/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on * an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. ******************************************************************************/ package com.badlogic.gdx.math; import java.io.Serializable; import com.badlogic.gdx.utils.GdxRuntimeException; /** * A 3x3 <a href="http://en.wikipedia.org/wiki/Row-major_order">column major</a> matrix; useful for 2D transforms. * * @author mzechner */ public class Matrix3 implements Serializable { private static final long serialVersionUID = 7907569533774959788L; private final static float DEGREE_TO_RAD = (float) Math.PI / 180; public static final int M00 = 0; public static final int M01 = 3; public static final int M02 = 6; public static final int M10 = 1; public static final int M11 = 4; public static final int M12 = 7; public static final int M20 = 2; public static final int M21 = 5; public static final int M22 = 8; public float[] val = new float[9]; private float[] tmp = new float[9]; public Matrix3() { idt(); } public Matrix3(Matrix3 matrix) { set(matrix); } /** * Sets this matrix to the identity matrix * * @return This matrix for the purpose of chaining operations. */ public Matrix3 idt() { val[M00] = 1; val[M10] = 0; val[M20] = 0; val[M01] = 0; val[M11] = 1; val[M21] = 0; val[M02] = 0; val[M12] = 0; val[M22] = 1; return this; } /** * Multiplies this matrix with the provided matrix and stores the result in this matrix. For example: * * <pre> * A.mul(B) results in A := AB * </pre> * * @param m * Matrix to multiply by. * @return This matrix for the purpose of chaining operations together. */ public Matrix3 mul(Matrix3 m) { float v00 = val[M00] * m.val[M00] + val[M01] * m.val[M10] + val[M02] * m.val[M20]; float v01 = val[M00] * m.val[M01] + val[M01] * m.val[M11] + val[M02] * m.val[M21]; float v02 = val[M00] * m.val[M02] + val[M01] * m.val[M12] + val[M02] * m.val[M22]; float v10 = val[M10] * m.val[M00] + val[M11] * m.val[M10] + val[M12] * m.val[M20]; float v11 = val[M10] * m.val[M01] + val[M11] * m.val[M11] + val[M12] * m.val[M21]; float v12 = val[M10] * m.val[M02] + val[M11] * m.val[M12] + val[M12] * m.val[M22]; float v20 = val[M20] * m.val[M00] + val[M21] * m.val[M10] + val[M22] * m.val[M20]; float v21 = val[M20] * m.val[M01] + val[M21] * m.val[M11] + val[M22] * m.val[M21]; float v22 = val[M20] * m.val[M02] + val[M21] * m.val[M12] + val[M22] * m.val[M22]; val[M00] = v00; val[M10] = v10; val[M20] = v20; val[M01] = v01; val[M11] = v11; val[M21] = v21; val[M02] = v02; val[M12] = v12; val[M22] = v22; return this; } /** * Sets this matrix to a rotation matrix that will rotate any vector in counter-clockwise order around the z-axis. * * @param degrees * the angle in degrees. * @return This matrix for the purpose of chaining operations. */ public Matrix3 setToRotation(float degrees) { float angle = DEGREE_TO_RAD * degrees; float cos = (float) Math.cos(angle); float sin = (float) Math.sin(angle); this.val[M00] = cos; this.val[M10] = sin; this.val[M20] = 0; this.val[M01] = -sin; this.val[M11] = cos; this.val[M21] = 0; this.val[M02] = 0; this.val[M12] = 0; this.val[M22] = 1; return this; } /** * Sets this matrix to a translation matrix. * * @param x * the translation in x * @param y * the translation in y * @return This matrix for the purpose of chaining operations. */ public Matrix3 setToTranslation(float x, float y) { this.val[M00] = 1; this.val[M10] = 0; this.val[M20] = 0; this.val[M01] = 0; this.val[M11] = 1; this.val[M21] = 0; this.val[M02] = x; this.val[M12] = y; this.val[M22] = 1; return this; } /** * Sets this matrix to a translation matrix. * * @param translation * The translation vector. * @return This matrix for the purpose of chaining operations. */ public Matrix3 setToTranslation(Vector2 translation) { this.val[M00] = 1; this.val[M10] = 0; this.val[M20] = 0; this.val[M01] = 0; this.val[M11] = 1; this.val[M21] = 0; this.val[M02] = translation.x; this.val[M12] = translation.y; this.val[M22] = 1; return this; } /** * Sets this matrix to a scaling matrix. * * @param scaleX * the scale in x * @param scaleY * the scale in y * @return This matrix for the purpose of chaining operations. */ public Matrix3 setToScaling(float scaleX, float scaleY) { val[M00] = scaleX; val[M10] = 0; val[M20] = 