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Mat3.h
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636 lines (546 loc) · 22.3 KB
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#ifndef Mat3_h
#define Mat3_h
#include <math.h>
#include <cstdlib>
#include <stdint.h>
#include "fastmath.h"
#include "Vec3.h"
//template <class T, class VEC, class MAT>
//template <class T, class VEC>
template <class T>
class Mat3T{
using VEC = Vec3T<T>;
using MAT = Mat3T<T>;
public:
union{
struct{
T xx,xy,xz;
T yx,yy,yz;
T zx,zy,zz;
};
struct{
T ax,ay,az;
T bx,by,bz;
T cx,cy,cz;
};
struct{ VEC a,b,c; };
struct{ VEC lf,up,fw; };
T array[9];
VEC vecs [3];
};
// ====== initialization
Mat3T()=default;
constexpr Mat3T (const T& xx_, const T& xy_, const T& xz_, const T& yx_, const T& yy_, const T& yz_, const T& zx_, const T& zy_, const T& zz_): xx(xx_),xy(xy_),xz(xz_),yx(yx_),yy(yy_),yz(yz_),zx(zx_),zy(zy_),zz(zz_){};
constexpr Mat3T (const T* a){ for(int i=0; i<9; i++)array[i]=a[i]; }
constexpr Mat3T (const VEC& a_, const VEC& b_, const VEC& c_): a(a_), b(b_), c(c_){};
inline explicit operator Mat3T<double>()const{ return (Mat3T<double>){ (double)xx,(double)xy,(double)xz, (double)yx,(double)yy,(double)yz, (double)zx,(double)zy,(double)zz }; }
inline explicit operator Mat3T<float >()const{ return (Mat3T<float >){ (float)xx,(float)xy,(float)xz, (float)yx,(float)yy,(float)yz, (float)zx,(float)zy,(float)zz }; }
inline explicit operator Mat3T<int >() const{ return (Mat3T<int >){ (int)xx,(int)xy,(int)xz, (int)yx,(int)yy,(int)yz, (int)zx,(int)zy,(int)zz }; }
//inline Mat3T<double> toDouble()const{ return (Mat3T<double>){ (double)xx,(double)xy,(double)xz, (double)yx,(double)yy,(double)yz, (double)zx,(double)zy,(double)zz }; }
//inline Mat3T<float > toFloat ()const{ return (Mat3T<float >){ (float)xx,(float)xy,(float)xz, (float)yx,(float)yy,(float)yz, (float)zx,(float)zy,(float)zz }; }
//inline Mat3T<int > toInt ()const{ return (Mat3T<int >){ (int)xx,(int)xy,(int)xz, (int)yx,(int)yy,(int)yz, (int)zx,(int)zy,(int)zz }; }
inline void setOne( ){ xx=yy=zz=1; xy=xz=yx=yz=zx=zy=0; };
inline void set ( T f ){ xx=yy=zz=f; xy=xz=yx=yz=zx=zy=0; };
inline void set ( const VEC& va, const VEC& vb, const VEC& vc ){ a.set(va); b.set(vb); c.set(vc); }
inline void set ( const MAT& M ){
xx=M.xx; xy=M.xy; xz=M.xz;
yx=M.yx; yy=M.yy; yz=M.yz;
zx=M.zx; zy=M.zy; zz=M.zz;
};
inline void add_outer( const VEC& a, const VEC& b, T f=1.0 ){
xx+=a.x*b.x*f; xy+=a.x*b.y*f; xz+=a.x*b.z*f;
yx+=a.y*b.x*f; yy+=a.y*b.y*f; yz+=a.y*b.z*f;
