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