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Matrix3x3.cpp
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Matrix3x3.cpp
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// Matrix3x3 Class
// Damien MATTEI
#include "Matrix3x3.hpp"
// implementations
template <class T> Matrix3x3<T>::Matrix3x3() {
m[0][0]=0; m[0][1]=0; m[0][2]=0;
m[1][0]=0; m[1][1]=0; m[1][2]=0;
m[2][0]=0; m[2][1]=0; m[2][2]=0;
#ifdef DISPLAY_CONSTRUCTOR
cout << "# Matrix3x3 constructor " << this->display() << " #" << endl;
#endif
}
template <class T> Matrix3x3<T>::Matrix3x3(T m00,T m01,T m02,
T m10,T m11,T m12,
T m20,T m21,T m22) {
m[0][0]=m00; m[0][1]=m01; m[0][2]=m02;
m[1][0]=m10; m[1][1]=m11; m[1][2]=m12;
m[2][0]=m20; m[2][1]=m21; m[2][2]=m22;
#ifdef DISPLAY_CONSTRUCTOR
cout << "# Matrix3x3 constructor " << this->display() << " #" << endl;
#endif
}
template <class T> Matrix3x3<T>::~Matrix3x3() {
#ifdef DISPLAY_CONSTRUCTOR
cout << "# Matrix3x3 destructor " << this->display() << " #" << endl;
#endif
}
// create Matrix 3x3 from 3 Vector3D
template <class T> Matrix3x3<T>::Matrix3x3(Vector3D<T> & v1,Vector3D<T> & v2,Vector3D<T> & v3) {
m[0][0]=v1.x; m[0][1]=v1.y; m[0][2]=v1.z;
m[1][0]=v2.x; m[1][1]=v2.y; m[1][2]=v2.z;
m[2][0]=v3.x; m[2][1]=v3.y; m[2][2]=v3.z;
}
template <class T> string Matrix3x3<T>::display(void) {
std::stringstream stream;
stream << "Matrix3D @" << " 0x" << std::hex << (long)this << endl << *this;
return stream.str();
}
template <class T> ostream& operator<< (ostream &out, const Matrix3x3<T> &mr)
{
out << "┌ " << mr.m[0][0] << " " << mr.m[0][1] << " " << mr.m[0][2] << endl // "┐" << endl
<< "│ " << mr.m[1][0] << " " << mr.m[1][1] << " " << mr.m[1][2] << endl // "│" << endl
<< "└ " << mr.m[2][0] << " " << mr.m[2][1] << " " << mr.m[2][2] << endl; // "┘" << endl;
return out;
}
// copy constructor
template <class T> Matrix3x3<T>::Matrix3x3(const Matrix3x3<T> &oneMatrix3x3) {
m[0][0]=oneMatrix3x3.m[0][0]; m[0][1]=oneMatrix3x3.m[0][1]; m[0][2]=oneMatrix3x3.m[0][2];
m[1][0]=oneMatrix3x3.m[1][0]; m[1][1]=oneMatrix3x3.m[1][1]; m[1][2]=oneMatrix3x3.m[1][2];
m[2][0]=oneMatrix3x3.m[2][0]; m[2][1]=oneMatrix3x3.m[2][1]; m[2][2]=oneMatrix3x3.m[2][2];
#ifdef DISPLAY_CONSTRUCTOR
cout << "# Matrix3x3 copy constructor # " << endl << oneMatrix3x3 << " " << &oneMatrix3x3 << " => " << this << endl << *this << endl;
#endif
}
// assignation operator
template <class T> Matrix3x3<T> & Matrix3x3<T>::operator=(const Matrix3x3<T> &mr)
{
if( this != &mr ) {
#ifdef DISPLAY_CONSTRUCTOR
cout << "# Matrix3x3 assignation operator # " << endl << mr << " " << &mr << " => " << this << endl << *this << endl;
#endif
m[0][0] = mr.m[0][0]; m[0][1] = mr.m[0][1]; m[0][2] = mr.m[0][2];
m[1][0] = mr.m[1][0]; m[1][1] = mr.m[1][1]; m[1][2] = mr.m[1][2];
m[2][0] = mr.m[2][0]; m[2][1] = mr.m[2][1]; m[2][2] = mr.m[2][2];
}
return *this;
}
template <class T> Matrix3x3<T> & Matrix3x3<T>::operator+=(const Matrix3x3<T> &mr)
{
m[0][0] += mr.m[0][0]; m[0][1] += mr.m[0][1]; m[0][2] += mr.m[0][2];
m[1][0] += mr.m[1][0]; m[1][1] += mr.m[1][1]; m[1][2] += mr.m[1][2];
m[2][0] += mr.m[2][0]; m[2][1] += mr.m[2][1]; m[2][2] += mr.m[2][2];
return *this;
}
template<class T> Matrix3x3<T> Matrix3x3<T>::operator+(const Matrix3x3<T> &mr) {
return Matrix3x3<T>(
m[0][0] + mr.m[0][0], m[0][1] + mr.m[0][1], m[0][2] + mr.m[0][2],
m[1][0] + mr.m[1][0], m[1][1] + mr.m[1][1], m[1][2] + mr.m[1][2],
