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vpmat4x3x64.go
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/
vpmat4x3x64.go
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// Vapor is a toolkit designed to support Liquid War 7.
// Copyright (C) 2015, 2016 Christian Mauduit <ufoot@ufoot.org>
//
// 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 3 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, see <http://www.gnu.org/licenses/>.
//
// Vapor homepage: https://github.com/ufoot/vapor
// Contact author: ufoot@ufoot.org
package vpmat4x3
import (
"encoding/json"
"github.com/ufoot/vapor/go/vperror"
"github.com/ufoot/vapor/go/vpmath"
"github.com/ufoot/vapor/go/vpnumber"
"github.com/ufoot/vapor/go/vpvec3"
"github.com/ufoot/vapor/go/vpvec4"
)
// X64 is a matrix containing 4x3 fixed point 64 bit values.
// Can be used in 3D matrix transformations.
type X64 [Size]vpnumber.X64
// X64New creates a new matrix containing 4x3 fixed point 64 bit values.
// The column-major (OpenGL notation) mode is used,
// first elements fill first column.
func X64New(x1, x2, x3, x4, x5, x6, x7, x8, x9, x10, x11, x12 vpnumber.X64) *X64 {
return &X64{x1, x2, x3, x4, x5, x6, x7, x8, x9, x10, x11, x12}
}
// X64Identity creates a new identity matrix.
func X64Identity() *X64 {
return &X64{vpnumber.X64Const1, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const1, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const1, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0}
}
// X64Translation creates a new translation matrix.
func X64Translation(vec *vpvec3.X64) *X64 {
return &X64{vpnumber.X64Const1, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const1, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const1, vec[0], vec[1], vec[2]}
}
// X64Scale creates a new scale matrix.
func X64Scale(vec *vpvec3.X64) *X64 {
return &X64{vec[0], vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0, vec[1], vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0, vec[2], vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0}
}
// X64RotX creates a new rotation matrix.
// The rotation is done in 3D over the x (1st) axis.
// Angle is given in radians.
func X64RotX(r vpnumber.X64) *X64 {
cos := vpmath.X64Cos(r)
sin := vpmath.X64Sin(r)
return &X64{vpnumber.X64Const1, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0, cos, sin, vpnumber.X64Const0, -sin, cos, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0}
}
// X64RotY creates a new rotation matrix.
// The rotation is done in 3D over the y (2nd) axis.
// Angle is given in radians.
func X64RotY(r vpnumber.X64) *X64 {
cos := vpmath.X64Cos(r)
sin := vpmath.X64Sin(r)
return &X64{cos, vpnumber.X64Const0, -sin, vpnumber.X64Const0, vpnumber.X64Const1, vpnumber.X64Const0, sin, vpnumber.X64Const0, cos, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0}
}
// X64RotZ creates a new rotation matrix.
// The rotation is done in 3D over the z (3rd) axis.
// Angle is given in radians.
func X64RotZ(r vpnumber.X64) *X64 {
cos := vpmath.X64Cos(r)
sin := vpmath.X64Sin(r)
return &X64{cos, sin, vpnumber.X64Const0, -sin, cos, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const1, vpnumber.X64Const0, vpnumber.X64Const0, vpnumber.X64Const0}
}
// X64RebaseOXYZ creates a matrix that translates from the default
// O=(0,0,0), X=(1,0,0), Y=(0,1,0), Z=(0,0,1) basis to the given
// basis. It assumes f(a+b) equals f(a)+f(b).
func X64RebaseOXYZ(Origin, PosX, PosY, PosZ *vpvec3.X64) *X64 {
return &X64{PosX[0] - Origin[0], PosX[1] - Origin[1], PosX[2] - Origin[2], PosY[0] - Origin[0], PosY[1] - Origin[1], PosY[2] - Origin[2], PosZ[0] - Origin[0], PosZ[1] - Origin[1], PosZ[2] - Origin[2], Origin[0], Origin[1], Origin[2]}
}
// ToX32 converts the matrix to a fixed point number matrix on 64 bits.
func (mat *X64) ToX32() *X32 {
var ret X32
for i, v := range mat {
ret[i] = vpnumber.X64ToX32(v)
}
return &ret
}
// ToF32 converts the matrix to a float64 matrix.
