Matrix3x4 t: Difference between revisions
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'''<code>matrix3x4_t</code>''' represents a [[Wikipedia:Matrix (mathematics)|matrix]]: a mathematical construct that allows [[Vector]]s to be [[Wikipedia:Transformation (geometry)|transformed]]. | '''<code>matrix3x4_t</code>''' is a C++ class that represents a [[Wikipedia:Matrix (mathematics)|matrix]]: a mathematical construct that allows [[Vector]]s to be [[Wikipedia:Transformation (geometry)|transformed]]. | ||
Matrices are chiefly used to [[Wikipedia:Rotation matrix|rotate]] vectors, since translation and scaling are taken care of by vector [[Vector#Addition|addition]] and [[Vector#Multiplication|multiplication]] respectively. A single matrix can store a transformation in all three modes however, making them useful in transformation-intense operations like [[vertex]] rendering and 3D view set-up. | Matrices are chiefly used to [[Wikipedia:Rotation matrix|rotate]] vectors, since translation and scaling are taken care of by vector [[Vector#Addition|addition]] and [[Vector#Multiplication|multiplication]] respectively. A single matrix can store a transformation in all three modes however, making them useful in transformation-intense operations like [[vertex]] rendering and 3D view set-up. | ||
{{todo|What is <code>[[VMatrix]]</code>, and what relationship does it have to this class?}} | |||
== Functions == | == Functions == |
Revision as of 05:47, 26 January 2010
matrix3x4_t
is a C++ class that represents a matrix: a mathematical construct that allows Vectors to be transformed.
Matrices are chiefly used to rotate vectors, since translation and scaling are taken care of by vector addition and multiplication respectively. A single matrix can store a transformation in all three modes however, making them useful in transformation-intense operations like vertex rendering and 3D view set-up.
VMatrix
, and what relationship does it have to this class?Functions
Generation
Matrix generation is best left to Source's pre-existing functions:
void AngleMatrix( QAngle angle, matrix_3x4_t& out ); // Rotation; can also use Quaternions or Radians
void PositionMatrix( Vector position, matrix3x4_t& out ); // Translation
void AngleMatrix( QAngle angle, Vector position, matrix3x4_t& out ); // Rotation + translation
void SetScaleMatrix( float scale, matrix3x4_t& out ); // Scale
Use MatrixMultiply()
to combine two matrices into one. You can do this any number of times.
Application

VectorRotate()
, which accepts angles directly.The mathematical notation for a matrix transformation is (vector * matrix). Source does not support that syntax, though it would be trivial to add if you so wanted, and instead offers these functions:
void VectorTransform( Vector in1, matrix3x4_t in2, Vector& out );
void VectorITransform( Vector in1, matrix3x4_t in2, Vector& out ); // 'Inverse' of the above
There is an overload of VectorRotate()
that accepts a matrix3x4_t
. It seems to behave in the same way as VectorTransform()
.
Other / utility
void MatrixAngles()
void MatrixPosition()
void MatrixVectors()
- Extract angles and vectors from a matrix.
MatrixAngles()
has many overloads. There is no way to extract a scale. void MatrixTranspose()
- Transposes a matrix. Todo: What this is good for.
void MatrixInvert()
- Reverses a matrix, making it transform in the opposite direction(s). You could also use
VectorITransform()
to apply the matrix. bool MatricesAreEqual()
- Instead of (matrix1 == matrix2).
void MatrixCopy()
Confirm:Instead of (matrix1 = matrix2).