Vegastrike 0.5.1 rc1
1.0
Original sources for Vegastrike Evolved
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#include <IceMatrix3x3.h>
Public Member Functions | |
inline_ | Matrix3x3 () |
Empty constructor. More... | |
inline_ | Matrix3x3 (float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22) |
Constructor from 9 values. More... | |
inline_ | Matrix3x3 (const Matrix3x3 &mat) |
Copy constructor. More... | |
inline_ | ~Matrix3x3 () |
Destructor. More... | |
inline_ void | Set (float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22) |
Assign values. More... | |
inline_ void | SetScale (const Point &p) |
Sets the scale from a Point. The point is put on the diagonal. More... | |
inline_ void | SetScale (float sx, float sy, float sz) |
Sets the scale from floats. Values are put on the diagonal. More... | |
inline_ void | Scale (const Point &p) |
Scales from a Point. Each row is multiplied by a component. More... | |
inline_ void | Scale (float sx, float sy, float sz) |
Scales from floats. Each row is multiplied by a value. More... | |
inline_ void | Copy (const Matrix3x3 &source) |
Copy from a Matrix3x3. More... | |
inline_ void | GetRow (const udword r, Point &p) const |
Returns a row. More... | |
inline_ const Point & | GetRow (const udword r) const |
Returns a row. More... | |
inline_ Point & | GetRow (const udword r) |
Returns a row. More... | |
inline_ void | SetRow (const udword r, const Point &p) |
Sets a row. More... | |
inline_ void | GetCol (const udword c, Point &p) const |
Returns a column. More... | |
inline_ void | SetCol (const udword c, const Point &p) |
Sets a column. More... | |
inline_ float | Trace () const |
Computes the trace. The trace is the sum of the 3 diagonal components. More... | |
inline_ void | Zero () |
Clears the matrix. More... | |
inline_ void | Identity () |
Sets the identity matrix. More... | |
inline_ bool | IsIdentity () const |
Checks for identity. More... | |
inline_ BOOL | IsValid () const |
Checks matrix validity. More... | |
inline_ void | SkewSymmetric (const Point &a) |
inline_ void | Neg () |
Negates the matrix. More... | |
inline_ void | Neg (const Matrix3x3 &mat) |
Neg from another matrix. More... | |
inline_ void | Add (const Matrix3x3 &mat) |
Add another matrix. More... | |
inline_ void | Sub (const Matrix3x3 &mat) |
Sub another matrix. More... | |
inline_ void | Mac (const Matrix3x3 &a, const Matrix3x3 &b, float s) |
Mac. More... | |
inline_ void | Mac (const Matrix3x3 &a, float s) |
Mac. More... | |
inline_ void | Mult (const Matrix3x3 &a, float s) |
this = A * s More... | |
inline_ void | Add (const Matrix3x3 &a, const Matrix3x3 &b) |
inline_ void | Sub (const Matrix3x3 &a, const Matrix3x3 &b) |
inline_ void | Mult (const Matrix3x3 &a, const Matrix3x3 &b) |
this = a * b More... | |
inline_ void | MultAtB (const Matrix3x3 &a, const Matrix3x3 &b) |
this = transpose(a) * b More... | |
inline_ void | MultABt (const Matrix3x3 &a, const Matrix3x3 &b) |
this = a * transpose(b) More... | |
Matrix3x3 & | FromTo (const Point &from, const Point &to) |
Makes a rotation matrix mapping vector "from" to vector "to". More... | |
void | RotX (float angle) |
void | RotY (float angle) |
void | RotZ (float angle) |
void | RotYX (float y, float x) |
Matrix3x3 & | Rot (float angle, const Point &axis) |
Make a rotation matrix about an arbitrary axis. More... | |
void | Transpose () |
Transpose the matrix. More... | |
void | Transpose (const Matrix3x3 &a) |
this = Transpose(a) More... | |
float | Determinant () const |
Compute the determinant of the matrix. We use the rule of Sarrus. More... | |
Matrix3x3 & | Invert () |
Invert the matrix. Determinant must be different from zero, else matrix can't be inverted. More... | |
Matrix3x3 & | Normalize () |
Matrix3x3 & | Exp (const Matrix3x3 &a) |
this = exp(a) More... | |
void | FromQuat (const Quat &q) |
void | FromQuatL2 (const Quat &q, float l2) |
inline_ Matrix3x3 | operator+ (const Matrix3x3 &mat) const |
Operator for Matrix3x3 Plus = Matrix3x3 + Matrix3x3;. More... | |
inline_ Matrix3x3 | operator- (const Matrix3x3 &mat) const |
Operator for Matrix3x3 Minus = Matrix3x3 - Matrix3x3;. More... | |
inline_ Matrix3x3 | operator* (const Matrix3x3 &mat) const |