func (mat *X64) ToF32() *F32 {
var ret F32
for i, v := range mat {
ret[i] = vpnumber.X64ToF32(v)
}
return &ret
}
// ToF64 converts the matrix to a float64 matrix.
func (mat *X64) ToF64() *F64 {
var ret F64
for i, v := range mat {
ret[i] = vpnumber.X64ToF64(v)
}
return &ret
}
// Set sets the value of the matrix for a given column and row.
func (mat *X64) Set(col, row int, val vpnumber.X64) {
mat[col*Height+row] = val
}
// Get gets the value of the matrix for a given column and row.
func (mat *X64) Get(col, row int) vpnumber.X64 {
return mat[col*Height+row]
}
// SetCol sets a column to the values contained in a vector.
func (mat *X64) SetCol(col int, vec *vpvec3.X64) {
for row, val := range vec {
mat[col*Height+row] = val
}
}
// GetCol gets a column and returns it in a vector.
func (mat *X64) GetCol(col int) *vpvec3.X64 {
var ret vpvec3.X64
for row := range ret {
ret[row] = mat[col*Height+row]
}
return &ret
}
// SetRow sets a row to the values contained in a vector.
func (mat *X64) SetRow(row int, vec *vpvec4.X64) {
for col, val := range vec {
mat[col*Height+row] = val
}
}
// GetRow gets a row and returns it in a vector.
func (mat *X64) GetRow(row int) *vpvec4.X64 {
var ret vpvec4.X64
for col := range ret {
ret[col] = mat[col*Height+row]
}
return &ret
}
// MarshalJSON implements the json.Marshaler interface.
func (mat *X64) MarshalJSON() ([]byte, error) {
var tmpArray [Width][Height]int64
for col := range tmpArray {
for row := range tmpArray[col] {
tmpArray[col][row] = int64(mat[col*Height+row])
}
}
ret, err := json.Marshal(tmpArray)
if err != nil {
return nil, vperror.Chain(err, "unable to marshal X64")
}
return ret, nil
}
// UnmarshalJSON implements the json.Unmarshaler interface.
func (mat *X64) UnmarshalJSON(data []byte) error {
var tmpArray [Width][Height]int64
err := json.Unmarshal(data, &tmpArray)
if err != nil {
return vperror.Chain(err, "unable to unmarshal X64")
}
for col := range tmpArray {
for row := range tmpArray[col] {
mat[col*Height+row] = vpnumber.X64(tmpArray[col][row])
}
}
return nil
}
// String returns a readable form of the matrix.
func (mat *X64) String() string {
buf, err := mat.ToF64().MarshalJSON()
if err != nil {
// Catching & ignoring error
return ""
}
return string(buf)
}
// Add adds operand to the matrix.
// It modifies the matrix, and returns a pointer on it.
func (mat *X64) Add(op *X64) *X64 {
for i, v := range op {
mat[i] += v
}
return mat
}
// Sub substracts operand from the matrix.
// It modifies the matrix, and returns a pointer on it.
func (mat *X64) Sub(op *X64) *X64 {
for i, v := range op {
mat[i] -= v
}
return mat
}
// MulScale multiplies all values of the matrix by factor.
// It modifies the matrix, and returns a pointer on it.
func (mat *X64) MulScale(factor vpnumber.X64) *X64 {
for i, v := range mat {
mat[i] = vpnumber.X64Mul(v, factor)
}
return mat
}
// DivScale divides all values of the matrix by factor.
// It modifies the matrix, and returns a pointer on it.
func (mat *X64) DivScale(factor vpnumber.X64) *X64 {
for i, v := range mat {
mat[i] = vpnumber.X64Div(v, factor)
}
return mat
}
// IsSimilar returns true if matrices are approximatively the same.
// This is a workarround to ignore rounding errors.
func (mat *X64) IsSimilar(op *X64) bool {
ret := true
for i, v := range mat {
ret = ret && vpnumber.X64IsSimilar(v, op[i])
}
return ret
}
// MulComp multiplies the matrix by another matrix (composition).
