individual matrix methods
complete sftransform class
This class can represent a 3D transform which can scale, translate and rotate
a 3d vector space. The transform is held as a 4x4 matrix. The class has methods
to add, subtract and multiply with other matrices. Also many other methods,
including the ability to load and save to from VRML and x3d.
There are 3 versions available depending on language:
See also the following related classes
The full source code is availible on Sourceforge here:
A Java Implementation of Matrix
Matrix Add
public final void add(Matrix4d m1,Matrix4d m2) {
m00 = m1.m00 + m2.m00;
m01 = m1.m01 + m2.m01;
m02 = m1.m02 + m2.m02;
m03 = m1.m03 + m2.m03;
m10 = m1.m10 + m2.m10;
m11 = m1.m11 + m2.m11;
m12 = m1.m12 + m2.m12;
m13 = m1.m13 + m2.m13;
m20 = m1.m20 + m2.m20;
m21 = m1.m21 + m2.m21;
m22 = m1.m22 + m2.m22;
m23 = m1.m23 + m2.m23;
m30 = m1.m30 + m2.m30;
m31 = m1.m31 + m2.m31;
m32 = m1.m32 + m2.m32;
m33 = m1.m33 + m2.m33;
}
Scalar Multiplication
public final void scale(double scale) {
m00 *= scale;
m01 *= scale;
m02 *= scale;
m03 *= scale;
m10 *= scale;
m11 *= scale;
m12 *= scale;
m13 *= scale;
m20 *= scale;
m21 *= scale;
m22 *= scale;
m23 *= scale;
m30 *= scale;
m31 *= scale;
m32 *= scale;
m33 *= scale;
}
Matrix Multiplication
4x4 matrix:
public final void mul(Matrix4d m1,Matrix4d m2) {
m00 = m1.m00*m2.m00 + m1.m01*m2.m10 + m1.m02*m2.m20 + m1.m03*m2.m30;
m01 = m1.m00*m2.m01 + m1.m01*m2.m11 + m1.m02*m2.m21 + m1.m03*m2.m31;
m02 = m1.m00*m2.m02 + m1.m01*m2.m12 + m1.m02*m2.m22 + m1.m03*m2.m32;
m03 = m1.m00*m2.m03 + m1.m01*m2.m13 + m1.m02*m2.m23 + m1.m03*m2.m33;
m10 = m1.m10*m2.m00 + m1.m11*m2.m10 + m1.m12*m2.m20 + m1.m13*m2.m30;
m11 = m1.m10*m2.m01 + m1.m11*m2.m11 + m1.m12*m2.m21 + m1.m13*m2.m31;
m12 = m1.m10*m2.m02 + m1.m11*m2.m12 + m1.m12*m2.m22 + m1.m13*m2.m32;
m13 = m1.m10*m2.m03 + m1.m11*m2.m13 + m1.m12*m2.m23 + m1.m13*m2.m33;
m20 = m1.m20*m2.m00 + m1.m21*m2.m10 + m1.m22*m2.m20 + m1.m23*m2.m30;
m21 = m1.m20*m2.m01 + m1.m21*m2.m11 + m1.m22*m2.m21 + m1.m23*m2.m31;
m22 = m1.m20*m2.m02 + m1.m21*m2.m12 + m1.m22*m2.m22 + m1.m23*m2.m32;
m23 = m1.m20*m2.m03 + m1.m21*m2.m13 + m1.m22*m2.m23 + m1.m23*m2.m33;
m30 = m1.m30*m2.m00 + m1.m31*m2.m10 + m1.m32*m2.m20 + m1.m33*m2.m30;
m31 = m1.m30*m2.m01 + m1.m31*m2.m11 + m1.m32*m2.m21 + m1.m33*m2.m31;
m32 = m1.m30*m2.m02 + m1.m31*m2.m12 + m1.m32*m2.m22 + m1.m33*m2.m32;
m33 = m1.m30*m2.m03 + m1.m31*m2.m13 + m1.m32*m2.m23 + m1.m33*m2.m33;
}
3x3 matrix:
public final void mul(Matrix3d m1,Matrix3d m2) {
m00 = m1.m00*m2.m00 + m1.m01*m2.m10 + m1.m02*m2.m20;
m01 = m1.m00*m2.m01 + m1.m01*m2.m11 + m1.m02*m2.m21;
m02 = m1.m00*m2.m02 + m1.m01*m2.m12 + m1.m02*m2.m22;
m10 = m1.m10*m2.m00 + m1.m11*m2.m10 + m1.m12*m2.m20;
m11 = m1.m10*m2.m01 + m1.m11*m2.m11 + m1.m12*m2.m21;
m12 = m1.m10*m2.m02 + m1.m11*m2.m12 + m1.m12*m2.m22;
m20 = m1.m20*m2.m00 + m1.m21*m2.m10 + m1.m22*m2.m20;
m21 = m1.m20*m2.m01 + m1.m21*m2.m11 + m1.m22*m2.m21;
m22 = m1.m20*m2.m02 + m1.m21*m2.m12 + m1.m22*m2.m22;
}
Rotate
public final void rotX(double angle) {
// Assuming the angle is in radians. (?)
