reactphysics3d/src/mathematics/Matrix3x3.h
2013-05-02 22:41:57 +02:00

366 lines
15 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_MATRIX3X3_H
#define REACTPHYSICS3D_MATRIX3X3_H
// Libraries
#include <cassert>
#include "Vector3.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Class Matrix3x3
/**
* This class represents a 3x3 matrix.
*/
class Matrix3x3 {
private :
// -------------------- Attributes -------------------- //
/// Rows of the matrix;
Vector3 mRows[3];
public :
// -------------------- Methods -------------------- //
/// Constructor
Matrix3x3();
/// Constructor
Matrix3x3(decimal value);
/// Constructor
Matrix3x3(decimal a1, decimal a2, decimal a3, decimal b1, decimal b2, decimal b3,
decimal c1, decimal c2, decimal c3);
/// Destructor
virtual ~Matrix3x3();
/// Copy-constructor
Matrix3x3(const Matrix3x3& matrix);
/// Assignment operator
Matrix3x3& operator=(const Matrix3x3& matrix);
/// Set all the values in the matrix
void setAllValues(decimal a1, decimal a2, decimal a3, decimal b1, decimal b2, decimal b3,
decimal c1, decimal c2, decimal c3);
/// Set the matrix to zero
void setToZero();
/// Return a column
Vector3 getColumn(int i) const;
/// Return a row
Vector3 getRow(int i) const;
/// Return the transpose matrix
Matrix3x3 getTranspose() const;
/// Return the determinant of the matrix
decimal getDeterminant() const;
/// Return the trace of the matrix
decimal getTrace() const;
/// Return the inverse matrix
Matrix3x3 getInverse() const;
/// Return the matrix with absolute values
Matrix3x3 getAbsoluteMatrix() const;
/// Set the matrix to the identity matrix
void setToIdentity();
/// Return the 3x3 identity matrix
static Matrix3x3 identity();
/// Return a skew-symmetric matrix using a given vector that can be used
/// to compute cross product with another vector using matrix multiplication
static Matrix3x3 computeSkewSymmetricMatrixForCrossProduct(const Vector3& vector);
/// Overloaded operator for addition
friend Matrix3x3 operator+(const Matrix3x3& matrix1, const Matrix3x3& matrix2);
/// Overloaded operator for substraction
friend Matrix3x3 operator-(const Matrix3x3& matrix1, const Matrix3x3& matrix2);
/// Overloaded operator for the negative of the matrix
friend Matrix3x3 operator-(const Matrix3x3& matrix);
/// Overloaded operator for multiplication with a number
friend Matrix3x3 operator*(decimal nb, const Matrix3x3& matrix);
/// Overloaded operator for multiplication with a matrix
friend Matrix3x3 operator*(const Matrix3x3& matrix, decimal nb);
/// Overloaded operator for matrix multiplication
friend Matrix3x3 operator*(const Matrix3x3& matrix1, const Matrix3x3& matrix2);
/// Overloaded operator for multiplication with a vector
friend Vector3 operator*(const Matrix3x3& matrix, const Vector3& vector);
/// Overloaded operator for equality condition
bool operator==(const Matrix3x3& matrix) const;
/// Overloaded operator for the is different condition
bool operator!= (const Matrix3x3& matrix) const;
/// Overloaded operator for addition with assignment
Matrix3x3& operator+=(const Matrix3x3& matrix);
/// Overloaded operator for substraction with assignment
Matrix3x3& operator-=(const Matrix3x3& matrix);
/// Overloaded operator for multiplication with a number with assignment
Matrix3x3& operator*=(decimal nb);
/// Overloaded operator to read element of the matrix.
const Vector3& operator[](int row) const;
/// Overloaded operator to read/write element of the matrix.
