//4x4矩阵的与标量的乘积 public static void Matrix4fMulRotationScale(ref Matrix4fT NewObj, float scale) { NewObj.s.XX *= scale; NewObj.s.YX *= scale; NewObj.s.ZX *= scale; NewObj.s.XY *= scale; NewObj.s.YY *= scale; NewObj.s.ZY *= scale; NewObj.s.XZ *= scale; NewObj.s.YZ *= scale; NewObj.s.ZZ *= scale; }
//设置4x4矩阵为单位矩阵 public static void Matrix4fSetIdentity(ref Matrix4fT NewObj) { Matrix4fSetZero(ref NewObj); NewObj.s.M00 = 1.0f; NewObj.s.M11 = 1.0f; NewObj.s.M22 = 1.0f; NewObj.s.M33=1.0f; }
public object Clone() { Matrix4fT matrx = new Matrix4fT(); matrx.s = (matr44)this.s.Clone(); return matrx; }
//进行矩阵的奇异值分解,旋转矩阵被保存到rot3和rot4中,返回矩阵的缩放因子 public static float Matrix4fSVD( Matrix4fT NewObj/*, ref Matrix3fT rot3, ref Matrix4fT rot4*/) { float s; s = Convert.ToSingle(Math.Sqrt( ( (NewObj.s.XX * NewObj.s.XX) + (NewObj.s.XY * NewObj.s.XY) + (NewObj.s.XZ * NewObj.s.XZ) + (NewObj.s.YX * NewObj.s.YX) + (NewObj.s.YY * NewObj.s.YY) + (NewObj.s.YZ * NewObj.s.YZ) + (NewObj.s.ZX * NewObj.s.ZX) + (NewObj.s.ZY * NewObj.s.ZY) + (NewObj.s.ZZ * NewObj.s.ZZ) ) / 3.0f )); /* //if (rot3 != null) { rot3.s.XX = NewObj.s.XX; rot3.s.XY = NewObj.s.XY; rot3.s.XZ = NewObj.s.XZ; rot3.s.YX = NewObj.s.YX; rot3.s.YY = NewObj.s.YY; rot3.s.YZ = NewObj.s.YZ; rot3.s.ZX = NewObj.s.ZX; rot3.s.ZY = NewObj.s.ZY; rot3.s.ZZ = NewObj.s.ZZ; n = 1.0f / Math.Sqrt( (NewObj.s.XX * NewObj.s.XX) + (NewObj.s.XY * NewObj.s.XY) + (NewObj.s.XZ * NewObj.s.XZ) ); rot3.s.XX *= n; rot3.s.XY *= n; rot3.s.XZ *= n; n = 1.0f / Math.Sqrt( (NewObj.s.YX * NewObj.s.YX) + (NewObj.s.YY * NewObj.s.YY) + (NewObj.s.YZ * NewObj.s.YZ) ); rot3.s.YX *= n; rot3.s.YY *= n; rot3.s.YZ *= n; n = 1.0f / Math.Sqrt( (NewObj.s.ZX * NewObj.s.ZX) + (NewObj.s.ZY * NewObj.s.ZY) + (NewObj.s.ZZ * NewObj.s.ZZ) ); rot3.s.ZX *= n; rot3.s.ZY *= n; rot3.s.ZZ *= n; } //if (rot4) { //if (rot4 != NewObj) { Matrix4fSetRotationScaleFromMatrix4f(ref rot4, NewObj); } n = 1.0f / Math.Sqrt( (NewObj.s.XX * NewObj.s.XX) + (NewObj.s.XY * NewObj.s.XY) + (NewObj.s.XZ * NewObj.s.XZ) ); rot4.s.XX *= n; rot4.s.XY *= n; rot4.s.XZ *= n; n = 1.0f / Math.Sqrt( (NewObj.s.YX * NewObj.s.YX) + (NewObj.s.YY * NewObj.s.YY) + (NewObj.s.YZ * NewObj.s.YZ) ); rot4.s.YX *= n; rot4.s.YY *= n; rot4.s.YZ *= n; n = 1.0f / Math.Sqrt( (NewObj.s.ZX * NewObj.s.ZX) + (NewObj.s.ZY * NewObj.s.ZY) + (NewObj.s.ZZ * NewObj.s.ZZ) ); rot4.s.ZX *= n; rot4.s.ZY *= n; rot4.s.ZZ *= n; } */ return s; }
//设置4x4矩阵为0矩阵 public static void Matrix4fSetZero(ref Matrix4fT NewObj) { NewObj.s.M00 = NewObj.s.M01 = NewObj.s.M02 =NewObj.s.M03 = NewObj.s.M10 = NewObj.s.M11 = NewObj.s.M12 =NewObj.s.M13 = NewObj.s.M20 = NewObj.s.M21 = NewObj.s.M22 =NewObj.s.M23 = NewObj.s.M30 = NewObj.s.M31 = NewObj.s.M32 =NewObj.s.M33 = 0.0f; }
//4x4矩阵相乘 public static void Matrix4fSetRotationScaleFromMatrix4f(ref Matrix4fT NewObj, Matrix4fT m1) { NewObj.s.XX = m1.s.XX; NewObj.s.YX = m1.s.YX; NewObj.s.ZX = m1.s.ZX; NewObj.s.XY = m1.s.XY; NewObj.s.YY = m1.s.YY; NewObj.s.ZY = m1.s.ZY; NewObj.s.XZ = m1.s.XZ; NewObj.s.YZ = m1.s.YZ; NewObj.s.ZZ = m1.s.ZZ; }
//设置旋转矩阵 public static void Matrix4fSetRotationFromMatrix3f(ref Matrix4fT NewObj, Matrix3fT m1) { float scale; scale = Matrix4fSVD(NewObj); Matrix4fSetRotationScaleFromMatrix3f(ref NewObj, m1); Matrix4fMulRotationScale(ref NewObj, scale); }