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some matrix-related number extensions
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1 changed files with 52 additions and 1 deletions
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@ -4,7 +4,7 @@ using MLEM.Misc;
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namespace MLEM.Extensions {
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/// <summary>
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/// A set of extensions for dealing with <see cref="float"/>, <see cref="Vector2"/>, <see cref="Vector3"/>, <see cref="Vector4"/>, <see cref="Point"/>, <see cref="Rectangle"/> and <see cref="RectangleF"/>
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/// A set of extensions for dealing with <see cref="float"/>, <see cref="Vector2"/>, <see cref="Vector3"/>, <see cref="Vector4"/>, <see cref="Point"/>, <see cref="Matrix"/>, <see cref="Rectangle"/> and <see cref="RectangleF"/>
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/// </summary>
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public static class NumberExtensions {
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@ -143,5 +143,56 @@ namespace MLEM.Extensions {
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return rect;
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}
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/// <summary>
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/// Turns the given 3-dimensional vector into a 2-dimensional vector by chopping off the z coordinate.
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/// </summary>
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/// <param name="vector">The vector to convert</param>
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/// <returns>The resulting 2-dimensional vector</returns>
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public static Vector2 ToVector2(this Vector3 vector) {
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return new Vector2(vector.X, vector.Y);
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}
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/// <summary>
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/// Returns the 3-dimensional translation of the given matrix.
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/// </summary>
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/// <param name="matrix">The matrix</param>
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/// <returns>The translation of the matrix</returns>
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public static Vector3 Translation(this Matrix matrix) {
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return new Vector3(matrix.M41, matrix.M42, matrix.M43);
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}
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/// <summary>
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/// Returns the 3-dimensional scale of the given matrix.
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/// </summary>
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/// <param name="matrix">The matrix</param>
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/// <returns>The scale of the matrix</returns>
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public static Vector3 Scale(this Matrix matrix) {
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float xs = Math.Sign(matrix.M11 * matrix.M12 * matrix.M13 * matrix.M14) < 0 ? -1 : 1;
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float ys = Math.Sign(matrix.M21 * matrix.M22 * matrix.M23 * matrix.M24) < 0 ? -1 : 1;
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float zs = Math.Sign(matrix.M31 * matrix.M32 * matrix.M33 * matrix.M34) < 0 ? -1 : 1;
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Vector3 scale;
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scale.X = xs * (float) Math.Sqrt(matrix.M11 * matrix.M11 + matrix.M12 * matrix.M12 + matrix.M13 * matrix.M13);
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scale.Y = ys * (float) Math.Sqrt(matrix.M21 * matrix.M21 + matrix.M22 * matrix.M22 + matrix.M23 * matrix.M23);
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scale.Z = zs * (float) Math.Sqrt(matrix.M31 * matrix.M31 + matrix.M32 * matrix.M32 + matrix.M33 * matrix.M33);
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return scale;
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}
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/// <summary>
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/// Returns the rotation that the given matrix represents, as a <see cref="Quaternion"/>.
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/// Returns <see cref="Quaternion.Identity"/> if the matrix does not contain valid rotation information.
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/// </summary>
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/// <param name="matrix">The matrix</param>
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/// <returns>The rotation of the matrix</returns>
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public static Quaternion Rotation(this Matrix matrix) {
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var (scX, scY, scZ) = matrix.Scale();
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if (scX == 0.0 || scY == 0.0 || scZ == 0.0)
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return Quaternion.Identity;
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return Quaternion.CreateFromRotationMatrix(new Matrix(
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matrix.M11 / scX, matrix.M12 / scX, matrix.M13 / scX, 0,
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matrix.M21 / scY, matrix.M22 / scY, matrix.M23 / scY, 0,
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matrix.M31 / scZ, matrix.M32 / scZ, matrix.M33 / scZ, 0,
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0, 0, 0, 1));
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}
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}
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}
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