zx+=a.z*b.x*f; zy+=a.z*b.y*f; zz+=a.z*b.z*f;
};
inline void set_outer ( const VEC& a, const VEC& b ){
xx=a.x*b.x; xy=a.x*b.y; xz=a.x*b.z;
yx=a.y*b.x; yy=a.y*b.y; yz=a.y*b.z;
zx=a.z*b.x; zy=a.z*b.y; zz=a.z*b.z;
};
inline void diag_add( T f ){ xx+=f; yy+=f; zz+=f; };
inline VEC getColx(){ VEC out; out.x = xx; out.y = yx; out.z = zx; return out; };
inline VEC getColy(){ VEC out; out.x = xy; out.y = yy; out.z = zy; return out; };
inline VEC getColz(){ VEC out; out.x = xz; out.y = yz; out.z = zz; return out; };
inline void colx_to( VEC& out){ out.x = xx; out.y = yx; out.z = zx; };
inline void coly_to( VEC& out){ out.x = xy; out.y = yy; out.z = zy; };
inline void colz_to( VEC& out){ out.x = xz; out.y = yz; out.z = zz; };
inline void setColx( const VEC v ){ xx = v.x; yx = v.y; zx = v.z; };
inline void setColy( const VEC v ){ xy = v.x; yy = v.y; zy = v.z; };
inline void setColz( const VEC v ){ xz = v.x; yz = v.y; zz = v.z; };
// Don't need this, because we use union: use representation a,b,c
//inline VEC getRowx(){ VEC out; out.x = xx; out.y = xy; out.z = xz; return out; };
//inline VEC getRowy(){ VEC out; out.x = yx; out.y = yy; out.z = yz; return out; };
//inline VEC getRowz(){ VEC out; out.x = zx; out.y = zy; out.z = zz; return out; };
//inline void rowx_to( VEC& out ){ out.x = xx; out.y = xy; out.z = xz; };
//inline void rowy_to( VEC& out ){ out.x = yx; out.y = yy; out.z = yz; };
//inline void rowz_to( VEC& out ){ out.x = zx; out.y = zy; out.z = zz; };
//inline void setRowx( const VEC& v ){ xx = v.x; xy = v.y; xz = v.z; };
//inline void setRowy( const VEC& v ){ yx = v.x; yy = v.y; yz = v.z; };
//inline void setRowz( const VEC& v ){ zx = v.x; zy = v.y; zz = v.z; };
// ====== transpose
inline void makeT(){
T t1=yx; yx=xy; xy=t1;
T t2=zx; zx=xz; xz=t2;
T t3=zy; zy=yz; yz=t3;
};
inline void setT ( const MAT& M ){
xx=M.xx; xy=M.yx; xz=M.zx;
yx=M.xy; yy=M.yy; yz=M.zy;
zx=M.xz; zy=M.yz; zz=M.zz;
};
inline MAT transposed(){ MAT t; t.setT(*this); return t; }
inline void setT ( const VEC& va, const VEC& vb, const VEC& vc ){
a.set( va.x, vb.x, vc.x );
b.set( va.y, vb.y, vc.y );
c.set( va.z, vb.z, vc.z );
};
inline MAT operator* ( T f ) const { MAT m; m.a.set_mul(a,f); m.b.set_mul(b,f); m.c.set_mul(c,f); return m; };
inline void mul ( T f ){ a.mul(f); b.mul(f); c.mul(f); };
inline void mul ( const VEC& va ){ a.mul(va.a); b.mul(va.b); c.mul(va.c); };
inline void div ( const VEC& va ){ a.mul(1/va.a); b.mul(1/va.b); c.mul(1/va.c); };
inline void mulT ( const VEC& va ){