0; val[M01] = 0; val[M11] = scaleY; val[M21] = 0; val[M02] = 0; val[M12] = 0; val[M22] = 1; return this; } public String toString() { return "[" + val[0] + "|" + val[3] + "|" + val[6] + "]\n" + "[" + val[1] + "|" + val[4] + "|" + val[7] + "]\n" + "[" + val[2] + "|" + val[5] + "|" + val[8] + "]"; } /** @return The determinant of this matrix */ public float det() { return val[M00] * val[M11] * val[M22] + val[M01] * val[M12] * val[M20] + val[M02] * val[M10] * val[M21] - val[M00] * val[M12] * val[M21] - val[M01] * val[M10] * val[M22] - val[M02] * val[M11] * val[M20]; } /** * Inverts this matrix given that the determinant is != 0. * * @return This matrix for the purpose of chaining operations. */ public Matrix3 inv() { float det = det(); if (det == 0) throw new GdxRuntimeException("Can't invert a singular matrix"); float inv_det = 1.0f / det; tmp[M00] = val[M11] * val[M22] - val[M21] * val[M12]; tmp[M10] = val[M20] * val[M12] - val[M10] * val[M22]; tmp[M20] = val[M10] * val[M21] - val[M20] * val[M11]; tmp[M01] = val[M21] * val[M02] - val[M01] * val[M22]; tmp[M11] = val[M00] * val[M22] - val[M20] * val[M02]; tmp[M21] = val[M20] * val[M01] - val[M00] * val[M21]; tmp[M02] = val[M01] * val[M12] - val[M11] * val[M02]; tmp[M12] = val[M10] * val[M02] - val[M00] * val[M12]; tmp[M22] = val[M00] * val[M11] - val[M10] * val[M01]; val[M00] = inv_det * tmp[M00]; val[M10] = inv_det * tmp[M10]; val[M20] = inv_det * tmp[M20]; val[M01] = inv_det * tmp[M01]; val[M11] = inv_det * tmp[M11]; val[M21] = inv_det * tmp[M21]; val[M02] = inv_det * tmp[M02]; val[M12] = inv_det * tmp[M12]; val[M22] = inv_det * tmp[M22]; return this; } /** * Copies the values from the provided matrix to this matrix. * * @param mat * The matrix to copy. * @return This matrix for the purposes of chaining. */ public Matrix3 set(Matrix3 mat) { System.arraycopy(mat.val, 0, val, 0, val.length); return this; } /** * Sets this 3x3 matrix to the top left 3x3 corner of the provided 4x4 matrix. * * @param mat * The matrix whose top left corner will be copied. This matrix will not be modified. * @return This matrix for the purpose of chaining operations. */ public Matrix3 set(Matrix4 mat) { val[M00] = mat.val[Matrix4.M00]; val[M10] = mat.val[Matrix4.M10]; val[M20] = mat.val[Matrix4.M20]; val[M01] = mat.val[Matrix4.M01]; val[M11] = mat.val[Matrix4.M11]; val[M21] = mat.val[Matrix4.M21]; val[M02] = mat.val[Matrix4.M02]; val[M12] = mat.val[Matrix4.M12]; val[M22] = mat.val[Matrix4.M22]; return this; } /** * Adds a translational component to the matrix in the 3rd column. The other columns are untouched. * * @param vector * The translation vector. * @return This matrix for the purpose of chaining. */ public Matrix3 trn(Vector2 vector) { val[M02] += vector.x; val[M12] += vector.y; return this; } /** * Adds a translational component to the matrix in the 3rd column. The other columns are untouched. * * @param x * The x-component of the translation vector. * @param y * The y-component of the translation vector. * @return This matrix for the purpose of chaining. */ public Matrix3 trn(float x, float y) { val[M02] += x; val[M12] += y; return this; } /** * Adds a translational component to the matrix in the 3rd column. The other columns are untouched. * * @param vector * The translation vector. (The z-component of the vector is ignored because this is a 3x3 matrix) * @return This matrix for the purpose of chaining. */ public Matrix3 trn(Vector3 vector) { val[M02] += vector.x; val[M12] += vector.y; return this; } /** * Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale. * * @param x * The x-component of the translation vector. * @param y * The y-component of the translation vector. * @return This matrix for the purpose of chaining. */ public Matrix3 translate(float x, float y) { tmp[M00] = 1; tmp[M10] = 0; tmp[M20] = 0; tmp[M01] = 0; tmp[M11] = 1; tmp[M21] = 0; tmp[M02] = x; tmp[M12] = y; tmp[M22] = 1; mul(val, tmp); return this; } /** * Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale. * * @param translation * The translation vector. * @return This matrix for the purpose of chaining. */ public Matrix3 translate(Vector2 translation) { tmp[M00] = 1; tmp[M10] = 0; tmp[M20] = 0; tmp[M01] = 0; tmp[M11] = 1; tmp[M21] = 0; tmp[M02] = translation.x; tmp[M12] = translation.y; tmp[M22] = 