// It modifies the matrix, and returns a pointer on it.
func (mat *X64) MulComp(op *X64) *X64 {
*mat = *X64MulComp(mat, op)
return mat
}
// Det returns the matrix determinant.
func (mat *X64) Det() vpnumber.X64 {
return -vpnumber.X64Muln(mat[Col0Row2], mat[Col1Row1], mat[Col2Row0]) + vpnumber.X64Muln(mat[Col0Row1], mat[Col1Row2], mat[Col2Row0]) + vpnumber.X64Muln(mat[Col0Row2], mat[Col1Row0], mat[Col2Row1]) - vpnumber.X64Muln(mat[Col0Row0], mat[Col1Row2], mat[Col2Row1]) - vpnumber.X64Muln(mat[Col0Row1], mat[Col1Row0], mat[Col2Row2]) + vpnumber.X64Muln(mat[Col0Row0], mat[Col1Row1], mat[Col2Row2])
}
// Inv inverts the matrix.
// Never fails (no division by zero error, never) but if the
// matrix can't be inverted, result does not make sense.
// It modifies the matrix, and returns a pointer on it.
func (mat *X64) Inv() *X64 {
*mat = *X64Inv(mat)
return mat
}
// MulVecPos performs a multiplication of a vector by a 4x3 matrix,
// considering the vector is a column vector (matrix left, vector right).
// The last member of the vector is assumed to be 1, so in practice a
// position vector of length 3 (a point in space) is passed. This allow geometric
// transformations such as rotations and translations to be accumulated
// within the matrix and then performed at once.
func (mat *X64) MulVecPos(vec *vpvec3.X64) *vpvec3.X64 {
var ret vpvec3.X64
for i := range vec {
ret[i] = vpnumber.X64Mul(mat.Get(0, i), vec[0]) + vpnumber.X64Mul(mat.Get(1, i), vec[1]) + vpnumber.X64Mul(mat.Get(2, i), vec[2]) + mat.Get(3, i)
}
return &ret
}
// MulVecDir performs a multiplication of a vector by a 4x3 matrix,
// considering the vector is a column vector (matrix left, vector right).
// The last member of the vector is assumed to be 0, so in practice a
// direction vector of length 3 (a point in space) is passed. This allow geometric
// transformations such as rotations to be accumulated
// within the matrix and then performed at once.
func (mat *X64) MulVecDir(vec *vpvec3.X64) *vpvec3.X64 {
var ret vpvec3.X64
for i := range vec {
ret[i] = vpnumber.X64Mul(mat.Get(0, i), vec[0]) + vpnumber.X64Mul(mat.Get(1, i), vec[1]) + vpnumber.X64Mul(mat.Get(2, i), vec[2])
}
return &ret
}
// X64Add adds two matrices.
// Args are left untouched, a pointer on a new object is returned.
func X64Add(mata, matb *X64) *X64 {
var ret = *mata
_ = ret.Add(matb)
return &ret
}
// X64Sub substracts matrix b from matrix a.
// Args are left untouched, a pointer on a new object is returned.
func X64Sub(mata, matb *X64) *X64 {
var ret = *mata
_ = ret.Sub(matb)
return &ret
}
// X64MulScale multiplies all values of a matrix by a scalar.
// Args are left untouched, a pointer on a new object is returned.
func X64MulScale(mat *X64, factor vpnumber.X64) *X64 {
var ret = *mat
_ = ret.MulScale(factor)
return &ret
}
// X64DivScale divides all values of a matrix by a scalar.
// Args are left untouched, a pointer on a new object is returned.
func X64DivScale(mat *X64, factor vpnumber.X64) *X64 {
var ret = *mat
_ = ret.DivScale(factor)
return &ret
}
// X64MulComp multiplies two matrices (composition).
// Args are left untouched, a pointer on a new object is returned.
func X64MulComp(a, b *X64) *X64 {
var ret X64
for c := 0; c < Width-1; c++ {
for r := 0; r < Height; r++ {
ret.Set(c, r, vpnumber.X64Mul(a.Get(0, r), b.Get(c, 0))+vpnumber.X64Mul(a.Get(1, r), b.Get(c, 1))+vpnumber.X64Mul(a.Get(2, r), b.Get(c, 2)))
}
}
for r := 0; r < Height; r++ {
ret.Set(3, r, vpnumber.X64Mul(a.Get(0, r), b[Col3Row0])+vpnumber.X64Mul(a.Get(1, r), b[Col3Row1])+vpnumber.X64Mul(a.Get(2, r), b[Col3Row2])+a.Get(3, r))
}
return &ret
}
// X64Inv inverts a matrix.
