1.正交矩陣 一個矩陣爲正交矩陣,就不需要求逆矩陣,直接使用正交矩陣作爲逆矩陣進行變換運算。施密特正交化。
2.3X3矩陣擴展爲4X4齊次矩陣 最後一行表示矩陣的平移 線性變換+平移
class Vector3;
class Matrix4X3 {
public:
float m11, m12, m13;
float m21, m22, m23;
float m31, m32, m33;
float tx, ty, tz;
void SetRotate(int x, float theta);
void SetScale(const Vector3 &v);
void SetProject(const Vector3 &v);
void SetReflect(int x, float k);
void SetReflect( Vector3 &v);
void SetShear(int x,float s,float t);
void ZeroTranslation();
void SetTranslation(const Vector3 &v);
void SetupTranslation(const Vector3 &v);
};
Matrix4X3 operator*(const Matrix4X3 &m1, const Matrix4X3 &m2);
Vector3 operator*(const Vector3 &v, const Matrix4X3 &m);
float Determinant(const Matrix4X3 &m);
Matrix4X3 Inverse(const Matrix4X3 &m);
Vector3 GetTranslation(const Matrix4X3 &m);
#include "pch.h"
#include "Matrix4X3.h"
#include "Vector3.h"
#include "MathUtil.h"
#include <assert.h>
Matrix4X3 operator*(const Matrix4X3 &m1, const Matrix4X3 &m2)
{
Matrix4X3 r;
r.m11 = m1.m11*m2.m11 + m1.m12*m2.m21 + m1.m13*m2.m31;
r.m12 = m1.m11*m2.m12 + m1.m12*m2.m22 + m1.m13*m2.m32;
r.m13 = m1.m11*m2.m13 + m1.m12*m2.m23 + m1.m13*m2.m33;
r.m21 = m1.m21*m2.m11 + m1.m22*m2.m21 + m1.m23*m2.m31;
r.m22 = m1.m21*m2.m12 + m1.m22*m2.m22 + m1.m23*m2.m32;
r.m23 = m1.m21*m2.m13 + m1.m22*m2.m23 + m1.m23*m2.m33;
r.m31 = m1.m31*m2.m11 + m1.m32*m2.m21 + m1.m33*m2.m31;
r.m32 = m1.m31*m2.m12 + m1.m32*m2.m22 + m1.m33*m2.m32;
r.m33 = m1.m31*m2.m13 + m1.m32*m2.m23 + m1.m33*m2.m33;
r.tx = m1.tx*m2.m11 + m1.ty*m2.m21 + m1.tz*m2.m31 + m2.tx;
r.ty = m1.tx*m2.m12 + m1.ty*m2.m22 + m1.tz*m2.m32 + m2.ty;
r.tz = m1.tx*m2.m13 + m1.ty*m2.m23 + m1.tz*m2.m33 + m2.tz;
return r;
}
Vector3 operator*(const Vector3 &v, const Matrix4X3 &m)
{
return Vector3(v.x*m.m11 + v.y*m.m21 + v.z*m.m31, v.x*m.m12 + v.y*m.m22 + v.z*m.m32, v.x*m.m13 + v.y*m.m23 + v.z*m.m33);
}
//1,2,3代表 x y z旋轉
void Matrix4X3::SetRotate(int x, float theta)
{
float s, c;
SinCos(&s, &c, theta);
switch (x)
{
case 1:
m11 = 1; m12 = 0; m13 = 0;
m21 = 0; m22 = c; m23 = s;
m31 = 0; m32 = -s; m33 = c;
break;
case 2:
m11 = c; m12 = 0; m13 = -s;
m21 = 0; m22 = 1; m23 = 0;
m31 = s; m32 = 0; m33 = c;
break;
case 3:
m11 = c; m12 = s; m13 = 0;
m21 = -s; m22 = c; m23 = 0;
m31 = 0; m32 = 0; m33 = 1;
break;
default:
break;
}
tx = ty = tz = 0;
}
//縮放矩陣
void Matrix4X3::SetScale(const Vector3 &v)
{
m11 = v.x; m12 = 0; m13 = 0;
m21 = 0; m22 = v.y; m23 = 0;
m31 = 0; m32 = 0; m33 = v.z;
tx = ty = tz = 0;
}
//投影矩陣 v傳入單位向量
void Matrix4X3::SetProject(const Vector3 &v)
{