Vector3& operator[](int row);
};
// Method to set all the values in the matrix
inline void Matrix3x3::setAllValues(decimal a1, decimal a2, decimal a3,
decimal b1, decimal b2, decimal b3,
decimal c1, decimal c2, decimal c3) {
mRows[0][0] = a1; mRows[0][1] = a2; mRows[0][2] = a3;
mRows[1][0] = b1; mRows[1][1] = b2; mRows[1][2] = b3;
mRows[2][0] = c1; mRows[2][1] = c2; mRows[2][2] = c3;
}
// Set the matrix to zero
inline void Matrix3x3::setToZero() {
mRows[0].setToZero();
mRows[1].setToZero();
mRows[2].setToZero();
}
// Return a column
inline Vector3 Matrix3x3::getColumn(int i) const {
assert(i>= 0 && i<3);
return Vector3(mRows[0][i], mRows[1][i], mRows[2][i]);
}
// Return a row
inline Vector3 Matrix3x3::getRow(int i) const {
assert(i>= 0 && i<3);
return mRows[i];
}
// Return the transpose matrix
inline Matrix3x3 Matrix3x3::getTranspose() const {
// Return the transpose matrix
return Matrix3x3(mRows[0][0], mRows[1][0], mRows[2][0],
mRows[0][1], mRows[1][1], mRows[2][1],
mRows[0][2], mRows[1][2], mRows[2][2]);
}
// Return the determinant of the matrix
inline decimal Matrix3x3::getDeterminant() const {
// Compute and return the determinant of the matrix
return (mRows[0][0]*(mRows[1][1]*mRows[2][2]-mRows[2][1]*mRows[1][2]) -
mRows[0][1]*(mRows[1][0]*mRows[2][2]-mRows[2][0]*mRows[1][2]) +
mRows[0][2]*(mRows[1][0]*mRows[2][1]-mRows[2][0]*mRows[1][1]));
}
// Return the trace of the matrix
inline decimal Matrix3x3::getTrace() const {
// Compute and return the trace
return (mRows[0][0] + mRows[1][1] + mRows[2][2]);
}
// Set the matrix to the identity matrix
inline void Matrix3x3::setToIdentity() {
mRows[0][0] = 1.0; mRows[0][1] = 0.0; mRows[0][2] = 0.0;
mRows[1][0] = 0.0; mRows[1][1] = 1.0; mRows[1][2] = 0.0;
mRows[2][0] = 0.0; mRows[2][1] = 0.0; mRows[2][2] = 1.0;
}
// Return the 3x3 identity matrix
inline Matrix3x3 Matrix3x3::identity() {
// Return the isdentity matrix
return Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
}
// Return a skew-symmetric matrix using a given vector that can be used
// to compute cross product with another vector using matrix multiplication
inline Matrix3x3 Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(const Vector3& vector) {
return Matrix3x3(0, -vector.z, vector.y, vector.z, 0, -vector.x, -vector.y, vector.x, 0);
}
// Return the matrix with absolute values
inline Matrix3x3 Matrix3x3::getAbsoluteMatrix() const {
return Matrix3x3(fabs(mRows[0][0]), fabs(mRows[0][1]), fabs(mRows[0][2]),
fabs(mRows[1][0]), fabs(mRows[1][1]), fabs(mRows[1][2]),
fabs(mRows[2][0]), fabs(mRows[2][1]), fabs(mRows[2][2]));
}
// Overloaded operator for addition
inline Matrix3x3 operator+(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
return Matrix3x3(matrix1.mRows[0][0] + matrix2.mRows[0][0], matrix1.mRows[0][1] +
matrix2.mRows[0][1], matrix1.mRows[0][2] + matrix2.mRows[0][2],
matrix1.mRows[1][0] + matrix2.mRows[1][0], matrix1.mRows[1][1] +
matrix2.mRows[1][1], matrix1.mRows[1][2] + matrix2.mRows[1][2],
matrix1.mRows[2][0] + matrix2.mRows[2][0], matrix1.mRows[2][1] +
matrix2.mRows[2][1], matrix1.mRows[2][2] + matrix2.mRows[2][2]);
}
// Overloaded operator for substraction
inline Matrix3x3 operator-(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
return Matrix3x3(matrix1.mRows[0][0] - matrix2.mRows[0][0], matrix1.mRows[0][1] -
matrix2.mRows[0][1], matrix1.mRows[0][2] - matrix2.mRows[0][2],
matrix1.mRows[1][0] - matrix2.mRows[1][0], matrix1.mRows[1][1] -
matrix2.mRows[1][1], matrix1.mRows[1][2] - matrix2.mRows[1][2],
matrix1.mRows[2][0] - matrix2.mRows[2][0], matrix1.mRows[2][1] -
matrix2.mRows[2][1], matrix1.mRows[2][2] - matrix2.mRows[2][2]);
}
// Overloaded operator for the negative of the matrix
inline Matrix3x3 operator-(const Matrix3x3& matrix) {
return Matrix3x3(-matrix.mRows[0][0], -matrix.mRows[0][1], -matrix.mRows[0][2],
-matrix.mRows[1][0], -matrix.mRows[1][1], -matrix.mRows[1][2],
-matrix.mRows[2][0], -matrix.mRows[2][1], -matrix.mRows[2][2]);
}
// Overloaded operator for multiplication with a number
inline Matrix3x3 operator*(decimal nb, const Matrix3x3& matrix) {
return Matrix3x3(matrix.mRows[0][0] * nb, matrix.mRows[0][1] * nb, matrix.mRows[0][2] * nb,
matrix.mRows[1][0] * nb, matrix.mRows[1][1] * nb, matrix.mRows[1][2] * nb,
