1 | /**************************************************************************************** |
2 | |
3 | Copyright (C) 2015 Autodesk, Inc. |
4 | All rights reserved. |
5 | |
6 | Use of this software is subject to the terms of the Autodesk license agreement |
7 | provided at the time of installation or download, or which otherwise accompanies |
8 | this software in either electronic or hard copy form. |
9 | |
10 | ****************************************************************************************/ |
11 | |
12 | //! \file fbxmatrix.h |
13 | #ifndef _FBXSDK_CORE_MATH_MATRIX_H_ |
14 | #define _FBXSDK_CORE_MATH_MATRIX_H_ |
15 | |
16 | #include <fbxsdk/fbxsdk_def.h> |
17 | |
18 | #include <fbxsdk/core/math/fbxvector4.h> |
19 | |
20 | #include <fbxsdk/fbxsdk_nsbegin.h> |
21 | |
22 | class FbxAMatrix; |
23 | |
24 | /** FBX SDK basic 4x4 double matrix class. |
25 | * \nosubgrouping |
26 | */ |
27 | class FBXSDK_DLL FbxMatrix : public FbxDouble4x4 |
28 | { |
29 | public: |
30 | //! \name Constructors and Destructor |
31 | //@{ |
32 | //! Constructor (initialize to an identity matrix) |
33 | FbxMatrix(); |
34 | |
35 | /** Copy constructor. |
36 | * \param pM Another FbxMatrix object copied to this one. */ |
37 | FbxMatrix(const FbxMatrix& pM); |
38 | |
39 | /** Copy constructor for affine matrix. |
40 | * \param pM Affine matrix */ |
41 | FbxMatrix(const FbxAMatrix& pM); |
42 | |
43 | /** TRS Constructor. |
44 | * \param pT Translation vector. |
45 | * \param pR Euler rotation vector. |
46 | * \param pS Scale vector. */ |
47 | FbxMatrix(const FbxVector4& pT, const FbxVector4& pR, const FbxVector4& pS); |
48 | |
49 | /** TQS Constructor. |
50 | * \param pT Translation vector. |
51 | * \param pQ Quaternion. |
52 | * \param pS Scale vector. */ |
53 | FbxMatrix(const FbxVector4& pT, const FbxQuaternion& pQ, const FbxVector4& pS); |
54 | |
55 | /** 16 double constructor. |
56 | * \param p00 Value at column 0 row 0. |
57 | * \param p10 Value at column 1 row 0. |
58 | * \param p20 Value at column 2 row 0. |
59 | * \param p30 Value at column 3 row 0. |
60 | * \param p01 Value at column 0 row 1. |
61 | * \param p11 Value at column 1 row 1. |
62 | * \param p21 Value at column 2 row 1. |
63 | * \param p31 Value at column 3 row 1. |
64 | * \param p02 Value at column 0 row 2. |
65 | * \param p12 Value at column 1 row 2. |
66 | * \param p22 Value at column 2 row 2. |
67 | * \param p32 Value at column 3 row 2. |
68 | * \param p03 Value at column 0 row 3. |
69 | * \param p13 Value at column 1 row 3. |
70 | * \param p23 Value at column 2 row 3. |
71 | * \param p33 Value at column 3 row 3. */ |
72 | FbxMatrix( const double p00, const double p10, const double p20, const double p30, |
73 | const double p01, const double p11, const double p21, const double p31, |
74 | const double p02, const double p12, const double p22, const double p32, |
75 | const double p03, const double p13, const double p23, const double p33); |
76 | |
77 | //! Destructor. |
78 | ~FbxMatrix(); |
79 | //@} |
80 | |
81 | //! \name Access |
82 | //@{ |
83 | /** Retrieve matrix element. |
84 | * \param pY Row index. |
85 | * \param pX Column index. |
86 | * \return Value at element [ pX, pY ] of the matrix. */ |
87 | double Get(int pY, int pX) const; |
88 | |
89 | /** Extract a row vector. |
90 | * \param pY Row index. |
91 | * \return The row vector. */ |
92 | FbxVector4 GetRow(int pY) const; |
93 | |
94 | /** Extract a column vector. |
95 | * \param pX Column index. |
96 | * \return The column vector. */ |
97 | FbxVector4 GetColumn(int pX) const; |
98 | |
99 | /** Set matrix element. |
100 | * \param pY Row index. |
101 | * \param pX Column index. |
102 | * \param pValue New component value. */ |
103 | void Set(int pY, int pX, double pValue); |
104 | |
105 | /** Set matrix. |
106 | * \param pT Translation vector. |
107 | * \param pR Euler rotation vector. |
108 | * \param pS Scale vector. */ |
109 | void SetTRS(const FbxVector4& pT, const FbxVector4& pR, const FbxVector4& pS); |
110 | |