ax*=va.x; ay*=va.y; az*=va.z;
bx*=va.x; by*=va.y; bz*=va.z;
cx*=va.x; cy*=va.y; cz*=va.z;
};
inline void divT ( const VEC& va ){
T fx=1/va.x,fy=1/va.y,fz=1/va.z;
ax*=fx; ay*=fy; az*=fz;
bx*=fx; by*=fy; bz*=fz;
cx*=fx; cy*=fy; cz*=fz;
};
// ====== dot product with vector
// inline VEC dot( const VEC& v ) const {
// T vx=v.x,vy=v.y,vz=v.z; // to make it safe use inplace
// return VEC{
// xx*vx + xy*vy + xz*vz,
// yx*vx + yy*vy + yz*vz,
// zx*vx + zy*vy + zz*vz
// };
// };
// inline VEC dot_T( const VEC& v ) const {
// T vx=v.x,vy=v.y,vz=v.z; // to make it safe use inplace
// return VEC{
// xx*vx + yx*vy + zx*vz,
// xy*vx + yy*vy + zy*vz,
// xz*vx + yz*vy + zz*vz
// };
// };
inline VEC dot( const VEC& v ) const {
VEC vout;
vout.x = xx*v.x + xy*v.y + xz*v.z;
vout.y = yx*v.x + yy*v.y + yz*v.z;
vout.z = zx*v.x + zy*v.y + zz*v.z;
return vout;
}
inline VEC dotT( const VEC& v ) const {
VEC vout;
vout.x = xx*v.x + yx*v.y + zx*v.z;
vout.y = xy*v.x + yy*v.y + zy*v.z;
vout.z = xz*v.x + yz*v.y + zz*v.z;
return vout;
}
inline VEC lincomb( T fx, T fy, T fz )const{ return dotT({fx,fy,fz}); }
inline void dot_to( const VEC& v, VEC& vout ) const {
T vx=v.x,vy=v.y,vz=v.z; // to make it safe use inplace
vout.x = xx*vx + xy*vy + xz*vz;
vout.y = yx*vx + yy*vy + yz*vz;
vout.z = zx*vx + zy*vy + zz*vz;
};
inline void dot_to_T( const VEC& v, VEC& vout ) const {
T vx=v.x,vy=v.y,vz=v.z;
vout.x = xx*vx + yx*vy + zx*vz;
vout.y = xy*vx + yy*vy + zy*vz;
vout.z = xz*vx + yz*vy + zz*vz;
};
inline bool tryOrthoNormalize( double errMax, int ia, int ib, int ic ){
VEC& a = vecs[ia];
VEC& b = vecs[ib];
VEC& c = vecs[ic];
bool res = false;
res |= a.tryNormalize ( errMax );
res |= b.tryOrthogonalize( errMax, a );
res |= b.tryNormalize ( errMax );
res |= c.tryOrthogonalize( errMax, a );
res |= c.tryOrthogonalize( errMax, b );
res |= c.tryNormalize ( errMax );
return res;
};
inline void orthogonalize( int ia, int ib, int ic ){
VEC& a = vecs[ia];
VEC& b = vecs[ib];
VEC& c = vecs[ic];
a.normalize ();
b.makeOrthoU(a);
b.normalize ();
c.makeOrthoU(a);
c.makeOrthoU(b);
c.normalize();
};
inline void orthogonalize_taylor3( int ia, int ib, int ic ){
VEC& a = vecs[ia];
VEC& b = vecs[ib];
VEC& c = vecs[ic];
a.normalize_taylor3();
b.makeOrthoU(a);
b.normalize_taylor3();
c.makeOrthoU(a);
c.makeOrthoU(b);
c.normalize_taylor3();
};
// ====== matrix multiplication
inline void set_mmul( const MAT& A, const MAT& B ){
xx = A.xx*B.xx + A.xy*B.yx + A.xz*B.zx;
xy = A.xx*B.xy + A.xy*B.yy + A.xz*B.zy;
xz = A.xx*B.xz + A.xy*B.yz + A.xz*B.zz;