1; mul(val, tmp); return this; } /** * Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL * ES' 1.x glTranslate/glRotate/glScale. * * @param angle * The angle in degrees * @return This matrix for the purpose of chaining. */ public Matrix3 rotate(float angle) { if (angle == 0) return this; angle = DEGREE_TO_RAD * angle; float cos = (float) Math.cos(angle); float sin = (float) Math.sin(angle); tmp[M00] = cos; tmp[M10] = sin; tmp[M20] = 0; tmp[M01] = -sin; tmp[M11] = cos; tmp[M21] = 0; tmp[M02] = 0; tmp[M12] = 0; tmp[M22] = 1; mul(val, tmp); return this; } /** * Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale. * * @param scaleX * The scale in the x-axis. * @param scaleY * The scale in the y-axis. * @return This matrix for the purpose of chaining. */ public Matrix3 scale(float scaleX, float scaleY) { tmp[M00] = scaleX; tmp[M10] = 0; tmp[M20] = 0; tmp[M01] = 0; tmp[M11] = scaleY; tmp[M21] = 0; tmp[M02] = 0; tmp[M12] = 0; tmp[M22] = 1; mul(val, tmp); return this; } /** * Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale. * * @param scale * The vector to scale the matrix by. * @return This matrix for the purpose of chaining. */ public Matrix3 scale(Vector2 scale) { tmp[M00] = scale.x; tmp[M10] = 0; tmp[M20] = 0; tmp[M01] = 0; tmp[M11] = scale.y; tmp[M21] = 0; tmp[M02] = 0; tmp[M12] = 0; tmp[M22] = 1; mul(val, tmp); return this; } /** * Get the values in this matrix. * * @return The float values that make up this matrix in column-major order. */ public float[] getValues() { return val; } /** * Scale the matrix in the both the x and y components by the scalar value. * * @param scale * The single value that will be used to scale both the x and y components. * @return This matrix for the purpose of chaining methods together. */ public Matrix3 scl(float scale) { val[M00] *= scale; val[M11] *= scale; return this; } /** * Scale this matrix using the x and y components of the vector but leave the rest of the matrix alone. * * @param scale * The {@link Vector3} to use to scale this matrix. * @return This matrix for the purpose of chaining methods together. */ public Matrix3 scl(Vector2 scale) { val[M00] *= scale.x; val[M11] *= scale.y; return this; } /** * Scale this matrix using the x and y components of the vector but leave the rest of the matrix alone. * * @param scale * The {@link Vector3} to use to scale this matrix. The z component will be ignored. * @return This matrix for the purpose of chaining methods together. */ public Matrix3 scl(Vector3 scale) { val[M00] *= scale.x; val[M11] *= scale.y; return this; } /** * Transposes the current matrix. * * @return This matrix for the purpose of chaining methods together. */ public Matrix3 transpose() { // Where MXY you do not have to change MXX float v01 = val[M10]; float v02 = val[M20]; float v10 = val[M01]; float v12 = val[M21]; float v20 = val[M02]; float v21 = val[M12]; val[M01] = v01; val[M02] = v02; val[M10] = v10; val[M12] = v12; val[M20] = v20; val[M21] = v21; return this; } /** * Multiplies matrix a with matrix b in the following manner: * * <pre> * mul(A, B) => A := AB * </pre> * * @param mata * The float array representing the first matrix. Must have at least 9 elements. * @param matb * The float array representing the second matrix. Must have at least 9 elements. */ private static void mul(float[] mata, float[] matb) { float v00 = mata[M00] * matb[M00] + mata[M01] * matb[M10] + mata[M02] * matb[M20]; float v01 = mata[M00] * matb[M01] + mata[M01] * matb[M11] + mata[M02] * matb[M21]; float v02 = mata[M00] * matb[M02] + mata[M01] * matb[M12] + mata[M02] * matb[M22]; float v10 = mata[M10] * matb[M00] + mata[M11] * matb[M10] + mata[M12] * matb[M20]; float v11 = mata[M10] * matb[M01] + mata[M11] * matb[M11] + mata[M12] * matb[M21]; float v12 = mata[M10] * matb[M02] + mata[M11] * matb[M12] + mata[M12] * matb[M22]; float v20 = mata[M20] * matb[M00] + mata[M21] * matb[M10] + mata[M22] * matb[M20]; float v21 = mata[M20] * matb[M01] + mata[M21] * matb[M11] + mata[M22] * matb[M21]; float v22 = mata[M20] * matb[M02] + mata[M21] * matb[M12] + mata[M22] * matb[M22]; mata[M00] = v00; mata[M10] = v10; mata[M20] = v20; mata[M01] = v01; mata[M11] = v11; mata[M21] = v21; mata[M02] = v02; mata[M12] = v12; mata[M22] = v22; } }