// Never fails (no division by zero error, never) but if the
// matrix can't be inverted, result does not make sense.
// Args is left untouched, a pointer on a new object is returned.
func X64Inv(mat *X64) *X64 {
ret := X64{
-vpnumber.X64Mul(mat[Col1Row2], mat[Col2Row1]) + vpnumber.X64Mul(mat[Col1Row1], mat[Col2Row2]),
vpnumber.X64Mul(mat[Col0Row2], mat[Col2Row1]) - vpnumber.X64Mul(mat[Col0Row1], mat[Col2Row2]),
-vpnumber.X64Mul(mat[Col0Row2], mat[Col1Row1]) + vpnumber.X64Mul(mat[Col0Row1], mat[Col1Row2]),
vpnumber.X64Mul(mat[Col1Row2], mat[Col2Row0]) - vpnumber.X64Mul(mat[Col1Row0], mat[Col2Row2]),
-vpnumber.X64Mul(mat[Col0Row2], mat[Col2Row0]) + vpnumber.X64Mul(mat[Col0Row0], mat[Col2Row2]),
vpnumber.X64Mul(mat[Col0Row2], mat[Col1Row0]) - vpnumber.X64Mul(mat[Col0Row0], mat[Col1Row2]),
-vpnumber.X64Mul(mat[Col1Row1], mat[Col2Row0]) + vpnumber.X64Mul(mat[Col1Row0], mat[Col2Row1]),
vpnumber.X64Mul(mat[Col0Row1], mat[Col2Row0]) - vpnumber.X64Mul(mat[Col0Row0], mat[Col2Row1]),
-vpnumber.X64Mul(mat[Col0Row1], mat[Col1Row0]) + vpnumber.X64Mul(mat[Col0Row0], mat[Col1Row1]),
vpnumber.X64Muln(mat[Col1Row2], mat[Col2Row1], mat[Col3Row0]) - vpnumber.X64Muln(mat[Col1Row1], mat[Col2Row2], mat[Col3Row0]) - vpnumber.X64Muln(mat[Col1Row2], mat[Col2Row0], mat[Col3Row1]) + vpnumber.X64Muln(mat[Col1Row0], mat[Col2Row2], mat[Col3Row1]) + vpnumber.X64Muln(mat[Col1Row1], mat[Col2Row0], mat[Col3Row2]) - vpnumber.X64Muln(mat[Col1Row0], mat[Col2Row1], mat[Col3Row2]),
vpnumber.X64Muln(mat[Col0Row1], mat[Col2Row2], mat[Col3Row0]) - vpnumber.X64Muln(mat[Col0Row2], mat[Col2Row1], mat[Col3Row0]) + vpnumber.X64Muln(mat[Col0Row2], mat[Col2Row0], mat[Col3Row1]) - vpnumber.X64Muln(mat[Col0Row0], mat[Col2Row2], mat[Col3Row1]) - vpnumber.X64Muln(mat[Col0Row1], mat[Col2Row0], mat[Col3Row2]) + vpnumber.X64Muln(mat[Col0Row0], mat[Col2Row1], mat[Col3Row2]),
vpnumber.X64Muln(mat[Col0Row2], mat[Col1Row1], mat[Col3Row0]) - vpnumber.X64Muln(mat[Col0Row1], mat[Col1Row2], mat[Col3Row0]) - vpnumber.X64Muln(mat[Col0Row2], mat[Col1Row0], mat[Col3Row1]) + vpnumber.X64Muln(mat[Col0Row0], mat[Col1Row2], mat[Col3Row1]) + vpnumber.X64Muln(mat[Col0Row1], mat[Col1Row0], mat[Col3Row2]) - vpnumber.X64Muln(mat[Col0Row0], mat[Col1Row1], mat[Col3Row2]),
}
det := mat.Det()
ret.DivScale(det)
return &ret
}