#include "stdafx.h" #include #include #include #include "EMatrix2x3.h" Matrix2x3::Matrix2x3(Elite::Vector2 dirX, Elite::Vector2 dirY, Elite::Vector2 orig) : dirX{ dirX }, dirY{ dirY }, orig{ orig } {} Matrix2x3::Matrix2x3(float e1X, float e1Y, float e2X, float e2Y, float oX, float oY) : Matrix2x3{ Elite::Vector2{e1X, e1Y}, Elite::Vector2{e2X, e2Y}, Elite::Vector2{oX, oY} } {} Elite::Vector2 Matrix2x3::Transform(const Elite::Vector2& vector) const { return Elite::Vector2{ vector.x * dirX + vector.y * dirY } + orig; } float Matrix2x3::Determinant() const { return dirX.x * dirY.y - dirX.y * dirY.x; } Matrix2x3 Matrix2x3::Inverse() const { //Calculate Determinant float det = Determinant(); //1)calculate matrix of minors //2)Use the alternating law of signs to produce the matrix of cofactors //3)Transpose //4)the inverse matrix is 1/Determinant * the resulting matrix return Matrix2x3{ Elite::Vector2(+dirY.y, -dirX.y) / det, Elite::Vector2(-dirY.x, +dirX.x) / det, Elite::Vector2(dirY.x * orig.y - dirY.y * orig.x, -(dirX.x * orig.y - dirX.y * orig.x)) / det }; } bool Matrix2x3::Equals(const Matrix2x3& other, float epsilon ) const { return (dirX == other.dirX) && (dirY == other.dirY) && (orig == other.orig); } std::string Matrix2x3::ToString() const { return std::string( "Matrix2x3( x( ") + std::to_string(dirX.x) + ", " + std::to_string( dirX.y ) + " ), y( " + std::to_string( dirY.x ) + ", " + std::to_string( dirY.y ) + " ), orig( " + std::to_string( orig.x ) + ", " + std::to_string( orig.y ) + " ) )"; } void Matrix2x3::SetAsIdentity() { dirX = Elite::Vector2{1, 0}; dirY = Elite::Vector2{0, 1}; orig = Elite::Vector2{0, 0}; } void Matrix2x3::SetAsRotate(float degrees) { float radians = degrees * 3.1415926535f / 180; dirX = Elite::Vector2{ cos( radians ), sin( radians ) }; dirY = Elite::Vector2{ -sin( radians ), cos( radians ) }; orig = Elite::Vector2{ 0, 0 }; } void Matrix2x3::SetAsTranslate(float tx, float ty) { dirX = Elite::Vector2{ 1, 0 }; dirY = Elite::Vector2{ 0, 1 }; orig = Elite::Vector2{ tx, ty }; } void Matrix2x3::SetAsTranslate(Elite::Vector2 pt) { dirX = Elite::Vector2{ 1, 0 }; dirY = Elite::Vector2{ 0, 1 }; orig = Elite::Vector2{ pt.x, pt.y }; } void Matrix2x3::SetAsScale(float scaleX, float scaleY) { dirX = Elite::Vector2{ scaleX, 0 }; dirY = Elite::Vector2{ 0, scaleY }; orig = Elite::Vector2{ 0, 0 }; } void Matrix2x3::SetAsScale(float scale) { SetAsScale(scale, scale); } Matrix2x3 Matrix2x3::CreateRotationMatrix(float degrees) { float radians = degrees * 3.1415926535f / 180; return Matrix2x3( Elite::Vector2{ cos( radians ), sin( radians ) }, Elite::Vector2{ -sin(radians), cos( radians ) }, Elite::Vector2{} ); } Matrix2x3 Matrix2x3::CreateIdentityMatrix() { return Matrix2x3( Elite::Vector2{ 1, 0 }, Elite::Vector2{ 0, 1 }, Elite::Vector2{} ); } Matrix2x3 Matrix2x3::CreateScalingMatrix(float scale) { return CreateScalingMatrix(scale, scale); } Matrix2x3 Matrix2x3::CreateScalingMatrix(Elite::Vector2 scaleVector) { return CreateScalingMatrix(scaleVector.x, scaleVector.y); } Matrix2x3 Matrix2x3::CreateScalingMatrix(float scaleX, float scaleY) { return Matrix2x3( Elite::Vector2{ scaleX, 0 }, Elite::Vector2{ 0, scaleY }, Elite::Vector2{} ); } Matrix2x3 Matrix2x3::CreateTranslationMatrix(Elite::Vector2 origin) { return Matrix2x3( Elite::Vector2{ 1, 0 }, Elite::Vector2{ 0, 1 }, origin ); } Matrix2x3 Matrix2x3::CreateTranslationMatrix(float tx, float ty) { return CreateTranslationMatrix( Elite::Vector2{ tx, ty } ); } // Operator overloading functionality bool operator==(const Matrix2x3& lhs, const Matrix2x3& rhs) { return lhs.Equals(rhs); } bool operator!=(const Matrix2x3& lhs, const Matrix2x3& rhs) { return !(lhs == rhs); } Matrix2x3 operator*(const Matrix2x3& lhs, const Matrix2x3& rhs) { return Matrix2x3{ Elite::Vector2{ rhs.dirX.x * lhs.dirX.x + rhs.dirX.y * lhs.dirY.x, rhs.dirX.x * lhs.dirX.y + rhs.dirX.y * lhs.dirY.y }, Elite::Vector2{ rhs.dirY.x * lhs.dirX.x + rhs.dirY.y * lhs.dirY.x, rhs.dirY.x * lhs.dirX.y + rhs.dirY.y * lhs.dirY.y }, Elite::Vector2{ rhs.orig.x * lhs.dirX.x + rhs.orig.y * lhs.dirY.x + lhs.orig.x, rhs.orig.x * lhs.dirX.y + rhs.orig.y * lhs.dirY.y + lhs.orig.y } }; } std::ostream& operator<<(std::ostream& os, const Matrix2x3& matrix ) { os << matrix.ToString( ); return os; }