m[2][0] + mr.m[2][0], m[2][1] + mr.m[2][1], m[2][2] + mr.m[2][2]
);
}
// template<class T> Matrix3x3<T> operator+(const Matrix3x3<T> &ml,const Matrix3x3<T> &mr) {
// return Matrix3x3<T>(
// ml.m[0][0] + mr.m[0][0], ml.m[0][1] + mr.m[0][1], ml.m[0][2] + mr.m[0][2],
// ml.m[1][0] + mr.m[1][0], ml.m[1][1] + mr.m[1][1], ml.m[1][2] + mr.m[1][2],
// ml.m[2][0] + mr.m[2][0], ml.m[2][1] + mr.m[2][1], ml.m[2][2] + mr.m[2][2]
// );
// }
template<class T> Matrix3x3<T> Matrix3x3<T>::operator/(const T d) {
return Matrix3x3<T>(
m[0][0] / d, m[0][1] / d, m[0][2] / d,
m[1][0] / d, m[1][1] / d, m[1][2] / d,
m[2][0] / d, m[2][1] / d, m[2][2] / d
);
}
// k * M
template<class T> Matrix3x3<T> operator*(const T k,const Matrix3x3<T> &mr) {
return Matrix3x3<T>(
mr.m[0][0] * k, mr.m[0][1] * k, mr.m[0][2] * k,
mr.m[1][0] * k, mr.m[1][1] * k, mr.m[1][2] * k,
mr.m[2][0] * k, mr.m[2][1] * k, mr.m[2][2] * k
);
}
// M * k
template<class T> Matrix3x3<T> Matrix3x3<T>::operator*(const T k) {
return k * (*this);
// return Matrix3x3<T>(
// m[0][0] * k, m[0][1] * k, m[0][2] * k,
// m[1][0] * k, m[1][1] * k, m[1][2] * k,
// m[2][0] * k, m[2][1] * k, m[2][2] * k
// );
}
// template<class T> Matrix3x3<T> operator*(const Matrix3x3<T> &ml,const T k) {
// return k*ml;
// }
// product
template<class T> Matrix3x3<T> Matrix3x3<T>::operator* (const Matrix3x3<T> &mr) {
return Matrix3x3<T>
(
m[0][0]*mr.m[0][0]+m[0][1]*mr.m[1][0]+m[0][2]*mr.m[2][0],m[0][0]*mr.m[0][1]+m[0][1]*mr.m[1][1]+m[0][2]*mr.m[2][1],m[0][0]*mr.m[0][2]+m[0][1]*mr.m[1][2]+m[0][2]*mr.m[2][2],
m[1][0]*mr.m[0][0]+m[1][1]*mr.m[1][0]+m[1][2]*mr.m[2][0],m[1][0]*mr.m[0][1]+m[1][1]*mr.m[1][1]+m[1][2]*mr.m[2][1],m[1][0]*mr.m[0][2]+m[1][1]*mr.m[1][2]+m[1][2]*mr.m[2][2],
m[2][0]*mr.m[0][0]+m[2][1]*mr.m[1][0]+m[2][2]*mr.m[2][0],m[2][0]*mr.m[0][1]+m[2][1]*mr.m[1][1]+m[2][2]*mr.m[2][1],m[2][0]*mr.m[0][2]+m[2][1]*mr.m[1][2]+m[2][2]*mr.m[2][2]
);
}
template<class T> Vector3D<T> operator*(const Matrix3x3<T> &m3d,const Vector3D<T> &u) {
return Vector3D<T>(
m3d.m[0][0] * u.x + m3d.m[0][1] * u.y + m3d.m[0][2] * u.z,
m3d.m[1][0] * u.x + m3d.m[1][1] * u.y + m3d.m[1][2] * u.z,
m3d.m[2][0] * u.x + m3d.m[2][1] * u.y + m3d.m[2][2] * u.z
);
}
template<class T> Vector3D<T> * operator*(const Matrix3x3<T> &m3d,const Vector3D<T> &u) {
Vector3D<T> * pv3d = new Vector3D<T>(
m3d.m[0][0] * u.x + m3d.m[0][1] * u.y + m3d.m[0][2] * u.z,
m3d.m[1][0] * u.x + m3d.m[1][1] * u.y + m3d.m[1][2] * u.z,
m3d.m[2][0] * u.x + m3d.m[2][1] * u.y + m3d.m[2][2] * u.z
);
return pv3d;
}
template<class T> Point3D<T> operator*(const Matrix3x3<T> &m3d,const Point3D<T> &u) {
return Point3D<T>(
m3d.m[0][0] * u.x + m3d.m[0][1] * u.y + m3d.m[0][2] * u.z,
m3d.m[1][0] * u.x + m3d.m[1][1] * u.y + m3d.m[1][2] * u.z,
m3d.m[2][0] * u.x + m3d.m[2][1] * u.y + m3d.m[2][2] * u.z
);
}
template class Matrix3x3<float>;
//template Matrix3x3<float> operator/(const Matrix3x3<float> &ml,const float d);
template ostream& operator<< (ostream &out, const Matrix3x3<float> &mr);
//template Matrix3x3<float> operator+(const Matrix3x3<float> &ml,const Matrix3x3<float> &mr);
//template Matrix3x3<float> operator*(const Matrix3x3<float> &ml,const float k);
template Matrix3x3<float> operator*(const float k,const Matrix3x3<float> &mr);
template Vector3D<float> operator*(const Matrix3x3<float> &m3d,const Vector3D<float> &u);
template Point3D<float> operator*(const Matrix3x3<float> &,const Point3D<float> &);