namespace
{
-const uint32_t NUM_BYTES_IN_ROW = 3*sizeof(float);
-const uint32_t NUM_BYTES_IN_MATRIX = 9*sizeof(float);
-}
+const uint32_t NUM_BYTES_IN_ROW = 3 * sizeof(float);
+const uint32_t NUM_BYTES_IN_MATRIX = 9 * sizeof(float);
+} // namespace
namespace Dali
{
-
-const Matrix3 Matrix3::IDENTITY(1.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 1.0f);
+const Matrix3 Matrix3::IDENTITY(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
Matrix3::Matrix3()
{
Matrix3::Matrix3(const Matrix3& m)
{
- memcpy( mElements, m.mElements, NUM_BYTES_IN_MATRIX );
+ memcpy(mElements, m.mElements, NUM_BYTES_IN_MATRIX);
}
Matrix3::Matrix3(const Matrix& matrix)
{
const float* m4 = matrix.AsFloat();
- memcpy(&mElements[S00], m4, NUM_BYTES_IN_ROW);
- memcpy(&mElements[S10], m4+4, NUM_BYTES_IN_ROW);
- memcpy(&mElements[S20], m4+8, NUM_BYTES_IN_ROW);
+ memcpy(&mElements[S00], m4, NUM_BYTES_IN_ROW);
+ memcpy(&mElements[S10], m4 + 4, NUM_BYTES_IN_ROW);
+ memcpy(&mElements[S20], m4 + 8, NUM_BYTES_IN_ROW);
}
Matrix3::Matrix3(float s00, float s01, float s02, float s10, float s11, float s12, float s20, float s21, float s22)
mElements[S22] = s22;
}
-
void Matrix3::SetIdentity()
{
memset(mElements, 0, NUM_BYTES_IN_MATRIX);
- mElements[S00]=1.0f;
- mElements[S11]=1.0f;
- mElements[S22]=1.0f;
+ mElements[S00] = 1.0f;
+ mElements[S11] = 1.0f;
+ mElements[S22] = 1.0f;
}
-Matrix3::Matrix3( Matrix3&& matrix )
+Matrix3::Matrix3(Matrix3&& matrix)
{
- memcpy( mElements, matrix.mElements, NUM_BYTES_IN_MATRIX );
+ memcpy(mElements, matrix.mElements, NUM_BYTES_IN_MATRIX);
}
-Matrix3& Matrix3::operator=( Matrix3&& matrix )
+Matrix3& Matrix3::operator=(Matrix3&& matrix)
{
- if( this != &matrix )
+ if(this != &matrix)
{
- memcpy( AsFloat(), matrix.AsFloat(), NUM_BYTES_IN_MATRIX );
+ memcpy(AsFloat(), matrix.AsFloat(), NUM_BYTES_IN_MATRIX);
}
return *this;
}
-Matrix3& Matrix3::operator=( const Matrix3& matrix )
+Matrix3& Matrix3::operator=(const Matrix3& matrix)
{
// no point copying if self assigning
- if( this != &matrix )
+ if(this != &matrix)
{
- memcpy( AsFloat(), matrix.AsFloat(), NUM_BYTES_IN_MATRIX );
+ memcpy(AsFloat(), matrix.AsFloat(), NUM_BYTES_IN_MATRIX);
}
return *this;
}
-Matrix3& Matrix3::operator=( const Matrix& matrix )
+Matrix3& Matrix3::operator=(const Matrix& matrix)
{
const float* m4 = matrix.AsFloat();
- memcpy(&mElements[S00], m4, NUM_BYTES_IN_ROW);
- memcpy(&mElements[S10], m4+4, NUM_BYTES_IN_ROW);
- memcpy(&mElements[S20], m4+8, NUM_BYTES_IN_ROW);
+ memcpy(&mElements[S00], m4, NUM_BYTES_IN_ROW);
+ memcpy(&mElements[S10], m4 + 4, NUM_BYTES_IN_ROW);
+ memcpy(&mElements[S20], m4 + 8, NUM_BYTES_IN_ROW);
return *this;
}
float det = mElements[S00] * cof[S00] + mElements[S01] * cof[S10] + mElements[S02] * cof[S20];
// In the case where the determinant is exactly zero, the matrix is non-invertible
- if( ! EqualsZero( det ) )
+ if(!EqualsZero(det))
{
det = 1.0f / det;
- for( int32_t i = 0; i < 9; i++ )
+ for(int32_t i = 0; i < 9; i++)
{
mElements[i] = cof[i] * det;
}
bool Matrix3::Transpose()
{
float tmp;
- tmp = mElements[S01]; mElements[S01] = mElements[S10]; mElements[S10]=tmp;
- tmp = mElements[S02]; mElements[S02] = mElements[S20]; mElements[S20]=tmp;
- tmp = mElements[S21]; mElements[S21] = mElements[S12]; mElements[S12]=tmp;
+ tmp = mElements[S01];
+ mElements[S01] = mElements[S10];
+ mElements[S10] = tmp;
+ tmp = mElements[S02];
+ mElements[S02] = mElements[S20];
+ mElements[S20] = tmp;
+ tmp = mElements[S21];
