}
/// Constructor, build up a SGMatrix from a translation
- SGMatrix(const SGVec3<T>& trans)
+ template<typename S>
+ SGMatrix(const SGVec3<S>& trans)
{ set(trans); }
/// Constructor, build up a SGMatrix from a rotation and a translation
- SGMatrix(const SGQuat<T>& quat, const SGVec3<T>& trans)
- { set(quat, trans); }
- /// Constructor, build up a SGMatrix from a rotation and a translation
- SGMatrix(const SGQuat<T>& quat)
+ template<typename S>
+ SGMatrix(const SGQuat<S>& quat)
{ set(quat); }
/// Copy constructor for a transposed negated matrix
{ set(tm); }
/// Set from a tranlation
- void set(const SGVec3<T>& trans)
+ template<typename S>
+ void set(const SGVec3<S>& trans)
{
_data.flat[0] = 1; _data.flat[4] = 0;
- _data.flat[8] = 0; _data.flat[12] = -trans(0);
+ _data.flat[8] = 0; _data.flat[12] = T(trans(0));
_data.flat[1] = 0; _data.flat[5] = 1;
- _data.flat[9] = 0; _data.flat[13] = -trans(1);
+ _data.flat[9] = 0; _data.flat[13] = T(trans(1));
_data.flat[2] = 0; _data.flat[6] = 0;
- _data.flat[10] = 1; _data.flat[14] = -trans(2);
+ _data.flat[10] = 1; _data.flat[14] = T(trans(2));
_data.flat[3] = 0; _data.flat[7] = 0;
_data.flat[11] = 0; _data.flat[15] = 1;
}
/// Set from a scale/rotation and tranlation
- void set(const SGQuat<T>& quat, const SGVec3<T>& trans)
- {
- T w = quat.w(); T x = quat.x(); T y = quat.y(); T z = quat.z();
- T xx = x*x; T yy = y*y; T zz = z*z;
- T wx = w*x; T wy = w*y; T wz = w*z;
- T xy = x*y; T xz = x*z; T yz = y*z;
- _data.flat[0] = 1-2*(yy+zz); _data.flat[1] = 2*(xy-wz);
- _data.flat[2] = 2*(xz+wy); _data.flat[3] = 0;
- _data.flat[4] = 2*(xy+wz); _data.flat[5] = 1-2*(xx+zz);
- _data.flat[6] = 2*(yz-wx); _data.flat[7] = 0;
- _data.flat[8] = 2*(xz-wy); _data.flat[9] = 2*(yz+wx);
- _data.flat[10] = 1-2*(xx+yy); _data.flat[11] = 0;
- // Well, this one is ugly here, as that xform method on the current
- // object needs the above data to be already set ...
- SGVec3<T> t = xformVec(trans);
- _data.flat[12] = -t(0); _data.flat[13] = -t(1);
- _data.flat[14] = -t(2); _data.flat[15] = 1;
- }
- /// Set from a scale/rotation and tranlation
- void set(const SGQuat<T>& quat)
+ template<typename S>
+ void set(const SGQuat<S>& quat)
{
T w = quat.w(); T x = quat.x(); T y = quat.y(); T z = quat.z();
T xx = x*x; T yy = y*y; T zz = z*z;
/// Inplace matrix multiplication, post multiply
SGMatrix& operator*=(const SGMatrix<T>& m2);
+ template<typename S>
+ SGMatrix& preMultTranslate(const SGVec3<S>& t)
+ {
+ for (unsigned i = 0; i < 3; ++i) {
+ T tmp = T(t(i));
+ if (tmp == 0)
+ continue;
+ (*this)(i,0) += tmp*(*this)(3,0);
+ (*this)(i,1) += tmp*(*this)(3,1);
+ (*this)(i,2) += tmp*(*this)(3,2);
+ (*this)(i,3) += tmp*(*this)(3,3);
+ }
+ return *this;
+ }
+ template<typename S>
+ SGMatrix& postMultTranslate(const SGVec3<S>& t)
+ {
+ SGVec4<T> col3((*this)(0,3), (*this)(1,3), (*this)(2,3), (*this)(3,3));
+ for (unsigned i = 0; i < SGMatrix<T>::nCols-1; ++i) {
+ SGVec4<T> tmp((*this)(0,i), (*this)(1,i), (*this)(2,i), (*this)(3,i));
+ col3 += T(t(i))*tmp;
+ }
+ (*this)(0,3) = col3(0); (*this)(1,3) = col3(1);
+ (*this)(2,3) = col3(2); (*this)(3,3) = col3(3);
+ return *this;
+ }
+
+ SGMatrix& preMultRotate(const SGQuat<T>& r)
+ {
+ for (unsigned i = 0; i < SGMatrix<T>::nCols; ++i) {
+ SGVec3<T> col((*this)(0,i), (*this)(1,i), (*this)(2,i));
+ col = r.transform(col);
+ (*this)(0,i) = col(0); (*this)(1,i) = col(1); (*this)(2,i) = col(2);
+ }
+ return *this;
+ }
+ SGMatrix& postMultRotate(const SGQuat<T>& r)
+ {
+ for (unsigned i = 0; i < SGMatrix<T>::nCols; ++i) {
+ SGVec3<T> col((*this)(i,0), (*this)(i,1), (*this)(i,2));
+ col = r.backTransform(col);
+ (*this)(i,0) = col(0); (*this)(i,1) = col(1); (*this)(i,2) = col(2);
+ }
+ return *this;
+ }
+
SGVec3<T> xformPt(const SGVec3<T>& pt) const
{
SGVec3<T> tpt;
{
return SGMatrixf((float)m(0,0), (float)m(0,1), (float)m(0,2), (float)m(0,3),
(float)m(1,0), (float)m(1,1), (float)m(1,2), (float)m(1,3),
- (float)m(3,0), (float)m(2,1), (float)m(2,2), (float)m(2,3),
- (float)m(4,0), (float)m(4,1), (float)m(4,2), (float)m(4,3));
+ (float)m(2,0), (float)m(2,1), (float)m(2,2), (float)m(2,3),
+ (float)m(3,0), (float)m(3,1), (float)m(3,2), (float)m(3,3));
}
inline
{
return SGMatrixd(m(0,0), m(0,1), m(0,2), m(0,3),
m(1,0), m(1,1), m(1,2), m(1,3),
- m(3,0), m(2,1), m(2,2), m(2,3),
- m(4,0), m(4,1), m(4,2), m(4,3));
+ m(2,0), m(2,1), m(2,2), m(2,3),
+ m(3,0), m(3,1), m(3,2), m(3,3));
}
#endif