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matrix.cpp
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matrix.cpp
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// $Revision: 1.1 $
// matrix.cpp
// (C) 2004 by Matthew Arcus
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include <math.h>
#include "matrix.h"
Matrix3::Matrix3()
{
Identity();
}
Matrix3::Matrix3(RotationAxis r, double theta)
{
switch (r) {
case XAxis:
{
RotX(theta);
break;
}
case YAxis:
{
RotY(theta);
break;
}
case ZAxis:
{
RotZ(theta);
break;
}
}
}
Matrix3::Matrix3(const Matrix3& m)
{
Copy(m);
}
void Matrix3::Copy(const Matrix3& m)
{
for (int i = 0; i < 9; i++) {
Set(i, m.Get(i));
}
identity = m.identity;
}
void Matrix3::Identity () {
int i;
for (i = 0; i < 9; i++) {
Set(i,0.0);
}
for (i = 0; i < 9; i+=4){
Set(i,1.0);
}
identity = true;
}
Matrix3 Matrix3::operator* (const Matrix3& m2) const
{
Matrix3 result;
result.Mult(*this, m2);
return result;
}
// Multiply m1 by m2 and put the result in this
void Matrix3::Mult (const Matrix3& m1, const Matrix3& m2)
{
if (m1.identity) {
if (m2.identity) {
Identity();
} else {
Copy(m2);
}
} else if (m2.identity) {
Copy(m1);
} else {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
double x = 0.0;
x += m1.Get(i,0) * m2.Get(0,j);
x += m1.Get(i,1) * m2.Get(1,j);
x += m1.Get(i,2) * m2.Get(2,j);
Set(i,j,x);
}
}
identity = false; // We could check the indices at this point
}
}
// Set m to be a rotation of theta about the x-axis
void Matrix3::RotX (double theta) {
if (theta == 0.0) {
Identity();
} else {
Set(0, 1.0); Set(1, 0.0); Set(2, 0.0);
Set(3, 0.0); Set(4, cos(theta)); Set(5, -sin(theta));
Set(6, 0.0); Set(7, sin(theta)); Set(8, cos(theta));
identity = false;
}
}
// Set m to be a rotation of theta about the y-axis
void Matrix3::RotY (double theta) {
if (theta == 0.0) {
Identity();
} else {
Set(0, cos(theta)); Set(1, 0.0); Set(2, -sin(theta));
Set(3, 0.0); Set(4, 1.0); Set(5, 0.0);
Set(6, sin(theta)); Set(7, 0.0); Set(8, cos(theta));
identity = false;
}
}
// Set m to be a rotation of theta about the z-axis
void Matrix3::RotZ (double theta) {
if (theta == 0.0) {
Identity();
} else {
Set(0, cos(theta)); Set(1, -sin(theta)); Set(2, 0.0);
Set(3, sin(theta)); Set(4, cos(theta)); Set(5, 0.0);
Set(6, 0.0); Set(7, 0.0); Set(8, 1.0);
identity = false;
}
}
void Matrix3::Apply (double& x, double& y, double& z) const
{
if (!identity) {
double x1 = Get(0) * x + Get(1) * y + Get(2) * z;
double y1 = Get(3) * x + Get(4) * y + Get(5) * z;
double z1 = Get(6) * x + Get(7) * y + Get(8) * z;
x = x1; y = y1; z = z1;
}
}
void Matrix3::ApplyLatLong (double& phi, double& lambda) const
{
if (!identity) {
double x = cos(lambda) * cos(phi);
double y = sin(lambda) * cos(phi);
double z = sin(phi);
Apply(x,y,z);
phi = asin(z);
lambda = atan2(y,x);
}
}