+ mElements[S21] = mElements[S12];
+ mElements[S12] = tmp;
return true;
}
float det = mElements[S00] * cof[S00] + mElements[S01] * cof[S10] + mElements[S02] * cof[S20];
// In the case where the determinant is exactly zero, the matrix is non-invertible
- if( ! EqualsZero( det ) )
+ if(!EqualsZero(det))
{
// Use average rather than determinant to remove rounding to zero errors in further multiplication
- float sum=0;
- for(uint32_t i=0;i<9;i++)
+ float sum = 0;
+ for(uint32_t i = 0; i < 9; i++)
{
- sum+=fabsf(cof[i]);
+ sum += fabsf(cof[i]);
}
- float scale = 9.0f/sum; // Inverse of the average values
- if (det < 0)
+ float scale = 9.0f / sum; // Inverse of the average values
+ if(det < 0)
{
// Ensure the signs of the inverse are correct
scale = -scale;
float Matrix3::Magnitude() const
{
- float avg=0;
- for(uint32_t i=0;i<9;i++)
+ float avg = 0;
+ for(uint32_t i = 0; i < 9; i++)
{
- avg+=fabsf(mElements[i]);
+ avg += fabsf(mElements[i]);
}
- return avg/3.0f;
+ return avg / 3.0f;
}
-
-void Matrix3::Multiply( Matrix3& result, const Matrix3& lhs, const Matrix3& rhs )
+void Matrix3::Multiply(Matrix3& result, const Matrix3& lhs, const Matrix3& rhs)
{
- float* temp = result.AsFloat();
- const float* rhsPtr = rhs.AsFloat();
+ float* temp = result.AsFloat();
+ const float* rhsPtr = rhs.AsFloat();
const float* lhsPtr = lhs.AsFloat();
- for( int32_t i=0; i < 3; i++ )
+ for(int32_t i = 0; i < 3; i++)
{
- int32_t loc = i * 3;
+ int32_t loc = i * 3;
int32_t loc1 = loc + 1;
int32_t loc2 = loc + 2;
float value0 = lhsPtr[loc];
float value1 = lhsPtr[loc1];
float value2 = lhsPtr[loc2];
- temp[loc] = (value0 * rhsPtr[0]) +
- (value1 * rhsPtr[3]) +
- (value2 * rhsPtr[6]);
+ temp[loc] = (value0 * rhsPtr[0]) +
+ (value1 * rhsPtr[3]) +
+ (value2 * rhsPtr[6]);
temp[loc1] = (value0 * rhsPtr[1]) +
(value1 * rhsPtr[4]) +
}
}
-bool Matrix3::operator==(const Matrix3 & rhs) const
+bool Matrix3::operator==(const Matrix3& rhs) const
{
return (
- Equals( mElements[0], rhs.mElements[0]) &&
- Equals( mElements[1], rhs.mElements[1]) &&
- Equals( mElements[2], rhs.mElements[2]) &&
- Equals( mElements[3], rhs.mElements[3]) &&
- Equals( mElements[4], rhs.mElements[4]) &&
- Equals( mElements[5], rhs.mElements[5]) &&
- Equals( mElements[6], rhs.mElements[6]) &&
- Equals( mElements[7], rhs.mElements[7]) &&
- Equals( mElements[8], rhs.mElements[8]));
+ Equals(mElements[0], rhs.mElements[0]) &&
+ Equals(mElements[1], rhs.mElements[1]) &&
+ Equals(mElements[2], rhs.mElements[2]) &&
+ Equals(mElements[3], rhs.mElements[3]) &&
+ Equals(mElements[4], rhs.mElements[4]) &&
+ Equals(mElements[5], rhs.mElements[5]) &&
+ Equals(mElements[6], rhs.mElements[6]) &&
+ Equals(mElements[7], rhs.mElements[7]) &&
+ Equals(mElements[8], rhs.mElements[8]));
}
bool Matrix3::operator!=(const Matrix3& rhs) const
return !(*this == rhs);
}
-std::ostream& operator<< (std::ostream& o, const Matrix3& matrix)
+std::ostream& operator<<(std::ostream& o, const Matrix3& matrix)
{
return o << "[ " << matrix.mElements[0] << ", " << matrix.mElements[1] << ", " << matrix.mElements[2] << ", "
- << matrix.mElements[3] << ", " << matrix.mElements[4] << ", " << matrix.mElements[5] << ", "
- << matrix.mElements[6] << ", " << matrix.mElements[7] << ", " << matrix.mElements[8] << " ]";
+ << matrix.mElements[3] << ", " << matrix.mElements[4] << ", " << matrix.mElements[5] << ", "
+ << matrix.mElements[6] << ", " << matrix.mElements[7] << ", " << matrix.mElements[8] << " ]";
}
} // namespace Dali