double c = Math.cos(angle);
double s = Math.sin(angle);
m00 = 1.0;
m01 = 0.0;
m02 = 0.0;
m10 = 0.0;
m11 = c;
m12 = s;
m20 = 0.0;
m21 = -s;
m22 = c;
}
public final void rotY(double angle) {
// Assuming the angle is in radians. (?)
Double c = Math.cos(angle);
double s = Math.sin(angle);
m00 = c;
m01 = 0.0;
m02 = -s;
m10 = 0.0;
m11 = 1;
m12 = 0.0;
m20 = s;
m21 = 0.0;
m22 = c;
}
public final void rotZ(double angle) {
// Assuming the angle is in radians. (?)
Double c = Math.cos(angle);
double s = Math.sin(angle);
m00 = c;
m01 = s;
m02 = 0.0;
m10 = -s;
m11 = c;
m12 = 0.0;
m20 = 0.0;
m21 = 0.0;
m22 = 1.0;
}
Invert
public final void invert(Matrix4d m1) {
m00 = m12*m23*m31 - m13*m22*m31 + m13*m21*m32 - m11*m23*m32 - m12*m21*m33 + m11*m22*m33;
m01 = m03*m22*m31 - m02*m23*m31 - m03*m21*m32 + m01*m23*m32 + m02*m21*m33 - m01*m22*m33;
m02 = m02*m13*m31 - m03*m12*m31 + m03*m11*m32 - m01*m13*m32 - m02*m11*m33 + m01*m12*m33;
m03 = m03*m12*m21 - m02*m13*m21 - m03*m11*m22 + m01*m13*m22 + m02*m11*m23 - m01*m12*m23;
m10 = m13*m22*m30 - m12*m23*m30 - m13*m20*m32 + m10*m23*m32 + m12*m20*m33 - m10*m22*m33;
m11 = m02*m23*m30 - m03*m22*m30 + m03*m20*m32 - m00*m23*m32 - m02*m20*m33 + m00*m22*m33;
m12 = m03*m12*m30 - m02*m13*m30 - m03*m10*m32 + m00*m13*m32 + m02*m10*m33 - m00*m12*m33;
m13 = m02*m13*m20 - m03*m12*m20 + m03*m10*m22 - m00*m13*m22 - m02*m10*m23 + m00*m12*m23;
m20 = m11*m23*m30 - m13*m21*m30 + m13*m20*m31 - m10*m23*m31 - m11*m20*m33 + m10*m21*m33;
m21 = m03*m21*m30 - m01*m23*m30 - m03*m20*m31 + m00*m23*m31 + m01*m20*m33 - m00*m21*m33;
m22 = m01*m13*m30 - m03*m11*m30 + m03*m10*m31 - m00*m13*m31 - m01*m10*m33 + m00*m11*m33;
m23 = m03*m11*m20 - m01*m13*m20 - m03*m10*m21 + m00*m13*m21 + m01*m10*m23 - m00*m11*m23;
m30 = m12*m21*m30 - m11*m22*m30 - m12*m20*m31 + m10*m22*m31 + m11*m20*m32 - m10*m21*m32;
m31 = m01*m22*m30 - m02*m21*m30 + m02*m20*m31 - m00*m22*m31 - m01*m20*m32 + m00*m21*m32;
m32 = m02*m11*m30 - m01*m12*m30 - m02*m10*m31 + m00*m12*m31 + m01*m10*m32 - m00*m11*m32;
m33 = m01*m12*m20 - m02*m11*m20 + m02*m10*m21 - m00*m12*m21 - m01*m10*m22 + m00*m11*m22;
scale(1/m1.determinant());
}To look at more general C++ code see below
determinant
public final double determinant() {
double value;
value =
m03 * m12 * m21 * m30-m02 * m13 * m21 * m30-m03 * m11 * m22 * m30+m01 * m13 * m22 * m30+
m02 * m11 * m23 * m30-m01 * m12 * m23 * m30-m03 * m12 * m20 * m31+m02 * m13 * m20 * m31+
m03 * m10 * m22 * m31-m00 * m13 * m22 * m31-m02 * m10 * m23 * m31+m00 * m12 * m23 * m31+
m03 * m11 * m20 * m32-m01 * m13 * m20 * m32-m03 * m10 * m21 * m32+m00 * m13 * m21 * m32+
m01 * m10 * m23 * m32-m00 * m11 * m23 * m32-m02 * m11 * m20 * m33+m01 * m12 * m20 * m33+
m02 * m10 * m21 * m33-m00 * m12 * m21 * m33-m01 * m10 * m22 * m33+m00 * m11 * m22 * m33;
return value;
}To look at more general C++ code see below
|
The following C++ matrix are more optimised than the
java code above and can be used for any dimension matrix, It relies on
templates, it would also be useful to overload the +, - ,* and / operators
for matrix arithmetic. This code is written by sudeep das ( das_sudeep@hotmail.com
) who kindly allowed me to include it here.