111 | /** Set matrix. |
112 | * \param pT Translation vector. |
113 | * \param pQ Quaternion. |
114 | * \param pS Scale vector. */ |
115 | void SetTQS(const FbxVector4& pT, const FbxQuaternion& pQ, const FbxVector4& pS); |
116 | |
117 | /** Set a matrix row. |
118 | * \param pY Row index. |
119 | * \param pRow Row vector. */ |
120 | void SetRow(int pY, const FbxVector4& pRow); |
121 | |
122 | /** Set a matrix column. |
123 | * \param pX Column index. |
124 | * \param pColumn Column vector. */ |
125 | void SetColumn(int pX, const FbxVector4& pColumn); |
126 | |
127 | /** Decompose the affine matrix into elements of translation, rotation, shearing, scaling and sign of determinant. |
128 | * \param pTranslation Translation element. |
129 | * \param pRotation Rotation element. |
130 | * \param pShearing Shearing element. |
131 | * \param pScaling Scaling element. |
132 | * \param pSign Sign of determinant. */ |
133 | void GetElements(FbxVector4& pTranslation, FbxQuaternion& pRotation, FbxVector4& pShearing, FbxVector4& pScaling, double& pSign) const; |
134 | |
135 | /** Decompose the affine matrix into elements of translation, rotation, shearing, scaling and sign of determinant. |
136 | * \param pTranslation Translation element. |
137 | * \param pRotation Rotation element. |
138 | * \param pShearing Shearing element. |
139 | * \param pScaling Scaling element. |
140 | * \param pSign Sign of determinant. */ |
141 | void GetElements(FbxVector4& pTranslation, FbxVector4& pRotation, FbxVector4& pShearing, FbxVector4& pScaling, double& pSign) const; |
142 | //@} |
143 | |
144 | //! \name Operators |
145 | //@{ |
146 | /** Assignment operator. |
147 | * \param pMatrix Source matrix. */ |
148 | FbxMatrix& operator=(const FbxMatrix& pMatrix); |
149 | |
150 | /** Unary minus operator. |
151 | * \return A matrix where each element is multiplied by -1. */ |
152 | FbxMatrix operator-() const; |
153 | |
154 | /** Add two matrices together. |
155 | * \param pMatrix A matrix. |
156 | * \return The result of this matrix + pMatrix. */ |
157 | FbxMatrix operator+(const FbxMatrix& pMatrix) const; |
158 | |
159 | /** Subtract a matrix from another matrix. |
160 | * \param pMatrix A matrix. |
161 | * \return The result of this matrix - pMatrix. */ |
162 | FbxMatrix operator-(const FbxMatrix& pMatrix) const; |
163 | |
164 | /** Multiply two matrices. |
165 | * \param pMatrix A matrix. |
166 | * \return The result of this matrix * pMatrix. */ |
167 | FbxMatrix operator*(const FbxMatrix& pMatrix) const; |
168 | |
169 | /** Add two matrices together. |
170 | * \param pMatrix A matrix. |
171 | * \return The result of this matrix + pMatrix, replacing this matrix. */ |
172 | FbxMatrix& operator+=(const FbxMatrix& pMatrix); |
173 | |
174 | /** Subtract a matrix from another matrix. |
175 | * \param pMatrix A matrix. |
176 | * \return The result of this matrix - pMatrix, replacing this matrix. */ |
177 | FbxMatrix& operator-=(const FbxMatrix& pMatrix); |
178 | |
179 | /** Multiply two matrices. |
180 | * \param pMatrix A matrix. |
181 | * \return The result of this matrix * pMatrix, replacing this matrix. */ |
182 | FbxMatrix& operator*=(const FbxMatrix& pMatrix); |
183 | |
184 | /** Equivalence operator. |
185 | * \param pM The matrix to be compared against this matrix. |
186 | * \return \c true if the two matrices are equal (each element is within a FBXSDK_TOLERANCE tolerance), \c false otherwise. */ |
187 | bool operator==(const FbxMatrix& pM) const; |
188 | |
189 | /** Equivalence operator. |
190 | * \param pM The affine matrix to be compared against this matrix. |
191 | * \return \c true if the two matrices are equal (each element is within a FBXSDK_TOLERANCE tolerance), \c false otherwise. */ |
192 | bool operator==(const FbxAMatrix& pM) const; |
193 | |
194 | /** Non-equivalence operator. |
195 | * \param pM The matrix to be compared against this matrix. |
196 | * \return \c false if the two matrices are equal (each element is within a FBXSDK_TOLERANCE tolerance), \c true otherwise. */ |