yx = A.yx*B.xx + A.yy*B.yx + A.yz*B.zx;
yy = A.yx*B.xy + A.yy*B.yy + A.yz*B.zy;
yz = A.yx*B.xz + A.yy*B.yz + A.yz*B.zz;
zx = A.zx*B.xx + A.zy*B.yx + A.zz*B.zx;
zy = A.zx*B.xy + A.zy*B.yy + A.zz*B.zy;
zz = A.zx*B.xz + A.zy*B.yz + A.zz*B.zz;
};
inline void set_mmul_NT( const MAT& A, const MAT& B ){
xx = A.xx*B.xx + A.xy*B.xy + A.xz*B.xz;
xy = A.xx*B.yx + A.xy*B.yy + A.xz*B.yz;
xz = A.xx*B.zx + A.xy*B.zy + A.xz*B.zz;
yx = A.yx*B.xx + A.yy*B.xy + A.yz*B.xz;
yy = A.yx*B.yx + A.yy*B.yy + A.yz*B.yz;
yz = A.yx*B.zx + A.yy*B.zy + A.yz*B.zz;
zx = A.zx*B.xx + A.zy*B.xy + A.zz*B.xz;
zy = A.zx*B.yx + A.zy*B.yy + A.zz*B.yz;
zz = A.zx*B.zx + A.zy*B.zy + A.zz*B.zz;
};
inline void set_mmul_TN( const MAT& A, const MAT& B ){
xx = A.xx*B.xx + A.yx*B.yx + A.zx*B.zx;
xy = A.xx*B.xy + A.yx*B.yy + A.zx*B.zy;
xz = A.xx*B.xz + A.yx*B.yz + A.zx*B.zz;
yx = A.xy*B.xx + A.yy*B.yx + A.zy*B.zx;
yy = A.xy*B.xy + A.yy*B.yy + A.zy*B.zy;
yz = A.xy*B.xz + A.yy*B.yz + A.zy*B.zz;
zx = A.xz*B.xx + A.yz*B.yx + A.zz*B.zx;
zy = A.xz*B.xy + A.yz*B.yy + A.zz*B.zy;
zz = A.xz*B.xz + A.yz*B.yz + A.zz*B.zz;
};
inline void set_mmul_TT( const MAT& A, const MAT& B ){
xx = A.xx*B.xx + A.yx*B.xy + A.zx*B.xz;
xy = A.xx*B.yx + A.yx*B.yy + A.zx*B.yz;
xz = A.xx*B.zx + A.yx*B.zy + A.zx*B.zz;
yx = A.xy*B.xx + A.yy*B.xy + A.zy*B.xz;
yy = A.xy*B.yx + A.yy*B.yy + A.zy*B.yz;
yz = A.xy*B.zx + A.yy*B.zy + A.zy*B.zz;
zx = A.xz*B.xx + A.yz*B.xy + A.zz*B.xz;
zy = A.xz*B.yx + A.yz*B.yy + A.zz*B.yz;
zz = A.xz*B.zx + A.yz*B.zy + A.zz*B.zz;
};
// ====== matrix solver
inline T determinant()const{
T fCoxx = yy * zz - yz * zy;
T fCoyx = yz * zx - yx * zz;
T fCozx = yx * zy - yy * zx;
T fDet = xx * fCoxx + xy * fCoyx + xz * fCozx;
return fDet;
};
inline void invert_to( MAT& Mout ) {
T idet = 1/determinant(); // we dont check det|M|=0
Mout.xx = ( yy * zz - yz * zy ) * idet;
Mout.xy = ( xz * zy - xy * zz ) * idet;
Mout.xz = ( xy * yz - xz * yy ) * idet;
Mout.yx = ( yz * zx - yx * zz ) * idet;
Mout.yy = ( xx * zz - xz * zx ) * idet;
Mout.yz = ( xz * yx - xx * yz ) * idet;
Mout.zx = ( yx * zy - yy * zx ) * idet;
Mout.zy = ( xy * zx - xx * zy ) * idet;
Mout.zz = ( xx * yy - xy * yx ) * idet;
};
inline void invert_T_to( MAT& Mout ) {
T idet = 1/determinant(); // we dont check det|M|=0
Mout.xx = ( yy * zz - yz * zy ) * idet;
Mout.yx = ( xz * zy - xy * zz ) * idet;
Mout.zx = ( xy * yz - xz * yy ) * idet;
Mout.xy = ( yz * zx - yx * zz ) * idet;
Mout.yy = ( xx * zz - xz * zx ) * idet;
Mout.zy = ( xz * yx - xx * yz ) * idet;
Mout.xz = ( yx * zy - yy * zx ) * idet;