template < int order>
class Matx {protected: double mtx[ order][ order];public:
double &element( int i, int j) { return mtx[ i][ j]; }
const double &element( int i, int j) const { return mtx[ i][ j]; }
///////////////////////////////////////
Matx<order> multiply( const Matx &mat) const Matx< order> a;
for ( int i = 0; i < order; ++i)
for ( int l = 0; l < order; ++l) {
double &x = a.element( i, l) = 0;
for ( int j = 0; j < order; ++j)
x += element( i, j) * mat.element( j, l);
}
return a;
}
//////////////////////////////////////////
template <int order>
Matx<order> Matx<order>::inverse( void) const {
Matx<order> b;
for ( int i = 0; i < order; ++i)
for ( int j = 0; j < order; ++j) {
int sgn = ( (i+j)%2) ? -1 : 1;
b.element( i, j) = sgn * MatxCofactor< order -1>( *this, i,j).determinant();
}
b.transpose();
b /= determinant();
return b;
} //////////////////////////////////////////
template <int order>
double Matx<order>::determinant( void) const {
double d = 0;
for ( int i = 0; i < order; ++i) {
int sgn = ( i % 2) ? -1 : 1;
Matx<order -1> cf = MatxCofactor< order -1>( *this, i, 0);
d += sgn * element( i, 0) * cf.determinant();
}
return d;
}
//////////////////////////////////////////
void transpose( void) {
for ( int i = 0; i < order; ++i) {
for ( int j = i +1; j < order; ++j)
::swap( &element( i, j), &element( j, i)); // need a swap function not provided here
}
}
};////////////////////////////////////////////////////
template <int corder>
class MatxCofactor : public Matx< corder> {
public:
MatxCofactor( const Matx< corder+1> &a, int aI, int aJ) {
for ( int i = 0, k = 0; i < ( corder+1); ++i) {
if ( i != aI) {
for ( int j = 0, l = 0; j < ( corder+1); ++j) {
if ( j != aJ) {
element( k, l) = a.element( i, j);
++l;
}
}
++k;
}
}
}
}; |
|
metadata block |
|
|
| see also: |
|
| Correspondence about this page |
david |
|
Book Shop - Further reading.
Where I can, I have put links to Amazon for books that are relevant to
the subject, click on the appropriate country flag to get more details
of the book or to buy it from them. |
Mathematics for 3D game Programming - Includes introduction to Vectors, Matrices,
Transforms and Trigonometry. (But no euler angles or quaternions). Also includes
ray tracing and some linear & rotational physics also collision detection
(but not collision response).
|
|
Commercial Software Shop
Where I can, I have put links to Amazon for commercial software, not
directly related to the software project, but related to the subject being
discussed, click on the appropriate country flag to get more details of
the software or to buy it from them. |
Matlab.
|
Can you help?
Please send me any improvements to here. I would appreciate ideas to make the pages more useful including
error correction, ideas for new pages, improvements to wording. It helps
if you quote the full URL of the page. |
|
|
Terminology and Notation
Specific to this page here:
|
|
|
program
I am working on a project which uses these principles, if you would like
to help me with this you are welcome to join in, here: |
http://sourceforge.net/projects/mjbworld/ |
This site may have errors. Don't use for critical systems.
Copyright (c) 1998-2008 Martin John Baker - All rights reserved.