Operator for Matrix3x3 Mul = Matrix3x3 * Matrix3x3;. More... | |
inline_ Point | operator* (const Point &v) const |
Operator for Point Mul = Matrix3x3 * Point;. More... | |
inline_ Matrix3x3 | operator* (float s) const |
Operator for Matrix3x3 Mul = Matrix3x3 * float;. More... | |
inline_ Matrix3x3 | operator/ (float s) const |
Operator for Matrix3x3 Div = Matrix3x3 / float;. More... | |
inline_ Matrix3x3 & | operator+= (const Matrix3x3 &mat) |
Operator for Matrix3x3 += Matrix3x3. More... | |
inline_ Matrix3x3 & | operator-= (const Matrix3x3 &mat) |
Operator for Matrix3x3 -= Matrix3x3. More... | |
inline_ Matrix3x3 & | operator*= (const Matrix3x3 &mat) |
Operator for Matrix3x3 *= Matrix3x3. More... | |
inline_ Matrix3x3 & | operator*= (float s) |
Operator for Matrix3x3 *= float. More... | |
inline_ Matrix3x3 & | operator/= (float s) |
Operator for Matrix3x3 /= float. More... | |
operator Matrix4x4 () const | |
Cast a Matrix3x3 to a Matrix4x4. More... | |
operator Quat () const | |
Cast a Matrix3x3 to a Quat. More... | |
inline_ const Point & | operator[] (int row) const |
inline_ Point & | operator[] (int row) |
Public Attributes | |
float | m [3][3] |
Friends | |
inline_ friend Matrix3x3 | operator* (float s, const Matrix3x3 &mat) |
Operator for Matrix3x3 Mul = float * Matrix3x3;. More... | |
inline_ friend Matrix3x3 | operator/ (float s, const Matrix3x3 &mat) |
Operator for Matrix3x3 Div = float / Matrix3x3;. More... | |
3x3 matrix. DirectX-compliant, ie row-column order, ie m[Row][Col]. Same as: m11 m12 m13 first row. m21 m22 m23 second row. m31 m32 m33 third row. Stored in memory as m11 m12 m13 m21...
Multiplication rules:
[x'y'z'] = [xyz][M]
x' = x*m11 + y*m21 + z*m31 y' = x*m12 + y*m22 + z*m32 z' = x*m13 + y*m23 + z*m33
Definition at line 20 of file IceMatrix3x3.h.
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Definition at line 204 of file IceMatrix3x3.h.
References m.
Copy from a Matrix3x3.
Definition at line 68 of file IceMatrix3x3.h.
References CopyMemory(), and m.
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void Matrix3x3::FromQuat | ( | const Quat & | q) |
void Matrix3x3::FromQuatL2 | ( | const Quat & | q, |
float | l2 | ||
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Makes a rotation matrix mapping vector "from" to vector "to".
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Invert the matrix. Determinant must be different from zero, else matrix can't be inverted.
Definition at line 317 of file IceMatrix3x3.h.
References m.
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Matrix3x3& Matrix3x3::Normalize | ( | ) |
Matrix3x3::operator Quat | ( | ) | const |
Cast a Matrix3x3 to a Quat.
Definition at line 487 of file IceMatrix3x3.h.
Definition at line 488 of file IceMatrix3x3.h.
Make a rotation matrix about an arbitrary axis.
void Matrix3x3::RotX | ( | float | angle) |
Set a rotation matrix around the X axis. 1 0 0 RX = 0 cx sx 0 -sx cx
void Matrix3x3::RotY | ( | float | angle) |
Set a rotation matrix around the Y axis. cy 0 -sy RY = 0 1 0 sy 0 cy
void Matrix3x3::RotZ | ( | float | angle) |
Set a rotation matrix around the Z axis. cz sz 0 RZ = -sz cz 0 0 0 1
Scales from a Point. Each row is multiplied by a component.
Definition at line 52 of file IceMatrix3x3.h.
References Point::x, Point::y, and Point::z.
Referenced by OBB::GetRotatedExtents().
Sets the scale from floats. Values are put on the diagonal.
Definition at line 49 of file IceMatrix3x3.h.
Makes a skew-symmetric matrix (a.k.a. Star(*) Matrix) [ 0.0 -a.z a.y ] [ a.z 0.0 -a.x ] [ -a.y a.x 0.0 ] This is also called a "cross matrix" since for any vectors A and B, A^B = Skew(A) * B = - B * Skew(A);
Definition at line 127 of file IceMatrix3x3.h.
Definition at line 211 of file IceMatrix3x3.h.
References m.
Computes the trace. The trace is the sum of the 3 diagonal components.
Definition at line 85 of file IceMatrix3x3.h.
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float Matrix3x3::m[3][3] |
Definition at line 492 of file IceMatrix3x3.h.
Referenced by Add(), OBBCollider::BoxBoxOverlap(), Copy(), Invert(), Mac(), Matrix3x3(), Mult(), MultABt(), MultAtB(), Neg(), operator*(), operator*=(), operator+(), operator+=(), operator-(), operator-=(), Sub(), TransformPoint(), and Transpose().