Mout.yz = ( xy * zx - xx * zy ) * idet;
Mout.zz = ( xx * yy - xy * yx ) * idet;
};
inline void adjoint_to( MAT& Mout ) {
Mout.xx = yy * zz - yz * zy;
Mout.xy = xz * zy - xy * zz;
Mout.xz = xy * yz - xz * yy;
Mout.yx = yz * zx - yx * zz;
Mout.yy = xx * zz - xz * zx;
Mout.yz = xz * yx - xx * yz;
Mout.zx = yx * zy - yy * zx;
Mout.zy = xy * zx - xx * zy;
Mout.zz = xx * yy - xy * yx;
};
// ======= Rotation
inline void rotate( T angle, VEC axis ){
//VEC uaxis;
//uaxis.set( axis * axis.norm() );
axis.normalize();
T ca = cos(angle);
T sa = sin(angle);
rotate_csa( ca, sa, axis );
};
inline void rotate_csa( T ca, T sa, const VEC& uaxis ){
a.rotate_csa( ca, sa, uaxis );
b.rotate_csa( ca, sa, uaxis );
c.rotate_csa( ca, sa, uaxis );
//a.set(1);
//b.set(2);
//c.set(3);
};
inline void drotate_omega6( const VEC& w ){
// consider not-normalized vector omega
T ca,sa;
sincosR2_taylor(w.norm2(), sa, ca );
a.drotate_omega_csa(w,ca,sa);
b.drotate_omega_csa(w,ca,sa);
c.drotate_omega_csa(w,ca,sa);
};
void dRotateToward( int pivot, const MAT& rot0, T dPhi ){
int i3 = pivot*3;
VEC& piv = *(VEC*)( array+i3);
VEC& piv0 = *(VEC*)(rot0.array+i3);
VEC ax; ax.set_cross(piv,piv0);
T sa = ax.norm();
if( sa > dPhi ){
ax.mul(1.0/sa);
Vec2d csa; csa.fromAngle( dPhi );
rotate_csa( csa.x, csa.y, ax );
}else{
set(rot0);
}
}
// ==== generation
inline void fromDirUp( const VEC& dir, const VEC& up ){
// make orthonormal rotation matrix c=dir; b=(up-<b|c>c)/|b|; a=(c x b)/|a|;
c.set(dir);
//c.normalize(); // we assume dir is already normalized
b.set(up);
b.add_mul( c, -b.dot(c) ); //
b.normalize();
a.set_cross(b,c);
//a.normalize(); // we don't need this since b,c are orthonormal
};
inline void fromSideUp( const VEC& side, const VEC& up ){
// make orthonormal rotation matrix c=dir; b=(up-<b|c>c)/|b|; a=(c x b)/|a|;
a.set(side);
//c.normalize(); // we assume dir is already normalized
b.set(up);
b.add_mul( a, -b.dot(a) ); //
b.normalize();
c.set_cross(b,a);
//a.normalize(); // we don't need this since b,c are orthonormal
};
inline void fromCrossSafe( const Vec3d& v1, const Vec3d& v2 ){
b.set_cross( v1, v2 );
a.set_sub(v2,v1); a.normalize();
double r2b = b.norm2();
if( r2b<1e-15 ){
a.getSomeOrtho(b,c);
}else{
b.mul( 1/sqrt(r2b) );
c.set_cross(b,a);
}
}
inline void fromEuler( T phi, T theta, T psi ){
// http://mathworld.wolfram.com/EulerAngles.html
T ca=1,sa=0, cb=1,sb=0, cc=1,sc=0;
//if(phi*phi >1e-16){ ca=cos(phi); sa=sin(phi); }
//if(theta*theta>1e-16){ cb=cos(theta); sb=sin(theta); }
