Thread: Returning a Matrix

  1. #1
    Absent Minded Programmer
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    Returning a Matrix

    Well, my C++ teacher said no, you cannot return a matrix by value.

    So what can I do? I tried using pointers but the syntax is all goofy, can someone help meh out?

    EDIT: Maybe I said the wrong words, "return by value"

    I mean this

    Code:
    m[4][4] GetCMatrix()
    {
        return m[4][4];
    }
    Sorry for confusion..
    Last edited by Shamino; 02-23-2006 at 08:51 AM.
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  2. #2
    C++ Witch laserlight's Avatar
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    Why not create a matrix class, and return matrix objects by value? Of course, whether this is a good idea depends on what exactly you are trying to do.
    Quote Originally Posted by Bjarne Stroustrup (2000-10-14)
    I get maybe two dozen requests for help with some sort of programming or design problem every day. Most have more sense than to send me hundreds of lines of code. If they do, I ask them to find the smallest example that exhibits the problem and send me that. Mostly, they then find the error themselves. "Finding the smallest program that demonstrates the error" is a powerful debugging tool.
    Look up a C++ Reference and learn How To Ask Questions The Smart Way

  3. #3
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    It needs to be FAST, thats the only requirement really, as long as it gets returned and it is fast it would be fine.

    (Game setting)
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  4. #4
    C++ Witch laserlight's Avatar
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    Then you might want to pass the matrix by reference to whichever function needs to use it.
    Quote Originally Posted by Bjarne Stroustrup (2000-10-14)
    I get maybe two dozen requests for help with some sort of programming or design problem every day. Most have more sense than to send me hundreds of lines of code. If they do, I ask them to find the smallest example that exhibits the problem and send me that. Mostly, they then find the error themselves. "Finding the smallest program that demonstrates the error" is a powerful debugging tool.
    Look up a C++ Reference and learn How To Ask Questions The Smart Way

  5. #5
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    Do I need to typedef the matrix to do this?

    Code:
    M[4][4] GetCMatrix()
    {
    return M;
    }
    Sorry for mah nubness
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  6. #6
    C++ Witch laserlight's Avatar
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    hmm... how is your matrix implemented? I had the impression that it was a class.
    Quote Originally Posted by Bjarne Stroustrup (2000-10-14)
    I get maybe two dozen requests for help with some sort of programming or design problem every day. Most have more sense than to send me hundreds of lines of code. If they do, I ask them to find the smallest example that exhibits the problem and send me that. Mostly, they then find the error themselves. "Finding the smallest program that demonstrates the error" is a powerful debugging tool.
    Look up a C++ Reference and learn How To Ask Questions The Smart Way

  7. #7
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    Nuhhuh, I have no matrix object, I was trying to use a raw matrix..


    But apparently, others are telling me I need to create my own matrix class...

    Bleh!
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  8. #8
    Tropical Coder Darryl's Avatar
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    I'll assume raw matrix means an array of arrays defined something like
    Code:
    int Matrix[4][4];
    if that is the case you can pass it as a pointer to a pointer like
    int** pM = Matrix;
    A function might be like
    int** GetCMatrix() { return Matrix;}
    and used like
    pM = GetCMatrix();
    you then can use the pointer as you would the matrix
    pM[4][4] = 10;

  9. #9
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    I've just decided to use a matrix4 class I found on the internet
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  10. #10
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    int Matrix[4][4];
    if that is the case you can pass it as a pointer to a pointer like
    int** pM = Matrix;
    It doesn't work that way. When you declare a pointer variable without an array dimension, you can only make it point to a one dimensional array, e.g.:
    Code:
    int Matrix[10] = {0};
    
    int* ptr = Matrix;
    
    cout<<ptr[0]<<endl;
    Or,
    Code:
    int arr1[] = {1,2,3};
    int arr2[] = {3,4,5};
    
    int* p1 = arr1;
    int* p2 = arr2;
    
    int* ptrArr[] = {p1, p2};
    int** ptr = ptrArr;
    
    cout<<ptr[1][0]<<endl;
    With a one dimensional array, the dimension is not part of the type, so the ptr variable does not require a dimension.

