#ifndef _GEOMETRY_MATRIX3X3_H_ #define _GEOMETRY_MATRIX3X3_H_ #include "vector3.h" #include "matrixes.h" // =================== Reset ==================== // static inline void bg_fp32_matrix3x3_reset(BgFP32Matrix3x3* matrix) { matrix->r1c1 = 0.0f; matrix->r1c2 = 0.0f; matrix->r1c3 = 0.0f; matrix->r2c1 = 0.0f; matrix->r2c2 = 0.0f; matrix->r2c3 = 0.0f; matrix->r3c1 = 0.0f; matrix->r3c2 = 0.0f; matrix->r3c3 = 0.0f; } static inline void bg_fp64_matrix3x3_reset(BgFP64Matrix3x3* matrix) { matrix->r1c1 = 0.0; matrix->r1c2 = 0.0; matrix->r1c3 = 0.0; matrix->r2c1 = 0.0; matrix->r2c2 = 0.0; matrix->r2c3 = 0.0; matrix->r3c1 = 0.0; matrix->r3c2 = 0.0; matrix->r3c3 = 0.0; } // ================== Identity ================== // static inline void bg_fp32_matrix3x3_set_to_identity(BgFP32Matrix3x3* matrix) { matrix->r1c1 = 1.0f; matrix->r1c2 = 0.0f; matrix->r1c3 = 0.0f; matrix->r2c1 = 0.0f; matrix->r2c2 = 1.0f; matrix->r2c3 = 0.0f; matrix->r3c1 = 0.0f; matrix->r3c2 = 0.0f; matrix->r3c3 = 1.0f; } static inline void bg_fp64_matrix3x3_set_to_identity(BgFP64Matrix3x3* matrix) { matrix->r1c1 = 1.0; matrix->r1c2 = 0.0; matrix->r1c3 = 0.0; matrix->r2c1 = 0.0; matrix->r2c2 = 1.0; matrix->r2c3 = 0.0; matrix->r3c1 = 0.0; matrix->r3c2 = 0.0; matrix->r3c3 = 1.0; } // ================ Make Diagonal =============== // static inline void bg_fp32_matrix3x3_set_to_diagonal(const float d1, const float d2, const float d3, BgFP32Matrix3x3* matrix) { matrix->r1c1 = d1; matrix->r1c2 = 0.0f; matrix->r1c3 = 0.0f; matrix->r2c1 = 0.0f; matrix->r2c2 = d2; matrix->r2c3 = 0.0f; matrix->r3c1 = 0.0f; matrix->r3c2 = 0.0f; matrix->r3c3 = d2; } static inline void bg_fp64_matrix3x3_set_to_diagonal(const double d1, const double d2, const double d3, BgFP64Matrix3x3* matrix) { matrix->r1c1 = d1; matrix->r1c2 = 0.0; matrix->r1c3 = 0.0; matrix->r2c1 = 0.0; matrix->r2c2 = d2; matrix->r2c3 = 0.0; matrix->r3c1 = 0.0; matrix->r3c2 = 0.0; matrix->r3c3 = d2; } // ==================== Copy ==================== // static inline void bg_fp32_matrix3x3_copy(const BgFP32Matrix3x3* from, BgFP32Matrix3x3* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r1c2; to->r1c3 = from->r1c3; to->r2c1 = from->r2c1; to->r2c2 = from->r2c2; to->r2c3 = from->r2c3; to->r3c1 = from->r3c1; to->r3c2 = from->r3c2; to->r3c3 = from->r3c3; } static inline void bg_fp64_matrix3x3_copy(const BgFP64Matrix3x3* from, BgFP64Matrix3x3* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r1c2; to->r1c3 = from->r1c3; to->r2c1 = from->r2c1; to->r2c2 = from->r2c2; to->r2c3 = from->r2c3; to->r3c1 = from->r3c1; to->r3c2 = from->r3c2; to->r3c3 = from->r3c3; } // ============= Set from twin type ============= // static inline void bg_fp32_matrix3x3_set_from_fp64(const BgFP64Matrix3x3* from, BgFP32Matrix3x3* to) { to->r1c1 = (float) from->r1c1; to->r1c2 = (float) from->r1c2; to->r1c3 = (float) from->r1c3; to->r2c1 = (float) from->r2c1; to->r2c2 = (float) from->r2c2; to->r2c3 = (float) from->r2c3; to->r3c1 = (float) from->r3c1; to->r3c2 = (float) from->r3c2; to->r3c3 = (float) from->r3c3; } static inline void bg_fp64_matrix3x3_set_from_fp32(const BgFP32Matrix3x3* from, BgFP64Matrix3x3* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r1c2; to->r1c3 = from->r1c3; to->r2c1 = from->r2c1; to->r2c2 = from->r2c2; to->r2c3 = from->r2c3; to->r3c1 = from->r3c1; to->r3c2 = from->r3c2; to->r3c3 = from->r3c3; } // ================ Determinant ================= // static inline float bg_fp32_matrix3x3_get_determinant(const BgFP32Matrix3x3* matrix) { return matrix->r1c1 * (matrix->r2c2 * matrix->r3c3 - matrix->r2c3 * matrix->r3c2) + matrix->r1c2 * (matrix->r2c3 * matrix->r3c1 - matrix->r2c1 * matrix->r3c3) + matrix->r1c3 * (matrix->r2c1 * matrix->r3c2 - matrix->r2c2 * matrix->r3c1); } static inline double bg_fp64_matrix3x3_get_determinant(const BgFP64Matrix3x3* matrix) { return matrix->r1c1 * (matrix->r2c2 * matrix->r3c3 - matrix->r2c3 * matrix->r3c2) + matrix->r1c2 * (matrix->r2c3 * matrix->r3c1 - matrix->r2c1 * matrix->r3c3) + matrix->r1c3 * (matrix->r2c1 * matrix->r3c2 - matrix->r2c2 * matrix->r3c1); } // ================== Singular ================== // static inline int bg_fp32_matrix3x3_is_singular(const BgFP32Matrix3x3* matrix) { const float determinant = bg_fp32_matrix3x3_get_determinant(matrix); return -BG_FP32_EPSYLON <= determinant && determinant <= BG_FP32_EPSYLON; } static inline int bg_fp64_matrix3x3_is_singular(const BgFP64Matrix3x3* matrix) { const double determinant = bg_fp64_matrix3x3_get_determinant(matrix); return -BG_FP64_EPSYLON <= determinant && determinant <= BG_FP64_EPSYLON; } // ================= Inversion ================== // int bg_fp32_matrix3x3_invert(BgFP32Matrix3x3* matrix); int bg_fp64_matrix3x3_invert(BgFP64Matrix3x3* matrix); // =============== Transposition ================ // static inline void bg_fp32_matrix3x3_transpose(BgFP32Matrix3x3* matrix) { float tmp = matrix->r1c2; matrix->r1c2 = matrix->r2c1; matrix->r2c1 = tmp; tmp = matrix->r1c3; matrix->r1c3 = matrix->r3c1; matrix->r3c1 = tmp; tmp = matrix->r2c3; matrix->r2c3 = matrix->r3c2; matrix->r3c2 = tmp; } static inline void bg_fp64_matrix3x3_transpose(BgFP64Matrix3x3* matrix) { double tmp = matrix->r1c2; matrix->r1c2 = matrix->r2c1; matrix->r2c1 = tmp; tmp = matrix->r1c3; matrix->r1c3 = matrix->r3c1; matrix->r3c1 = tmp; tmp = matrix->r2c3; matrix->r2c3 = matrix->r3c2; matrix->r3c2 = tmp; } // ================ Make Inverted =============== // int bg_fp32_matrix3x3_set_inverted(const BgFP32Matrix3x3* matrix, BgFP32Matrix3x3* result); int bg_fp64_matrix3x3_set_inverted(const BgFP64Matrix3x3* matrix, BgFP64Matrix3x3* result); // =============== Make Transposed ============== // static inline void bg_fp32_matrix3x3_set_transposed(const BgFP32Matrix3x3* matrix, BgFP32Matrix3x3* result) { if (matrix == result) { bg_fp32_matrix3x3_transpose(result); return; } result->r1c1 = matrix->r1c1; result->r1c2 = matrix->r2c1; result->r1c3 = matrix->r3c1; result->r2c1 = matrix->r1c2; result->r2c2 = matrix->r2c2; result->r2c3 = matrix->r3c2; result->r3c1 = matrix->r1c3; result->r3c2 = matrix->r2c3; result->r3c3 = matrix->r3c3; } static inline void bg_fp64_matrix3x3_set_transposed(const BgFP64Matrix3x3* matrix, BgFP64Matrix3x3* result) { if (matrix == result) { bg_fp64_matrix3x3_transpose(result); return; } result->r1c1 = matrix->r1c1; result->r1c2 = matrix->r2c1; result->r1c3 = matrix->r3c1; result->r2c1 = matrix->r1c2; result->r2c2 = matrix->r2c2; result->r2c3 = matrix->r3c2; result->r3c1 = matrix->r1c3; result->r3c2 = matrix->r2c3; result->r3c3 = matrix->r3c3; } // ================= Set Row 1 ================== // static inline void bg_fp32_matrix3x3_set_row1(const float c1, const