m11 = 1.0f - v.x*v.x;
m22 = 1.0f - v.y*v.y;
m33 = 1.0f - v.z*v.z;
m12 = m21 = -v.x*v.y;
m13 = m31 = -v.x*v.z;
m23 = m32 = -v.y*v.z;
tx = ty = tz = 0;
}
//1,2,3代表 x y z鏡像
void Matrix4X3::SetReflect(int x,float k)
{
switch (x)
{
case 1:
m11 = -1; m12 = 0; m13 = 0;
m21 = 0; m22 = 1; m23 = 0;
m31 = 0; m32 = 0; m33 = 1;
tx = 2 * k;
ty = tz = 0;
break;
case 2:
m11 = 1; m12 = 0; m13 = 0;
m21 = 0; m22 = -1; m23 = 0;
m31 = 0; m32 = 0; m33 = 1;
tx = tz = 0;
ty = 2 * k;
break;
case 3:
m11 = 1; m12 = 0; m13 = 0;
m21 = 0; m22 = 1; m23 = 0;
m31 = 0; m32 = 0; m33 = -1;
tz = 2 * k;
tx = ty = 0;
break;
default:
break;
}
}
void Matrix4X3::SetReflect( Vector3 &n)
{
assert(fabs(n*n) - 1.0f < 0.01f);
float ax = -2.0f*n.x;
float ay = -2.0f*n.y;
float az = -2.0f*n.z;
m11 = 1.0f + ax * n.x;
m22 = 1.0f + ay * n.y;
m33 = 1.0f + az * n.z;
m12 = m21 = ax * n.y;
m13 = m31 = ax * n.z;
m23 = m32 = ay * n.z;
tx = ty = tz = 0;
}
//1,2,3代表用x,y,z軸切變
void Matrix4X3::SetShear(int x,float s,float t)
{
switch (x)
{
case 1:
m11 = 1; m12 = s; m13 = t;
m21 = 0; m22 = 1; m23 = 0;
m31 = 0; m32 = 0; m33 = 1;
break;
case 2:
m11 = 1; m12 = 0; m13 = 0;
m21 = s; m22 = 1; m23 = t;
m31 = 0; m32 = 0; m33 = 1;
break;
case 3:
m11 = 1; m12 = 0; m13 = 0;
m21 = 0; m22 = 1; m23 = 0;
m31 = s; m32 = t; m33 = 1;
break;
default:
break;
}
tx = ty = tz = 0.0f;
}
//行列式值的幾何意義是 立方體體積
float Determinant(const Matrix4X3 &m)
{
return m.m11*m.m22*m.m33 + m.m12*m.m23*m.m31 + m.m21*m.m32*m.m13 - m.m13*m.m22*m.m31 - m.m21*m.m12*m.m33 - m.m23*m.m32*m.m11;
}
//矩陣的逆
Matrix4X3 Inverse(const Matrix4X3 &m)
{
float det = Determinant(m);
assert(fabs(det) > 0.00001f);
float oneOverDet = 1 / det;
Matrix4X3 r;
r.m11 = (m.m22*m.m33 - m.m23*m.m32)*oneOverDet;
r.m12 = (m.m32*m.m13 - m.m12*m.m33)*oneOverDet;
r.m13 = (m.m12*m.m23 - m.m13*m.m22)*oneOverDet;
r.m21 = (m.m31*m.m23 - m.m33*m.m21)*oneOverDet;
r.m22 = (m.m11*m.m33 - m.m31*m.m13)*oneOverDet;
r.m23 = (m.m21*m.m13 - m.m11*m.m23)*oneOverDet;
r.m31 = (m.m21*m.m32 - m.m31*m.m22)*oneOverDet;
r.m32 = (m.m31*m.m12 - m.m11*m.m32)*oneOverDet;
r.m33 = (m.m11*m.m22 - m.m12*m.m21)*oneOverDet;
return r;
}
void Matrix4X3::ZeroTranslation()
{
tx = ty = tz = 0;
}
void Matrix4X3::SetTranslation(const Vector3 &v)
{
tx = v.x;
ty = v.y;
tz = v.z;
}
void Matrix4X3::SetupTranslation(const Vector3 &v)
{
m11 = 1; m12 = 0; m13 = 0;
m21 = 0; m22 = 1; m23 = 0;
m31 = 0; m32 = 0; m33 = 1;
tx = v.x;
ty = v.y;
tz = v.z;
}
Vector3 GetTranslation(const Matrix4X3 &m)
{
return Vector3(m.tx, m.ty, m.tz);
}