NS/releases/3.1/source/util/Mat3.cpp

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#include "Mat3.h"
#include "MathUtil.h"
#include "common/mathlib.h"
Mat3::Mat3()
{
}
Mat3::Mat3(const float angles[3])
{
SetEulerAngles(angles);
}
float& Mat3::operator()(int r, int c)
{
return element[c][r];
}
float Mat3::operator()(int r, int c) const
{
return element[c][r];
}
void Mat3::SetEulerAngles(const float angles[3])
{
AngleVectors(angles,element[0],element[1],element[2]);
}
void Mat3::TransformVector(float vector[3]) const
{
float result[3] = {0,0,0};
float temp[3] = {0,0,0};
VectorScale(element[0],vector[0],result);
VectorScale(element[1],vector[1],temp);
VectorAdd(result,temp,result);
VectorScale(element[2],vector[2],temp);
VectorAdd(result,temp,result);
VectorCopy(result,vector);
}
void Mat3::GetEulerAngles(float angles[3]) const
{
VectorsToAngles(element[0],element[1],element[2],angles);
}
Mat3 Mat3::Transpose() const
{
Mat3 result;
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
result.element[i][j] = element[j][i];
}
}
return result;
}
Mat3 operator*(const Mat3& m1, const Mat3& m2)
{
Mat3 result;
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
result(i,j) = 0;
for (int k = 0; k < 3; ++k)
{
result(i,j) += m1(i,k) * m2(k,j);
}
}
}
return result;
}