#ifndef CMATRIX3F_HPP #define CMATRIX3F_HPP #include "Global.hpp" #include "CVector3f.hpp" #include /* Column-major matrix class */ class CQuaternion; class ZE_ALIGN(16) CMatrix3f { public: ZE_DECLARE_ALIGNED_ALLOCATOR(); explicit CMatrix3f(bool zero = false) { memset(m, 0, sizeof(m)); if (!zero) { m[0][0] = 1.0; m[1][1] = 1.0; m[2][2] = 1.0; } } CMatrix3f(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22) { m[0][0] = m00, m[1][0] = m01, m[2][0] = m02; m[0][1] = m10, m[1][1] = m11, m[2][1] = m12; m[0][2] = m20, m[1][2] = m21, m[2][2] = m22; } CMatrix3f(const CVector3f& scaleVec) { memset(m, 0, sizeof(m)); m[0][0] = scaleVec[0]; m[1][1] = scaleVec[1]; m[2][2] = scaleVec[2]; } CMatrix3f(const CVector3f& r0, const CVector3f& r1, const CVector3f& r2) {vec[0] = r0; vec[1] = r1; vec[2] = r2;} CMatrix3f(const CMatrix3f& other) {vec[0] = other.vec[0]; vec[1] = other.vec[1]; vec[2] = other.vec[2];} #if __SSE__ CMatrix3f(const __m128& r0, const __m128& r1, const __m128& r2) {vec[0].mVec128 = r0; vec[1].mVec128 = r1; vec[2].mVec128 = r2;} #endif CMatrix3f(const CVector3f& axis, float angle); CMatrix3f(const CQuaternion& quat); inline CMatrix3f& operator=(const CMatrix3f& other) { vec[0] = other.vec[0]; vec[1] = other.vec[1]; vec[2] = other.vec[2]; return *this; } inline CVector3f operator*(const CVector3f& other) const { #if __SSE__ TVectorUnion res; res.mVec128 = _mm_add_ps(_mm_add_ps( _mm_mul_ps(vec[0].mVec128, ze_splat_ps(other.mVec128, 0)), _mm_mul_ps(vec[1].mVec128, ze_splat_ps(other.mVec128, 1))), _mm_mul_ps(vec[2].mVec128, ze_splat_ps(other.mVec128, 2))); return CVector3f(res.mVec128); #else return CVector3f(m[0][0] * other.v[0] + m[1][0] * other.v[1] + m[2][0] * other.v[2], m[0][1] * other.v[0] + m[1][1] * other.v[1] + m[2][1] * other.v[2], m[0][2] * other.v[0] + m[1][2] * other.v[1] + m[2][2] * other.v[2]); #endif } inline CVector3f& operator[](int i) { assert(0 <= i && i < 3); return vec[i]; } inline const CVector3f& operator[](int i) const { assert(0 <= i && i < 3); return vec[i]; } static const CMatrix3f skIdentityMatrix3f; void transpose(); CMatrix3f transposed() const; inline void invert() {*this = inverted();} CMatrix3f inverted() const; union { float m[3][4]; /* 4th row for union-alignment */ struct { CVector3f vec[3]; }; }; }; CMatrix3f operator*(const CMatrix3f& lhs, const CMatrix3f& rhs); #endif // CMATRIX3F_HPP