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//
// The WorldForge Project
// Copyright (C) 2001 The WorldForge Project
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// For information about WorldForge and its authors, please contact
// the Worldforge Web Site at http://www.worldforge.org.
// Author: Ron Steinke
// Created: 2001-12-7
#ifndef WFMATH_ROTMATRIX_H
#define WFMATH_ROTMATRIX_H
#include <wfmath/const.h>
#include <iosfwd>
namespace WFMath {
/// returns m1 * m2
template<int dim> // m1 * m2
RotMatrix<dim> Prod(const RotMatrix<dim>& m1, const RotMatrix<dim>& m2);
/// returns m1 * m2^-1
template<int dim> // m1 * m2^-1
RotMatrix<dim> ProdInv(const RotMatrix<dim>& m1, const RotMatrix<dim>& m2);
/// returns m1^-1 * m2
template<int dim> // m1^-1 * m2
RotMatrix<dim> InvProd(const RotMatrix<dim>& m1, const RotMatrix<dim>& m2);
/// returns m1^-1 * m2^-1
template<int dim> // m1^-1 * m2^-1
RotMatrix<dim> InvProdInv(const RotMatrix<dim>& m1, const RotMatrix<dim>& m2);
template<int dim> // m * v
Vector<dim> Prod(const RotMatrix<dim>& m, const Vector<dim>& v);
template<int dim> // m^-1 * v
Vector<dim> InvProd(const RotMatrix<dim>& m, const Vector<dim>& v);
template<int dim> // v * m
Vector<dim> Prod(const Vector<dim>& v, const RotMatrix<dim>& m);
template<int dim> // v * m^-1
Vector<dim> ProdInv(const Vector<dim>& v, const RotMatrix<dim>& m);
/// returns m1 * m2
template<int dim>
RotMatrix<dim> operator*(const RotMatrix<dim>& m1, const RotMatrix<dim>& m2);
template<int dim>
Vector<dim> operator*(const RotMatrix<dim>& m, const Vector<dim>& v);
template<int dim>
Vector<dim> operator*(const Vector<dim>& v, const RotMatrix<dim>& m);
template<int dim>
std::ostream& operator<<(std::ostream& os, const RotMatrix<dim>& m);
template<int dim>
std::istream& operator>>(std::istream& is, RotMatrix<dim>& m);
/// A dim dimensional rotation matrix. Technically, a member of the group O(dim).
/**
* Elements of this class represent rotation matrices. The NxN dimensional
* rotation matrices form a group called O(N), the orthogonal
* matrices. They satisfy the following condition:
*
* They are orthogonal. That is, their transpose is equal to their inverse.
* Hence, this class does not implement a transpose() method, only an
* inverse().
*
* A general N dimensional matrix of this type has N(N-1)/2 degrees of freedom.
* This gives one rotation angle in 2D, the three Euler angles in 3D, etc.
*
* This class implements the 'generic' subset of the interface in
* the fake class Shape.
**/
template<int dim = 3>
class RotMatrix {
public:
///
RotMatrix() : m_flip(false), m_valid(false), m_age(0) {}
///
RotMatrix(const RotMatrix& m);
friend std::ostream& operator<< <dim>(std::ostream& os, const RotMatrix& m);
friend std::istream& operator>> <dim>(std::istream& is, RotMatrix& m);
RotMatrix& operator=(const RotMatrix& m);
// No operator=(CoordType d[dim][dim]), since it can fail.
// Use setVals() instead.
bool isEqualTo(const RotMatrix& m, CoordType epsilon = numeric_constants<CoordType>::epsilon()) const;
bool operator==(const RotMatrix& m) const {return isEqualTo(m);}
bool operator!=(const RotMatrix& m) const {return !isEqualTo(m);}
bool isValid() const {return m_valid;}
/// set the matrix to the identity matrix
RotMatrix& identity();
/// get the (i, j) element of the matrix
CoordType elem(const int i, const int j) const {return m_elem[i][j];}
/// Set the values of the elements of the matrix
/**
* Can't set one element at a time and keep it an O(N) matrix,
* but can try to set all values at once, and see if they match.
* This fails if the passed matrix is not orthogonal within the
* passed precision, and orthogonalizes the matrix to within
* precision WFMATH_EPSILON.
**/
bool setVals(const CoordType vals[dim][dim], CoordType precision = numeric_constants<CoordType>::epsilon());
/// Set the values of the elements of the matrix
/**
* Can't set one element at a time and keep it an O(N) matrix,
* but can try to set all values at once, and see if they match.
* This fails if the passed matrix is not orthogonal within the
* passed precision, and orthogonalizes the matrix to within
* precision WFMATH_EPSILON.
**/
bool setVals(const CoordType vals[dim*dim], CoordType precision = numeric_constants<CoordType>::epsilon());
/// Get a copy of the i'th row as a Vector
Vector<dim> row(const int i) const;
/// Get a copy of the i'th column as a Vector
Vector<dim> column(const int i) const;
/// Get the trace of the matrix
CoordType trace() const;
/// Get the determinant of the matrix
/**
* Since the matrix is orthogonal, the determinant is always either 1 or -1.
**/
CoordType determinant() const {return (m_flip ? -1.f : 1.f);}
/// Get the inverse of the matrix
/**
* Since the matrix is orthogonal, the inverse is equal to the transpose.