float c2, const float c3, BgFP32Matrix3x3* matrix) { matrix->r1c1 = c1; matrix->r1c2 = c2; matrix->r1c3 = c3; } static inline void bg_fp64_matrix3x3_set_row1(const double c1, const double c2, const double c3, BgFP64Matrix3x3* matrix) { matrix->r1c1 = c1; matrix->r1c2 = c2; matrix->r1c3 = c3; } // ================= Set Row 2 ================== // static inline void bg_fp32_matrix3x3_set_row2(const float c1, const float c2, const float c3, BgFP32Matrix3x3* matrix) { matrix->r2c1 = c1; matrix->r2c2 = c2; matrix->r2c3 = c3; } static inline void bg_fp64_matrix3x3_set_row2(const double c1, const double c2, const double c3, BgFP64Matrix3x3* matrix) { matrix->r2c1 = c1; matrix->r2c2 = c2; matrix->r2c3 = c3; } // ================= Set Row 3 ================== // static inline void bg_fp32_matrix3x3_set_row3(const float c1, const float c2, const float c3, BgFP32Matrix3x3* matrix) { matrix->r3c1 = c1; matrix->r3c2 = c2; matrix->r3c3 = c3; } static inline void bg_fp64_matrix3x3_set_row3(const double c1, const double c2, const double c3, BgFP64Matrix3x3* matrix) { matrix->r3c1 = c1; matrix->r3c2 = c2; matrix->r3c3 = c3; } // ================ Set Column 1 ================ // static inline void bg_fp32_matrix3x3_set_column1(const float r1, const float r2, const float r3, BgFP32Matrix3x3* matrix) { matrix->r1c1 = r1; matrix->r2c1 = r2; matrix->r3c1 = r3; } static inline void bg_fp64_matrix3x3_set_column1(const double r1, const double r2, const double r3, BgFP64Matrix3x3* matrix) { matrix->r1c1 = r1; matrix->r2c1 = r2; matrix->r3c1 = r3; } // ================ Set Column 2 ================ // static inline void bg_fp32_matrix3x3_set_column2(const float r1, const float r2, const float r3, BgFP32Matrix3x3* matrix) { matrix->r1c2 = r1; matrix->r2c2 = r2; matrix->r3c2 = r3; } static inline void bg_fp64_matrix3x3_set_column2(const double r1, const double r2, const double r3, BgFP64Matrix3x3* matrix) { matrix->r1c2 = r1; matrix->r2c2 = r2; matrix->r3c2 = r3; } // ================ Set Column 3 ================ // static inline void bg_fp32_matrix3x3_set_column3(const float r1, const float r2, const float r3, BgFP32Matrix3x3* matrix) { matrix->r1c3 = r1; matrix->r2c3 = r2; matrix->r3c3 = r3; } static inline void bg_fp64_matrix3x3_set_column3(const double r1, const double r2, const double r3, BgFP64Matrix3x3* matrix) { matrix->r1c3 = r1; matrix->r2c3 = r2; matrix->r3c3 = r3; } // ================ Append scaled =============== // static inline void bg_fp32_matrix3x3_append_scaled(BgFP32Matrix3x3* basic_vector, const BgFP32Matrix3x3* scalable_vector, const float scale) { basic_vector->r1c1 += scalable_vector->r1c1 * scale; basic_vector->r1c2 += scalable_vector->r1c2 * scale; basic_vector->r1c3 += scalable_vector->r1c3 * scale; basic_vector->r2c1 += scalable_vector->r2c1 * scale; basic_vector->r2c2 += scalable_vector->r2c2 * scale; basic_vector->r2c3 += scalable_vector->r2c3 * scale; basic_vector->r3c1 += scalable_vector->r3c1 * scale; basic_vector->r3c2 += scalable_vector->r3c2 * scale; basic_vector->r3c3 += scalable_vector->r3c3 * scale; } static inline void bg_fp64_matrix3x3_append_scaled(BgFP64Matrix3x3* basic_vector, const BgFP64Matrix3x3* scalable_vector, const double scale) { basic_vector->r1c1 += scalable_vector->r1c1 * scale; basic_vector->r1c2 += scalable_vector->r1c2 * scale; basic_vector->r1c3 += scalable_vector->r1c3 * scale; basic_vector->r2c1 += scalable_vector->r2c1 * scale; basic_vector->r2c2 += scalable_vector->r2c2 * scale; basic_vector->r2c3 += scalable_vector->r2c3 * scale; basic_vector->r3c1 += scalable_vector->r3c1 * scale; basic_vector->r3c2 += scalable_vector->r3c2 * scale; basic_vector->r3c3 += scalable_vector->r3c3 * scale; } // ================== Addition ================== // static inline void bg_fp32_matrix3x3_add(const BgFP32Matrix3x3* matrix1, const BgFP32Matrix3x3* matrix2, BgFP32Matrix3x3* sum) { sum->r1c1 = matrix1->r1c1 + matrix2->r1c1; sum->r1c2 = matrix1->r1c2 + matrix2->r1c2; sum->r1c3 = matrix1->r1c3 + matrix2->r1c3; sum->r2c1 = matrix1->r2c1 + matrix2->r2c1; sum->r2c2 = matrix1->r2c2 + matrix2->r2c2; sum->r2c3 = matrix1->r2c3 + matrix2->r2c3; sum->r3c1 = matrix1->r3c1 + matrix2->r3c1; sum->r3c2 = matrix1->r3c2 + matrix2->r3c2; sum->r3c3 = matrix1->r3c3 + matrix2->r3c3; } static inline void bg_fp64_matrix3x3_add(const BgFP64Matrix3x3* matrix1, const BgFP64Matrix3x3* matrix2, BgFP64Matrix3x3* sum) { sum->r1c1 = matrix1->r1c1 + matrix2->r1c1; sum->r1c2 = matrix1->r1c2 + matrix2->r1c2; sum->r1c3 = matrix1->r1c3 + matrix2->r1c3; sum->r2c1 = matrix1->r2c1 + matrix2->r2c1; sum->r2c2 = matrix1->r2c2 + matrix2->r2c2; sum->r2c3 = matrix1->r2c3 + matrix2->r2c3; sum->r3c1 = matrix1->r3c1 + matrix2->r3c1; sum->r3c2 = matrix1->r3c2 + matrix2->r3c2; sum->r3c3 = matrix1->r3c3 + matrix2->r3c3; } // ================ Subtraction ================= // static inline void bg_fp32_matrix3x3_subtract(const BgFP32Matrix3x3* minuend, const BgFP32Matrix3x3* subtrahend, BgFP32Matrix3x3* difference) { difference->r1c1 = minuend->r1c1 - subtrahend->r1c1; difference->r1c2 = minuend->r1c2 - subtrahend->r1c2; difference->r1c3 = minuend->r1c3 - subtrahend->r1c3; difference->r2c1 = minuend->r2c1 - subtrahend->r2c1; difference->r2c2 = minuend->r2c2 - subtrahend->r2c2; difference->r2c3 = minuend->r2c3 - subtrahend->r2c3; difference->r3c1 = minuend->r3c1 - subtrahend->r3c1; difference->r3c2 = minuend->r3c2 - subtrahend->r3c2; difference->r3c3 = minuend->r3c3 - subtrahend->r3c3; } static inline void bg_fp64_matrix3x3_subtract(const BgFP64Matrix3x3* minuend, const BgFP64Matrix3x3* subtrahend, BgFP64Matrix3x3* difference) { difference->r1c1 = minuend->r1c1 - subtrahend->r1c1; difference->r1c2 = minuend->r1c2 - subtrahend->r1c2; difference->r1c3 = minuend->r1c3 - subtrahend->r1c3; difference->r2c1 = minuend->r2c1 - subtrahend->r2c1; difference->r2c2 = minuend->r2c2 - subtrahend->r2c2; difference->r2c3 = minuend->r2c3 - subtrahend->r2c3; difference->r3c1 = minuend->r3c1 - subtrahend->r3c1; difference->r3c2 = minuend->r3c2 - subtrahend->r3c2; difference->r3c3 = minuend->r3c3 - subtrahend->r3c3; } // =============== Multiplication =============== // static inline void bg_fp32_matrix3x3_multiply(const BgFP32Matrix3x3* multiplicand, const float multiplier, BgFP32Matrix3x3* product) { product->r1c1 = multiplicand->r1c1 * multiplier; product->r1c2 = multiplicand->r1c2 * multiplier; product->r1c3 = multiplicand->r1c3 * multiplier; product->r2c1 = multiplicand->r2c1 * multiplier; product->r2c2 = multiplicand->r2c2 * multiplier; product->r2c3 = multiplicand->r2c3 * multiplier; product->r3c1 = multiplicand->r3c1 * multiplier; product->r3c2 = multiplicand->r3c2 * multiplier; product->r3c3 = multiplicand->r3c3 * multiplier; } static inline void bg_fp64_matrix3x3_multiply(const BgFP64Matrix3x3* multiplicand, const double multiplier, BgFP64Matrix3x3* product) { product->r1c1 = multiplicand->r1c1 * multiplier; product->r1c2 = multiplicand->r1c2 * multiplier; product->r1c3 = multiplicand->r1c3 * multiplier; product->r2c1 = multiplicand->r2c1 * multiplier; product->r2c2 = multiplicand->r2c2 * multiplier; product->r2c3 = multiplicand->r2c3 * multiplier; product->r3c1 = multiplicand->r3c1 * multiplier; product->r3c2 = multiplicand->r3c2 * multiplier; product->r3c3 = multiplicand->r3c3 * multiplier; } // ================== Division ================== // static inline void bg_fp32_matrix3x3_divide(const BgFP32Matrix3x3* dividend, const float divisor, BgFP32Matrix3x3* quotient) { quotient->r1c1 = dividend->r1c1 / divisor; quotient->r1c2 = dividend->r1c2 / divisor; quotient->r1c3 = dividend->r1c3 / divisor; quotient->r2c1 = dividend->r2c1 / divisor; quotient->r2c2 = dividend->r2c2 / divisor; quotient->r2c3 = dividend->r2c3 / divisor; quotient->r3c1 = dividend->r3c1 / divisor; quotient->r3c2 = dividend->r3c2 / divisor; quotient->r3c3 = dividend->r3c3 / divisor; } static inline void bg_fp64_matrix3x3_divide(const BgFP64Matrix3x3* dividend, const double divisor, BgFP64Matrix3x3* quotient) { quotient->r1c1 = dividend->r1c1 / divisor; quotient->r1c2 = dividend->r1c2 / divisor; quotient->r1c3 = dividend->r1c3 / divisor; quotient->r2c1 = dividend->r2c1 / divisor; quotient->r2c2 = dividend->r2c2 / divisor; quotient->r2c3 = dividend->r2c3 / divisor; quotient->r3c1 = dividend->r3c1 / divisor; quotient->r3c2 = dividend->r3c2 / divisor; quotient->r3c3 = dividend->r3c3 / divisor; } // ============ Left Vector Product ============= // static inline void bg_fp32_matrix3x3_left_product(const BgFP32Vector3* vector, const BgFP32Matrix3x3* matrix, BgFP32Vector3* result) { bg_fp32_vector3_set_values( vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1, vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2, vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3 + vector->x3 * matrix->r3c3, result ); } static inline void bg_fp64_matrix3x3_left_product(const BgFP64Vector3* vector, const BgFP64Matrix3x3* matrix, BgFP64Vector3* result) { bg_fp64_vector3_set_values( vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1, vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2, vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3 + vector->x3 * matrix->r3c3, result ); } // ============ Right Vector Product ============ // static inline void bg_fp32_matrix3x3_right_product(const BgFP32Matrix3x3* matrix, const BgFP32Vector3* vector, BgFP32Vector3* result) { bg_fp32_vector3_set_values( matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3, matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3, matrix->r3c1 * vector->x1 + matrix->r3c2 * vector->x2 + matrix->r3c3 * vector->x3, result ); } static inline void bg_fp64_matrix3x3_right_product(const BgFP64Matrix3x3* matrix, const BgFP64Vector3* vector, BgFP64Vector3* result) { bg_fp64_vector3_set_values( matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3, matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3, matrix->r3c1 * vector->x1 + matrix->r3c2 * vector->x2 + matrix->r3c3 * vector->x3, result ); } #endif