//if(psi*psi >1e-16){ cc=cos(psi); sc=sin(psi); }
ca=cos(phi); sa=sin(phi);
cb=cos(theta); sb=sin(theta);
cc=cos(psi); sc=sin(psi);
/*
xx = cc*ca-cb*sa*sc;
xy = cc*sa+cb*ca*sc;
xz = sc*sb;
yx = -sc*ca-cb*sa*cc;
yy = -sc*sa+cb*ca*cc;
yz = cc*sb;
zx = sb*sa;
zy = -sb*ca;
zz = cb;
*/
xx = cc*ca-cb*sa*sc;
xy = cc*sa+cb*ca*sc;
xz = sc*sb;
zx = -sc*ca-cb*sa*cc;
zy = -sc*sa+cb*ca*cc;
zz = cc*sb;
yx = sb*sa;
yy = -sb*ca;
yz = cb;
};
inline void fromEuler_orb( T inc, T lan, T apa ){
T ci=cos(inc), si=sin(inc); // inc inclination
T cl=cos(lan), sl=sin(lan); // lan longitude ascedning node capital omega
T ca=cos(apa), sa=sin(apa); // apa argument of periapsis small omega
xx = cl*ca - sl*sa*ci;
xy = sl*ca + cl*sa*ci;
xz = sa*si;
yx = -cl*sa - sl*ca*ci;
yy = -sl*sa + cl*ca*ci;
yz = ca*si;
zx = sl*si;
zy = -cl*si;
zz = ci;
};
// http://www.realtimerendering.com/resources/GraphicsGems/gemsiii/rand_rotation.c
// http://www.realtimerendering.com/resources/GraphicsGems/gemsiii/rand_rotation.c
// http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.53.1357&rep=rep1&type=pdf
// RAND _ ROTATION Author: Jim Arvo, 1991
// This routine maps three values (x[0], x[1], x[2]) in the range [0,1]
// into a 3x3 rotation matrix, M. Uniformly distributed random variables
// x0, x1, and x2 create uniformly distributed random rotation matrices.
// To create small uniformly distributed "perturbations", supply
// samples in the following ranges
// x[0] in [ 0, d ]
// x[1] in [ 0, 1 ]
// x[2] in [ 0, d ]
// where 0 < d < 1 controls the size of the perturbation. Any of the
// random variables may be stratified (or "jittered") for a slightly more
// even distribution.
//=========================================================================
inline void fromRand( const VEC& vrand ){
T theta = vrand.x * M_TWO_PI; // Rotation about the pole (Z).
T phi = vrand.y * M_TWO_PI; // For direction of pole deflection.
T z = vrand.z * 2.0; // For magnitude of pole deflection.
// Compute a vector V used for distributing points over the sphere
// via the reflection I - V Transpose(V). This formulation of V
// will guarantee that if x[1] and x[2] are uniformly distributed,
// the reflected points will be uniform on the sphere. Note that V
// has length sqrt(2) to eliminate the 2 in the Householder matrix.
T r = sqrt( z );
T Vx = sin ( phi ) * r;
T Vy = cos ( phi ) * r;
T Vz = sqrt( 2.0 - z );
// Compute the row vector S = Transpose(V) * R, where R is a simple
// rotation by theta about the z-axis. No need to compute Sz since
// it's just Vz.
