k )
{
float f = inverse [ k , ir ] ;
inverse [ k , ir ] = inverse [ k , ic ] ;
inverse [ k , ic ] = f ;
}
}
result . Row0 . X = inverse [ 0 , 0 ] ;
result . Row0 . Y = inverse [ 0 , 1 ] ;
result . Row0 . Z = inverse [ 0 , 2 ] ;
result . Row1 . X = inverse [ 1 , 0 ] ;
result . Row1 . Y = inverse [ 1 , 1 ] ;
result . Row1 . Z = inverse [ 1 , 2 ] ;
result . Row2 . X = inverse [ 2 , 0 ] ;
result . Row2 . Y = inverse [ 2 , 1 ] ;
result . Row2 . Z = inverse [ 2 , 2 ] ;
}
/// <summary>
/// Calculate the inverse of the given matrix
/// </summary>
/// <param name="mat">The matrix to invert</param>
/// <returns>The inverse of the given matrix if it has one, or the input if it is singular</returns>
/// <exception cref="InvalidOperationException">Thrown if the Matrix4 is singular.</exception>
public static Matrix3 Invert ( Matrix3 mat )
{
Matrix3 result ;
Invert ( ref mat , out result ) ;
return result ;
}
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#endregion
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#region Transpose
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/// <summary>
/// Calculate the transpose of the given matrix
/// </summary>
/// <param name="mat">The matrix to transpose</param>
/// <returns>The transpose of the given matrix</returns>
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public static Matrix3 Transpose ( Matrix3 mat )
{
return new Matrix3 ( mat . Column0 , mat . Column1 , mat . Column2 ) ;
}
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/// <summary>
/// Calculate the transpose of the given matrix
/// </summary>
/// <param name="mat">The matrix to transpose</param>
/// <param name="result">The result of the calculation</param>
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public static void Transpose ( ref Matrix3 mat , out Matrix3 result )
{
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result . Row0 . X = mat . Row0 . X ;
result . Row0 . Y = mat . Row1 . X ;
result . Row0 . Z = mat . Row2 . X ;
result . Row1 . X = mat . Row0 . Y ;
result . Row1 . Y = mat . Row1 . Y ;
result . Row1 . Z = mat . Row2 . Y ;
result . Row2 . X = mat . Row0 . Z ;
result . Row2 . Y = mat . Row1 . Z ;
result . Row2 . Z = mat . Row2 . Z ;
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}
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#endregion
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#endregion
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#region Operators
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/// <summary>
/// Matrix multiplication
/// </summary>
/// <param name="left">left-hand operand</param>
/// <param name="right">right-hand operand</param>
/// <returns>A new Matrix3d which holds the result of the multiplication</returns>
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public static Matrix3 operator * ( Matrix3 left , Matrix3 right )
{
return Matrix3 . Mult ( left , right ) ;
}
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/// <summary>
/// Compares two instances for equality.
/// </summary>
/// <param name="left">The first instance.</param>
/// <param name="right">The second instance.</param>
/// <returns>True, if left equals right; false otherwise.</returns>
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public static bool operator = = ( Matrix3 left , Matrix3 right )
{
return left . Equals ( right ) ;
}
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/// <summary>
/// Compares two instances for inequality.
/// </summary>
/// <param name="left">The first instance.</param>
/// <param name="right">The second instance.</param>
/// <returns>True, if left does not equal right; false otherwise.</returns>
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public static bool operator ! = ( Matrix3 left , Matrix3 right )
{
return ! left . Equals ( right ) ;
}
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#endregion
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#region Overrides
#region public override string ToString ( )
/// <summary>
/// Returns a System.String that represents the current Matrix3d.
/// </summary>
/// <returns>The string representation of the matrix.</returns>
public override string ToString ( )
{
return String . Format ( "{0}\n{1}\n{2}" , Row0 , Row1 , Row2 ) ;
}
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#endregion
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#region public override int GetHashCode ( )
/// <summary>
/// Returns the hashcode for this instance.
/// </summary>
/// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
public override int GetHashCode ( )
{
return Row0 . GetHashCode ( ) ^ Row1 . GetHashCode ( ) ^ Row2 . GetHashCode ( ) ;
}
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#endregion
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#region public override bool Equals ( object obj )
/// <summary>
/// Indicates whether this instance and a specified object are equal.
/// </summary>
/// <param name="obj">The object to compare to.</param>
/// <returns>True if the instances are equal; false otherwise.</returns>
public override bool Equals ( object obj )
{
if ( ! ( obj is Matrix3 ) )
return false ;
return this . Equals ( ( Matrix3 ) obj ) ;
}
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#endregion
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#endregion
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#endregion
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#region IEquatable < Matrix3 > Members
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/// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
/// <param name="other">A matrix to compare with this matrix.</param>
/// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
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public bool Equals ( Matrix3 other )
{
return
Row0 = = other . Row0 & &
Row1 = = other . Row1 & &
Row2 = = other . Row2 ;
}
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#endregion
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}
}