    However, as soon as you declare a 2d array, the second dimension(the one on the right) becomes part of the type, and your ptr variable must reflect that type:
    Code:
    int arr[3][2] = {0};
    
    int(*ptr)[2] = arr;
    	
    cout<<ptr[0][0]<<endl;
    Last edited by 7stud; 02-24-2006 at 12:27 AM.

  11. #11
    Devil's Advocate SlyMaelstrom's Avatar
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    Why do you insist on returning it? It's easy enough to pass it as an argument.
    Last edited by SlyMaelstrom; 02-24-2006 at 12:15 AM.
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  12. #12
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    It is not possible to directly return an array (multi-dimensional or otherwise) from a function. Returning a pointer arguably comes close (assuming the pointer is set up so it points at the right stuff).

    But it is possible to return a structure that contains such an array though;
    Code:
    struct ArrayContainer
    {
         int x[4][4];
    };
    
    ArrayContainer Matrix()
    {
         ArrayContainer retval;
         // set a couple of values
         retval.x[0][0] = 41;
         retval.x[1][2] = 42;
         return retval;
    }
    This uses the fact that structs (like classes, which are actually a type of struct) can be returned by value. Which is why, if you want to represent a matrix (mult-dimensional array) it is a good idea to wrap it up as a class.

  13. #13
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    Because it would require 20x more work to use polymorphism to pass it down through functions than to create a matrix4 object and return it...
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  14. #14
    Registered User VirtualAce's Avatar
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    You can do this Shamino.

    You will be working with 4x4 matrices nearly all the time.

    Code:
    void MatrixMultiply(float matrix1[4][4],float matrix2[4][4],float result[4][4])
    {
      for (int i=0;i<4;i++)
      {
        for (int j=0;j<4;j++)
        {
           for (int k=0;k<4;k++)
           {
              result[i][j]+=matrix1[i][k]*matrix2[k][j];
           }
        }
      }
    }
    I would recommend unrolling the loops however or coding it like:

    Code:
    matrix[0][0]=matrix1[..][..]*matrix2[...][...];
    I would give you a matrix library, but mine are for DX and yours will be for OpenGL. The matrices are diff for each of those.

    For vectors you can do this:

    Code:
    //Multiplys a inVec by matrix and returns result in outVec
    //Transforms a vector by a matrix
    void Vec3TransformCoord(Vector3 &inVec,float matrix[4][4],Vector3 &outVec)
    {
         outVec.x=inVec.x*matrix[0][0]+inVec.y*matrix[0][1]+inVec.z*matrix[0][2]+matrix[0][3];
         outVec.y=inVec.x*matrix[1][0]+inVec.y*matrix[1][1]+inVec.z*matrix[1][2]+matrix[1][3];
         outVec.z=inVec.x*matrix[2][0]+inVec.y*matrix[2][1]+inVec.z*matrix[2][2]+matrix[2][3];
    }
    Code:
    //Normalizes a vector - normalized vector is outVec
    void Vec3Normalize(Vec3 &outVec,Vec3 &inVec)
    {
      float length=sqrtf(inVec.x*inVec.x+inVec.y*inVec.y+inVec.z*inVec.z);
      float oneOverLength=1.0f/length;
      outVec.x=inVec.x*oneOverLength;
      outVec.y=inVec.y*oneOverLength;
      outVec.z=inVec.z*oneOverLength;
    }
    
    //Returns dot product of vec1 and vec2
    //vec1 and vec2 are assumed to be non-normal
    float Vec3NormalDot(Vec3 &vec1,Vec3 &vec2)
    {
      
      Vec3 toVec2=Vec3(vec2.x-vec1.x,vec2.y-vec1.y,vec2.z-vec1.z);
      Vec3Normalize(&toVec2,&toVec2);
    
      return (toVec2.x*toVec2.x+toVec2.y*toVec2.y+toVec2.z*toVec2.z);
    }
    Last edited by VirtualAce; 02-25-2006 at 01:01 AM.

  15. #15
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    I got this from gamedev, and it seems pretty generic (not ogl or dx specific)

    It isn't a resource manager, but just a matrix4 object and a vect4 object to work with with a ton of overloaded operators and nifty functions..

    I'll probably create my own matrix library eventually to manage them, ykno, push/pop, load, etc etc..

    http://www.gamedev.net/reference/articles/605/math3d.h
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

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