T st = sin( theta );
T ct = cos( theta );
T Sx = Vx * ct - Vy * st;
T Sy = Vx * st + Vy * ct;
// Construct the rotation matrix ( V Transpose(V) - I ) R, which
// is equivalent to V S - R.
xx = Vx * Sx - ct; xy = Vx * Sy - st; xz = Vx * Vz;
yx = Vy * Sx + st; yy = Vy * Sy - ct; yz = Vy * Vz;
zx = Vz * Sx; zy = Vz * Sy; zz = 1.0 - z; // This equals Vz * Vz - 1.0
}
// took from here
// Smith, Oliver K. (April 1961), "Eigenvalues of a symmetric 3 × 3 matrix.", Communications of the ACM 4 (4): 168
// http://www.geometrictools.com/Documentation/EigenSymmetric3x3.pdf
// https://www.geometrictools.com/GTEngine/Include/Mathematics/GteSymmetricEigensolver3x3.h
inline void eigenvals( VEC& evs ) const {
const T inv3 = 0.33333333333;
const T root3 = 1.73205080757;
T amax = array[0];
for(int i=1; i<9; i++){ double a=array[i]; if(a>amax)amax=a; }
T c0 = xx*yy*zz + 2*xy*xz*yz - xx*yz*yz - yy*xz*xz - zz*xy*xy;
T c1 = xx*yy - xy*xy + xx*zz - xz*xz + yy*zz - yz*yz;
T c2 = xx + yy + zz;
T amax2 = amax*amax; c2/=amax; c1/=amax2; c0/=(amax2*amax);
T c2Div3 = c2*inv3;
T aDiv3 = (c1 - c2*c2Div3)*inv3;
if (aDiv3 > 0.0) aDiv3 = 0.0;
T mbDiv2 = 0.5*( c0 + c2Div3*(2.0*c2Div3*c2Div3 - c1) );
T q = mbDiv2*mbDiv2 + aDiv3*aDiv3*aDiv3;
if (q > 0.0) q = 0.0;
T magnitude = sqrt(-aDiv3);
T angle = atan2( sqrt(-q), mbDiv2 ) * inv3;
T cs = cos(angle);
T sn = sin(angle);
evs.a = amax*( c2Div3 + 2.0*magnitude*cs );
evs.b = amax*( c2Div3 - magnitude*(cs + root3*sn) );
evs.c = amax*( c2Div3 - magnitude*(cs - root3*sn) );
}
inline void eigenvec( T eval, VEC& evec ) const{
VEC row0; row0.set( ax - eval, ay, az );
VEC row1; row1.set( bx, by - eval, bz );
VEC row2; row2.set( cx, cy, cz- eval );
VEC r0xr1; r0xr1.set_cross(row0, row1);
VEC r0xr2; r0xr2.set_cross(row0, row2);
VEC r1xr2; r1xr2.set_cross(row1, row2);
T d0 = r0xr1.dot( r0xr1);
T d1 = r0xr2.dot( r0xr2);
T d2 = r1xr2.dot( r1xr2);
T dmax = d0; int imax = 0;
if (d1 > dmax) { dmax = d1; imax = 1; }
if (d2 > dmax) { imax = 2; }
if (imax == 0) { evec.set_mul( r0xr1, 1/sqrt(d0) ); }
else if (imax == 1) { evec.set_mul( r0xr2, 1/sqrt(d1) ); }
else { evec.set_mul( r1xr2, 1/sqrt(d2) ); }
}
void print() const {
printf( " %f %f %f \n", ax, ay, az );
printf( " %f %f %f \n", bx, by, bz );
printf( " %f %f %f \n", cx, cy, cz );
}
void printOrtho() const { printf( " %f %f %f %e %e %e \n", a.norm2(),b.norm2(),c.norm2(), a.dot(b),a.dot(c),b.dot(c) ); }
void printOrthoErr() const { printf( " %e %e %e %e %e %e \n", a.norm()-1,b.norm()-1,c.norm()-1, a.dot(b),a.dot(c),b.dot(c) ); }
void transformVectors( int n, Vec3T<T>* v0s, Vec3T<T>* vs )const{
for( int j=0; j<n; j++ ){