matrix.mRows[2][0] * nb, matrix.mRows[2][1] * nb, matrix.mRows[2][2] * nb);
}
// Overloaded operator for multiplication with a matrix
inline Matrix3x3 operator*(const Matrix3x3& matrix, decimal nb) {
return nb * matrix;
}
// Overloaded operator for matrix multiplication
inline Matrix3x3 operator*(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
return Matrix3x3(matrix1.mRows[0][0]*matrix2.mRows[0][0] + matrix1.mRows[0][1] *
matrix2.mRows[1][0] + matrix1.mRows[0][2]*matrix2.mRows[2][0],
matrix1.mRows[0][0]*matrix2.mRows[0][1] + matrix1.mRows[0][1] *
matrix2.mRows[1][1] + matrix1.mRows[0][2]*matrix2.mRows[2][1],
matrix1.mRows[0][0]*matrix2.mRows[0][2] + matrix1.mRows[0][1] *
matrix2.mRows[1][2] + matrix1.mRows[0][2]*matrix2.mRows[2][2],
matrix1.mRows[1][0]*matrix2.mRows[0][0] + matrix1.mRows[1][1] *
matrix2.mRows[1][0] + matrix1.mRows[1][2]*matrix2.mRows[2][0],
matrix1.mRows[1][0]*matrix2.mRows[0][1] + matrix1.mRows[1][1] *
matrix2.mRows[1][1] + matrix1.mRows[1][2]*matrix2.mRows[2][1],
matrix1.mRows[1][0]*matrix2.mRows[0][2] + matrix1.mRows[1][1] *
matrix2.mRows[1][2] + matrix1.mRows[1][2]*matrix2.mRows[2][2],
matrix1.mRows[2][0]*matrix2.mRows[0][0] + matrix1.mRows[2][1] *
matrix2.mRows[1][0] + matrix1.mRows[2][2]*matrix2.mRows[2][0],
matrix1.mRows[2][0]*matrix2.mRows[0][1] + matrix1.mRows[2][1] *
matrix2.mRows[1][1] + matrix1.mRows[2][2]*matrix2.mRows[2][1],
matrix1.mRows[2][0]*matrix2.mRows[0][2] + matrix1.mRows[2][1] *
matrix2.mRows[1][2] + matrix1.mRows[2][2]*matrix2.mRows[2][2]);
}
// Overloaded operator for multiplication with a vector
inline Vector3 operator*(const Matrix3x3& matrix, const Vector3& vector) {
return Vector3(matrix.mRows[0][0]*vector.x + matrix.mRows[0][1]*vector.y +
matrix.mRows[0][2]*vector.z,
matrix.mRows[1][0]*vector.x + matrix.mRows[1][1]*vector.y +
matrix.mRows[1][2]*vector.z,
matrix.mRows[2][0]*vector.x + matrix.mRows[2][1]*vector.y +
matrix.mRows[2][2]*vector.z);
}
// Overloaded operator for equality condition
inline bool Matrix3x3::operator==(const Matrix3x3& matrix) const {
return (mRows[0][0] == matrix.mRows[0][0] && mRows[0][1] == matrix.mRows[0][1] &&
mRows[0][2] == matrix.mRows[0][2] &&
mRows[1][0] == matrix.mRows[1][0] && mRows[1][1] == matrix.mRows[1][1] &&
mRows[1][2] == matrix.mRows[1][2] &&
mRows[2][0] == matrix.mRows[2][0] && mRows[2][1] == matrix.mRows[2][1] &&
mRows[2][2] == matrix.mRows[2][2]);
}
// Overloaded operator for the is different condition
inline bool Matrix3x3::operator!= (const Matrix3x3& matrix) const {
return !(*this == matrix);
}
// Overloaded operator for addition with assignment
inline Matrix3x3& Matrix3x3::operator+=(const Matrix3x3& matrix) {
mRows[0][0] += matrix.mRows[0][0]; mRows[0][1] += matrix.mRows[0][1];
mRows[0][2] += matrix.mRows[0][2]; mRows[1][0] += matrix.mRows[1][0];
mRows[1][1] += matrix.mRows[1][1]; mRows[1][2] += matrix.mRows[1][2];
mRows[2][0] += matrix.mRows[2][0]; mRows[2][1] += matrix.mRows[2][1];
mRows[2][2] += matrix.mRows[2][2];
return *this;
}
// Overloaded operator for substraction with assignment
inline Matrix3x3& Matrix3x3::operator-=(const Matrix3x3& matrix) {
mRows[0][0] -= matrix.mRows[0][0]; mRows[0][1] -= matrix.mRows[0][1];
mRows[0][2] -= matrix.mRows[0][2]; mRows[1][0] -= matrix.mRows[1][0];
mRows[1][1] -= matrix.mRows[1][1]; mRows[1][2] -= matrix.mRows[1][2];
mRows[2][0] -= matrix.mRows[2][0]; mRows[2][1] -= matrix.mRows[2][1];
mRows[2][2] -= matrix.mRows[2][2];
return *this;
}
// Overloaded operator for multiplication with a number with assignment
inline Matrix3x3& Matrix3x3::operator*=(decimal nb) {
mRows[0][0] *= nb; mRows[0][1] *= nb; mRows[0][2] *= nb;
mRows[1][0] *= nb; mRows[1][1] *= nb; mRows[1][2] *= nb;
mRows[2][0] *= nb; mRows[2][1] *= nb; mRows[2][2] *= nb;
return *this;
}
// Overloaded operator to return a row of the matrix.
/// This operator is also used to access a matrix value using the syntax
/// matrix[row][col].
inline const Vector3& Matrix3x3::operator[](int row) const {
return mRows[row];
}
// Overloaded operator to return a row of the matrix.
/// This operator is also used to access a matrix value using the syntax
/// matrix[row][col].
inline Vector3& Matrix3x3::operator[](int row) {
return mRows[row];
}
}
#endif