forked from lijiext/lammps
164 lines
5.5 KiB
C++
164 lines
5.5 KiB
C++
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/*
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*_________________________________________________________________________*
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* POEMS: PARALLELIZABLE OPEN SOURCE EFFICIENT MULTIBODY SOFTWARE *
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* DESCRIPTION: SEE READ-ME *
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* FILE NAME: mat4x4.cpp *
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* AUTHORS: See Author List *
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* GRANTS: See Grants List *
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* COPYRIGHT: (C) 2005 by Authors as listed in Author's List *
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* LICENSE: Please see License Agreement *
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* DOWNLOAD: Free at www.rpi.edu/~anderk5 *
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* ADMINISTRATOR: Prof. Kurt Anderson *
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* Computational Dynamics Lab *
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* Rensselaer Polytechnic Institute *
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* 110 8th St. Troy NY 12180 *
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* CONTACT: anderk5@rpi.edu *
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*_________________________________________________________________________*/
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#include "mat4x4.h"
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using namespace std;
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Mat4x4::Mat4x4(){
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numrows = numcols = 4;
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}
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Mat4x4::~Mat4x4(){
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}
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Mat4x4::Mat4x4(const Mat4x4& A){
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numrows = numcols = 4;
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elements[0][0] = A.elements[0][0];elements[0][1] = A.elements[0][1];elements[0][2] = A.elements[0][2]; elements[0][3] = A.elements[0][3];
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elements[1][0] = A.elements[1][0];elements[1][1] = A.elements[1][1];elements[1][2] = A.elements[1][2]; elements[1][3] = A.elements[1][3];
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elements[2][0] = A.elements[2][0];elements[2][1] = A.elements[2][1];elements[2][2] = A.elements[2][2]; elements[2][3] = A.elements[2][3];
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elements[3][0] = A.elements[3][0];elements[3][1] = A.elements[3][1];elements[3][2] = A.elements[3][2]; elements[3][3] = A.elements[3][3];
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}
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Mat4x4::Mat4x4(const VirtualMatrix& A){
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numrows = numcols = 4;
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// error check
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if( (A.GetNumRows() != 4) || (A.GetNumCols() != 4) ){
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cerr << "illegal matrix size" << endl;
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exit(0);
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}
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for(int i=0;i<4;i++)
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for(int j=0;j<4;j++)
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elements[i][j] = A.BasicGet(i,j);
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}
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double& Mat4x4::operator_2int(int i, int j){ // array access
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return elements[i-1][j-1];
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}
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double Mat4x4::Get_2int(int i, int j) const{
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return elements[i-1][j-1];
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}
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void Mat4x4::Set_2int(int i, int j, double value){
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elements[i-1][j-1] = value;
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}
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double Mat4x4::BasicGet_2int(int i, int j) const{
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return elements[i][j];
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}
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void Mat4x4::BasicSet_2int(int i, int j, double value){
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elements[i][j] = value;
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}
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void Mat4x4::BasicIncrement_2int(int i, int j, double value){
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elements[i][j] += value;
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}
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void Mat4x4::Const(double value){
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elements[0][0] = elements[0][1] = elements[0][2] = elements[0][3] = value;
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elements[1][0] = elements[1][1] = elements[1][2] = elements[1][3] = value;
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elements[2][0] = elements[2][1] = elements[2][2] = elements[2][3] = value;
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elements[3][0] = elements[3][1] = elements[3][2] = elements[3][3] = value;
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}
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MatrixType Mat4x4::GetType() const{
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return MAT4X4;
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}
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istream& Mat4x4::ReadData(istream& c){ //input
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for(int i=0;i<4;i++)
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for(int j=0;j<4;j++)
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c >> elements[i][j];
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return c;
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}
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ostream& Mat4x4::WriteData(ostream& c) const{ //output
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for(int i=0;i<4;i++)
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for(int j=0;j<4;j++)
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c << elements[i][j] << ' ';
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return c;
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}
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void Mat4x4::AssignVM(const VirtualMatrix& A){
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// error check
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if( (A.GetNumRows() != 4) || (A.GetNumCols() != 4) ){
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cerr << "illegal matrix size" << endl;
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exit(0);
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}
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for(int i=0;i<numrows;i++)
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for(int j=0;j<numcols;j++)
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elements[i][j] = A.BasicGet(i,j);
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}
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Mat4x4& Mat4x4::operator=(const Mat4x4& A){ // assignment operator
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elements[0][0] = A.elements[0][0];elements[0][1] = A.elements[0][1];elements[0][2] = A.elements[0][2]; elements[0][3] = A.elements[0][3];
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elements[1][0] = A.elements[1][0];elements[1][1] = A.elements[1][1];elements[1][2] = A.elements[1][2]; elements[1][3] = A.elements[1][3];
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elements[2][0] = A.elements[2][0];elements[2][1] = A.elements[2][1];elements[2][2] = A.elements[2][2]; elements[2][3] = A.elements[2][3];
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elements[3][0] = A.elements[3][0];elements[3][1] = A.elements[3][1];elements[3][2] = A.elements[3][2]; elements[3][3] = A.elements[3][3];
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return *this;
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}
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Mat4x4& Mat4x4::operator=(const VirtualMatrix& A){ // overloaded =
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// error check
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if( (A.GetNumRows() != 4) || (A.GetNumCols() != 4) ){
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cerr << "illegal matrix size" << endl;
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exit(0);
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}
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for(int i=0;i<numrows;i++)
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for(int j=0;j<numcols;j++)
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elements[i][j] = A.BasicGet(i,j);
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return *this;
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}
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Mat4x4& Mat4x4::operator*=(double b){
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elements[0][0] *= b; elements[0][1] *= b; elements[0][2] *= b; elements[0][3] *= b;
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elements[1][0] *= b; elements[1][1] *= b; elements[1][2] *= b; elements[1][3] *= b;
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elements[2][0] *= b; elements[2][1] *= b; elements[2][2] *= b; elements[2][3] *= b;
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elements[3][0] *= b; elements[3][1] *= b; elements[3][2] *= b; elements[3][3] *= b;
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return *this;
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}
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Mat4x4& Mat4x4::Identity(){
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elements[0][0] = 1.0;
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elements[0][1] = 0.0;
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elements[0][2] = 0.0;
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elements[0][3] = 0.0;
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elements[1][0] = 0.0;
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elements[1][1] = 1.0;
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elements[1][2] = 0.0;
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elements[1][3] = 0.0;
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elements[2][0] = 0.0;
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elements[2][1] = 0.0;
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elements[2][2] = 1.0;
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elements[2][3] = 0.0;
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elements[3][0] = 0.0;
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elements[3][1] = 0.0;
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elements[3][2] = 0.0;
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elements[3][3] = 1.0;
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return *this;
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}
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