Vec3T<T> v;
//mrot.dot_to_T( h0s[j], h );
dot_to( v0s[j], v );
vs[j] = v;
//ps[j].set_add_mul( pos, p_, r0 );
}
}
void transformPoints0( int n, Vec3T<T>* v0s, Vec3T<T>* ps, const Vec3T<T>& toPos )const{
for( int j=0; j<n; j++ ){
Vec3T<T> v;
//mrot.dot_to_T( apos0[j], v );
dot_to( v0s[j], v );
ps[j].set_add( v, toPos );
//printf( "frag2atoms[%i] (%g,%g,%g) (%g,%g,%g) \n", j, apos0[j].x, apos0[j].y, apos0[j].z, apos[j].x, apos[j].y, apos[j].z );
//printf( "%i %i (%g,%g,%g) (%g,%g,%g) \n", ifrag, j, m_apos[j].x, m_apos[j].y, m_apos[j].z, Tp.x, Tp.y, Tp.z );
}
}
void transformPoints( int n, Vec3T<T>* p0s, Vec3T<T>* ps, const Vec3T<T>& pos0 )const{
for( int j=0; j<n; j++ ){
Vec3T<T> v0,v;
v0.set_sub( p0s[j], pos0 );
dot_to( v0, v );
ps[j].set_add( pos0, v );
//printf( "frag2atoms[%i] (%g,%g,%g) (%g,%g,%g) \n", j, apos0[j].x, apos0[j].y, apos0[j].z, apos[j].x, apos[j].y, apos[j].z );
//printf( "%i %i (%g,%g,%g) (%g,%g,%g) \n", ifrag, j, m_apos[j].x, m_apos[j].y, m_apos[j].z, Tp.x, Tp.y, Tp.z );
}
}
void scalePoint ( const Vec3T<T>& p0, Vec3T<T>& p, const Vec3T<T>& pos0, const Vec3T<T>& sc )const{
Vec3T<T> v,v_;
v.set_sub( p0, pos0 );
dot_to ( v, v_ );
v_.mul ( sc );
dot_to_T ( v_, v );
p.set_add( v, pos0);
};
void scalePoints( int n, Vec3T<T>* p0s, Vec3T<T>* ps, const Vec3T<T>& pos0, const Vec3T<T>& sc )const{
for( int j=0; j<n; j++ ){ scalePoint( p0s[j], ps[j], pos0, sc ); }
}
void scalePoints( int n, int* selection, Vec3T<T>* p0s, Vec3T<T>* ps, const Vec3T<T>& pos0, const Vec3T<T>& sc )const{
for( int j=0; j<n; j++ ){ int i=selection[j]; scalePoint( p0s[i], ps[i], pos0, sc ); }
}
};
/*
class Mat3i : public Mat3T< int , Vec3i, Mat3i >{};
class Mat3f : public Mat3T< float , Vec3f, Mat3f >{};
class MAT : public Mat3T< T, VEC, MAT >{};
*/
using Mat3i = Mat3T< int >;
using Mat3f = Mat3T< float >;
using Mat3d = Mat3T< double>;
static constexpr Mat3d Mat3dIdentity = (Mat3d){1.0,0.0,0.0, 0.0,1.0,0.0, 0.0,0.0,1.0};
static constexpr Mat3d Mat3dZero = (Mat3d){0.0,0.0,0.0, 0.0,0.0,0.0, 0.0,0.0,0.0};
static constexpr Mat3f Mat3fIdentity = (Mat3f){1.0f,0.0f,0.0f, 0.0f,1.0f,0.0f, 0.0f,0.0f,1.0f};
static constexpr Mat3f Mat3fZero = (Mat3f){0.0f,0.0f,0.0f, 0.0f,0.0f,0.0f, 0.0f,0.0f,0.0f};
inline void convert( const Mat3f& from, Mat3d& to ){ convert( from.a, to.a ); convert( from.b, to.b ); convert( from.c, to.c ); };
inline void convert( const Mat3d& from, Mat3f& to ){ convert( from.a, to.a ); convert( from.b, to.b ); convert( from.c, to.c ); };
inline Mat3f toFloat( const Mat3d& from){ Mat3f to; convert( from.a, to.a ); convert( from.b, to.b ); convert( from.c, to.c ); return to; }
#endif