197 | bool operator!=(const FbxMatrix& pM) const; |
198 | |
199 | /** Non-equivalence operator. |
200 | * \param pM The affine matrix to be compared against this matrix. |
201 | * \return \c false if the two matrices are equal (each element is within a FBXSDK_TOLERANCE tolerance), \c true otherwise. */ |
202 | bool operator!=(const FbxAMatrix& pM) const; |
203 | //@} |
204 | |
205 | //! \name Casting |
206 | //@{ |
207 | //! Cast the vector in a double pointer. |
208 | operator double* (); |
209 | |
210 | //! Cast the vector in a const double pointer. |
211 | operator const double* () const; |
212 | |
213 | //! Define 4*4 array as a new type. |
214 | typedef const double(kDouble44)[4][4] ; |
215 | |
216 | //! Cast the matrix in a reference to a 4*4 array. |
217 | inline kDouble44 & Double44() const { return *((kDouble44 *)&mData[0][0]); } |
218 | //@} |
219 | |
220 | //! \name Math Operations |
221 | //@{ |
222 | /** Calculate the matrix inverse. |
223 | * \return The inverse matrix. */ |
224 | FbxMatrix Inverse() const; |
225 | |
226 | /** Calculate the matrix transpose. |
227 | * \return This matrix transposed. */ |
228 | FbxMatrix Transpose() const; |
229 | |
230 | //! Set matrix to identity. |
231 | void SetIdentity(); |
232 | |
233 | /** Set the matrix to a "Look To" left handed. |
234 | * \param pEyePosition The position of the eye. |
235 | * \param pEyeDirection The direction of the eye. |
236 | * \param pUpDirection The up direction of the eye. */ |
237 | void SetLookToLH(const FbxVector4& pEyePosition, const FbxVector4& pEyeDirection, const FbxVector4& pUpDirection); |
238 | |
239 | /** Set the matrix to a "Look To" right handed. |
240 | * \param pEyePosition The position of the eye. |
241 | * \param pEyeDirection The direction of the eye. |
242 | * \param pUpDirection The up direction of the eye. */ |
243 | void SetLookToRH(const FbxVector4& pEyePosition, const FbxVector4& pEyeDirection, const FbxVector4& pUpDirection); |
244 | |
245 | /** Set the matrix to a "Look At" left handed. |
246 | * \param pEyePosition The position of the eye. |
247 | * \param pLookAt The look at position of the eye focus. |
248 | * \param pUpDirection The up direction of the eye. */ |
249 | void SetLookAtLH(const FbxVector4& pEyePosition, const FbxVector4& pLookAt, const FbxVector4& pUpDirection); |
250 | |
251 | /** Set the matrix values as a "Look At" right handed. |
252 | * \param pEyePosition The position of the eye. |
253 | * \param pLookAt The look at position of the eye focus. |
254 | * \param pUpDirection The up direction of the eye. */ |
255 | void SetLookAtRH(const FbxVector4& pEyePosition, const FbxVector4& pLookAt, const FbxVector4& pUpDirection); |
256 | |
257 | /** Multiply this matrix by pVector, the w component is normalized to 1. |
258 | * \param pVector A vector. |
259 | * \return The result of this matrix * pVector. */ |
260 | FbxVector4 MultNormalize(const FbxVector4& pVector) const; |
261 | //@} |
262 | |
263 | /***************************************************************************************************************************** |
264 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
265 | *****************************************************************************************************************************/ |
266 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
267 | int Compare(const FbxMatrix pM, const double pThreshold = FBXSDK_TOLERANCE) const; |
268 | int Compare(const FbxAMatrix pM, const double pThreshold = FBXSDK_TOLERANCE) const; |
269 | |
270 | FbxMatrix operator*(double pValue) const; |
271 | FbxMatrix& operator*=(double pValue); |
272 | |
273 | double LUDecomposition(FbxVector4& pVector); |
274 | FbxMatrix LUMult(FbxMatrix pM, const FbxVector4& pVector) const; |
275 | double Determinant() const; |
276 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
277 | }; |
278 | |
279 | #include <fbxsdk/fbxsdk_nsend.h> |
280 | |
281 | #endif /* _FBXSDK_CORE_MATH_MATRIX_H_ */ |
282 | |