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  • /********************************************************************************
    *                                                                               *
    *            D o u b l e - P r e c i s i o n   4 x 4   M a t r i x              *
    *                                                                               *
    *********************************************************************************
    * Copyright (C) 1994,2006 by Jeroen van der Zijp.   All Rights Reserved.        *
    *********************************************************************************
    * This library is free software; you can redistribute it and/or                 *
    * modify it under the terms of the GNU Lesser General Public                    *
    * License as published by the Free Software Foundation; either                  *
    * version 2.1 of the License, or (at your option) any later version.            *
    *                                                                               *
    * This library is distributed in the hope that it will be useful,               *
    * but WITHOUT ANY WARRANTY; without even the implied warranty of                *
    * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU             *
    * Lesser General Public License for more details.                               *
    *                                                                               *
    * You should have received a copy of the GNU Lesser General Public              *
    * License along with this library; if not, write to the Free Software           *
    * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA.    *
    *********************************************************************************
    * $Id: FXMat4d.h 2344 2006-02-12 21:19:36Z lyle $                            *
    ********************************************************************************/
    #ifndef FXMAT4D_H
    #define FXMAT4D_H
    
    
    namespace FX {
    
    
    /// Double-precision 4x4 matrix
    class FXAPI FXMat4d {
    protected:
      FXVec4d m[4];
    public:
      /// Constructors
      FXMat4d(){}
      FXMat4d(FXdouble w);
      FXMat4d(FXdouble a00,FXdouble a01,FXdouble a02,FXdouble a03,
              FXdouble a10,FXdouble a11,FXdouble a12,FXdouble a13,
              FXdouble a20,FXdouble a21,FXdouble a22,FXdouble a23,
              FXdouble a30,FXdouble a31,FXdouble a32,FXdouble a33);
      FXMat4d(const FXVec4d& a,const FXVec4d& b,const FXVec4d& c,const FXVec4d& d);
      FXMat4d(const FXMat4d& other);
    
      /// Assignment
      FXMat4d& operator=(const FXMat4d& other);
      FXMat4d& operator=(FXdouble w);
    
      /// Set value from another matrix
      FXMat4d& set(const FXMat4d& other);
    
      /// Set value from scalar
      FXMat4d& set(FXdouble w);
    
      /// Set value from components
      FXMat4d& set(FXdouble a00,FXdouble a01,FXdouble a02,FXdouble a03,
                   FXdouble a10,FXdouble a11,FXdouble a12,FXdouble a13,
                   FXdouble a20,FXdouble a21,FXdouble a22,FXdouble a23,
                   FXdouble a30,FXdouble a31,FXdouble a32,FXdouble a33);
    
      /// Set value from four vectors
      FXMat4d& set(const FXVec4d& a,const FXVec4d& b,const FXVec4d& c,const FXVec4d& d);
    
      /// Assignment operators
      FXMat4d& operator+=(const FXMat4d& w);
      FXMat4d& operator-=(const FXMat4d& w);
      FXMat4d& operator*=(FXdouble w);
      FXMat4d& operator*=(const FXMat4d& w);
      FXMat4d& operator/=(FXdouble w);
    
      /// Indexing
      FXVec4d& operator[](FXint i){return m[i];}
      const FXVec4d& operator[](FXint i) const {return m[i];}
    
      /// Conversion
      operator FXdouble*(){return m[0];}
      operator const FXdouble*() const {return m[0];}
    
      /// Unary minus
      FXMat4d operator-() const;
    
      /// Matrix and matrix
      FXMat4d operator+(const FXMat4d& w) const;
      FXMat4d operator-(const FXMat4d& w) const;
      FXMat4d operator*(const FXMat4d& w) const;
    
      /// Matrix and scalar
      friend FXAPI FXMat4d operator*(FXdouble x,const FXMat4d& a);
      friend FXAPI FXMat4d operator*(const FXMat4d& a,FXdouble x);
      friend FXAPI FXMat4d operator/(const FXMat4d& a,FXdouble x);
      friend FXAPI FXMat4d operator/(FXdouble x,const FXMat4d& a);
    
      /// Multiply matrix and vector
      FXVec4d operator*(const FXVec4d& v) const;
      FXVec3d operator*(const FXVec3d& v) const;
    
      /// Set identity matrix
      FXMat4d& eye();
    
      /// Orthographic projection
      FXMat4d& ortho(FXdouble left,FXdouble right,FXdouble bottom,FXdouble top,FXdouble hither,FXdouble yon);
    
      /// Perspective projection
      FXMat4d& frustum(FXdouble left,FXdouble right,FXdouble bottom,FXdouble top,FXdouble hither,FXdouble yon);
    
      /// Multiply by left-hand matrix
      FXMat4d& left();
    
      /// Multiply by rotation about unit-quaternion
      FXMat4d& rot(const FXQuatd& q);
    
      /// Multiply by rotation c,s about axis
      FXMat4d& rot(const FXVec3d& v,FXdouble c,FXdouble s);
    
      /// Multiply by rotation of phi about axis
      FXMat4d& rot(const FXVec3d& v,FXdouble phi);
    
      /// Multiply by x-rotation
      FXMat4d& xrot(FXdouble c,FXdouble s);
      FXMat4d& xrot(FXdouble phi);
    
      /// Multiply by y-rotation
      FXMat4d& yrot(FXdouble c,FXdouble s);
      FXMat4d& yrot(FXdouble phi);
    
      /// Multiply by z-rotation
      FXMat4d& zrot(FXdouble c,FXdouble s);
      FXMat4d& zrot(FXdouble phi);
    
      /// Look at
      FXMat4d& look(const FXVec3d& eye,const FXVec3d& cntr,const FXVec3d& vup);
    
      /// Multiply by translation
      FXMat4d& trans(FXdouble tx,FXdouble ty,FXdouble tz);
      FXMat4d& trans(const FXVec3d& v);
    
      /// Multiply by scaling
      FXMat4d& scale(FXdouble sx,FXdouble sy,FXdouble sz);
      FXMat4d& scale(FXdouble s);
      FXMat4d& scale(const FXVec3d& v);
    
      /// Determinant
      FXdouble det() const;
    
      /// Transpose
      FXMat4d transpose() const;
    
      /// Invert
      FXMat4d invert() const;
    
      /// Save to a stream
      friend FXAPI FXStream& operator<<(FXStream& store,const FXMat4d& m);
    
      /// Load from a stream
      friend FXAPI FXStream& operator>>(FXStream& store,FXMat4d& m);
      };
    
    extern FXAPI FXMat4d operator*(FXdouble x,const FXMat4d& a);
    extern FXAPI FXMat4d operator*(const FXMat4d& a,FXdouble x);
    extern FXAPI FXMat4d operator/(const FXMat4d& a,FXdouble x);
    extern FXAPI FXMat4d operator/(FXdouble x,const FXMat4d& a);
    
    extern FXAPI FXStream& operator<<(FXStream& store,const FXMat4d& m);
    extern FXAPI FXStream& operator>>(FXStream& store,FXMat4d& m);
    
    }
    
    #endif