**/
RotMatrix inverse() const;
/// Get the parity of the matrix
/**
* Returns true for odd parity, false for even.
**/
bool parity() const {return m_flip;}
// documented outside the class
friend RotMatrix Prod<dim> (const RotMatrix& m1, const RotMatrix& m2);
friend RotMatrix ProdInv<dim> (const RotMatrix& m1, const RotMatrix& m2);
friend RotMatrix InvProd<dim> (const RotMatrix& m1, const RotMatrix& m2);
friend RotMatrix InvProdInv<dim> (const RotMatrix& m1, const RotMatrix& m2);
friend Vector<dim> Prod<dim> (const RotMatrix& m, const Vector<dim>& v);
friend Vector<dim> InvProd<dim> (const RotMatrix& m, const Vector<dim>& v);
// Set the value to a given rotation
/// set the matrix to a rotation by the angle theta in the (i, j) plane
RotMatrix& rotation (const int i, const int j, CoordType theta);
/// set the matrix to a rotation by the angle theta in the v1, v2 plane
/**
* Throws CollinearVectors if v1 and v2 are parallel
**/
RotMatrix& rotation (const Vector<dim>& v1, const Vector<dim>& v2,
CoordType theta);
/// set the matrix to a rotation which will move "from" to lie parallel to "to"
/**
* Throws CollinearVectors if v1 and v2 are antiparallel (parallel but
* pointing in opposite directions). If v1 and v2 point in the
* same direction, the matrix is set to the identity.
**/
RotMatrix& rotation (const Vector<dim>& from, const Vector<dim>& to);
// Set the value to mirror image about a certain axis
/// set the matrix to a mirror perpendicular to the i'th axis
RotMatrix& mirror(const int i);
/// set the matrix to a mirror perpendicular to the Vector v
RotMatrix& mirror(const Vector<dim>& v);
/// set the matrix to mirror all axes
/**
* This is a good parity operator if dim is odd.
**/
RotMatrix& mirror();
/// rotate the matrix using another matrix
RotMatrix& rotate(const RotMatrix& m) {return *this = Prod(*this, m);}
/// normalize to remove accumulated round-off error
void normalize();
/// current round-off age
unsigned age() const {return m_age;}
// 2D/3D stuff
/// 3D only: Construct a RotMatrix from a Quaternion
/**
* since Quaternions can only specify parity-even
* rotations, you can pass the return value of
* Quaternion::fromRotMatrix() as not_flip to
* recover the full RotMatrix
**/
RotMatrix(const Quaternion& q, const bool not_flip = true);
/// 2D only: Construct a RotMatrix from an angle theta
RotMatrix& rotation(CoordType theta)
{return rotation(0, 1, theta);}
/// 3D only: set a RotMatrix to a rotation about the x axis by angle theta
RotMatrix& rotationX(CoordType theta) {return rotation(1, 2, theta);}
/// 3D only: set a RotMatrix to a rotation about the y axis by angle theta
RotMatrix& rotationY(CoordType theta) {return rotation(2, 0, theta);}
/// 3D only: set a RotMatrix to a rotation about the z axis by angle theta
RotMatrix& rotationZ(CoordType theta) {return rotation(0, 1, theta);}
/// 3D only: set a RotMatrix to a rotation about the axis given by the Vector
RotMatrix& rotation(const Vector<dim>& axis, CoordType theta);
/// 3D only: set a RotMatrix to a rotation about the axis given by the Vector
/**
* the rotation angle is taken from the Vector's magnitude
**/
RotMatrix& rotation(const Vector<dim>& axis); // angle taken from magnitude of axis
/// 3D only: set a RotMatrix from a Quaternion
/**
* since Quaternions can only specify parity-even
* rotations, you can pass the return value of
* Quaternion::fromRotMatrix() as not_flip to
* recover the full RotMatrix
**/
RotMatrix& fromQuaternion(const Quaternion& q, const bool not_flip = true);
/// rotate the matrix using the quaternion
RotMatrix& rotate(const Quaternion&);
/// set a RotMatrix to a mirror perpendicular to the x axis
RotMatrix& mirrorX() {return mirror(0);}
/// set a RotMatrix to a mirror perpendicular to the y axis
RotMatrix& mirrorY() {return mirror(1);}
/// set a RotMatrix to a mirror perpendicular to the z axis
RotMatrix& mirrorZ();
private:
CoordType m_elem[dim][dim];
bool m_flip; // True if the matrix is parity odd
bool m_valid;
unsigned m_age;
// Backend to setVals() above, also used in fromStream()
bool _setVals(CoordType *vals, CoordType precision = numeric_constants<CoordType>::epsilon());
void checkNormalization() {if(m_age >= WFMATH_MAX_NORM_AGE && m_valid) normalize();}
};
template<>
inline RotMatrix<3>& RotMatrix<3>::mirrorZ()
{
return mirror(2);
}
template<int dim>
inline RotMatrix<dim>& RotMatrix<dim>::mirror(const int i)
{
identity();
m_elem[i][i] = -1;
m_flip = true;
// m_valid and m_age already set correctly
return *this;
}
} // namespace WFMath
#endif // WFMATH_ROTMATRIX_H
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