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  • /********************************************************************************
    *                                                                               *
    *            S i n g 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: FXMat4f.h 2344 2006-02-12 21:19:36Z lyle $                            *
    ********************************************************************************/
    #ifndef FXMAT4F_H
    #define FXMAT4F_H
    
    
    namespace FX {
    
    
    /// Single-precision 4x4 matrix
    class FXAPI FXMat4f {
    protected:
      FXVec4f m[4];
    public:
      /// Constructors
      FXMat4f(){}
      FXMat4f(FXfloat w);
      FXMat4f(FXfloat a00,FXfloat a01,FXfloat a02,FXfloat a03,
              FXfloat a10,FXfloat a11,FXfloat a12,FXfloat a13,
              FXfloat a20,FXfloat a21,FXfloat a22,FXfloat a23,
              FXfloat a30,FXfloat a31,FXfloat a32,FXfloat a33);
      FXMat4f(const FXVec4f& a,const FXVec4f& b,const FXVec4f& c,const FXVec4f& d);
      FXMat4f(const FXMat4f& other);
    
      /// Assignment
      FXMat4f& operator=(const FXMat4f& other);
      FXMat4f& operator=(FXfloat w);
    
      /// Set value from another matrix
      FXMat4f& set(const FXMat4f& other);
    
      /// Set value from scalar
      FXMat4f& set(FXfloat w);
    
      /// Set value from components
      FXMat4f& set(FXfloat a00,FXfloat a01,FXfloat a02,FXfloat a03,
                   FXfloat a10,FXfloat a11,FXfloat a12,FXfloat a13,
                   FXfloat a20,FXfloat a21,FXfloat a22,FXfloat a23,
                   FXfloat a30,FXfloat a31,FXfloat a32,FXfloat a33);
    
      /// Set value from four vectors
      FXMat4f& set(const FXVec4f& a,const FXVec4f& b,const FXVec4f& c,const FXVec4f& d);
    
      /// Assignment operators
      FXMat4f& operator+=(const FXMat4f& w);
      FXMat4f& operator-=(const FXMat4f& w);
      FXMat4f& operator*=(FXfloat w);
      FXMat4f& operator*=(const FXMat4f& w);
      FXMat4f& operator/=(FXfloat w);
    
      /// Indexing
      FXVec4f& operator[](FXint i){return m[i];}
      const FXVec4f& operator[](FXint i) const {return m[i];}
    
      /// Conversion
      operator FXfloat*(){return m[0];}
      operator const FXfloat*() const {return m[0];}
    
      /// Unary minus
      FXMat4f operator-() const;
    
      /// Matrix and matrix
      FXMat4f operator+(const FXMat4f& w) const;
      FXMat4f operator-(const FXMat4f& w) const;
      FXMat4f operator*(const FXMat4f& w) const;
    
      /// Other operators
      friend FXAPI FXMat4f operator*(FXfloat x,const FXMat4f& a);
      friend FXAPI FXMat4f operator*(const FXMat4f& a,FXfloat x);
      friend FXAPI FXMat4f operator/(const FXMat4f& a,FXfloat x);
      friend FXAPI FXMat4f operator/(FXfloat x,const FXMat4f& a);
    
      /// Multiply matrix and vector
      FXVec4f operator*(const FXVec4f& v) const;
      FXVec3f operator*(const FXVec3f& v) const;
    
      /// Set identity matrix
      FXMat4f& eye();
    
      /// Orthographic projection
      FXMat4f& ortho(FXfloat left,FXfloat right,FXfloat bottom,FXfloat top,FXfloat hither,FXfloat yon);
    
      /// Perspective projection
      FXMat4f& frustum(FXfloat left,FXfloat right,FXfloat bottom,FXfloat top,FXfloat hither,FXfloat yon);
    
      /// Multiply by left-hand matrix
      FXMat4f& left();
    
      /// Multiply by rotation about unit-quaternion
      FXMat4f& rot(const FXQuatf& q);
    
      /// Multiply by rotation c,s about axis
      FXMat4f& rot(const FXVec3f& v,FXfloat c,FXfloat s);
    
      /// Multiply by rotation of phi about axis
      FXMat4f& rot(const FXVec3f& v,FXfloat phi);
    
      /// Multiply by x-rotation
      FXMat4f& xrot(FXfloat c,FXfloat s);
      FXMat4f& xrot(FXfloat phi);
    
      /// Multiply by y-rotation
      FXMat4f& yrot(FXfloat c,FXfloat s);
      FXMat4f& yrot(FXfloat phi);
    
      /// Multiply by z-rotation
      FXMat4f& zrot(FXfloat c,FXfloat s);
      FXMat4f& zrot(FXfloat phi);
    
      /// Look at
      FXMat4f& look(const FXVec3f& eye,const FXVec3f& cntr,const FXVec3f& vup);
    
      /// Multiply by translation
      FXMat4f& trans(FXfloat tx,FXfloat ty,FXfloat tz);
      FXMat4f& trans(const FXVec3f& v);
    
      /// Multiply by scaling
      FXMat4f& scale(FXfloat sx,FXfloat sy,FXfloat sz);
      FXMat4f& scale(FXfloat s);
      FXMat4f& scale(const FXVec3f& v);
    
      /// Determinant
      FXfloat det() const;
    
      /// Transpose
      FXMat4f transpose() const;
    
      /// Invert
      FXMat4f invert() const;
    
      /// Save to a stream
      friend FXAPI FXStream& operator<<(FXStream& store,const FXMat4f& m);
    
      /// Load from a stream
      friend FXAPI FXStream& operator>>(FXStream& store,FXMat4f& m);
      };
    
    extern FXAPI FXMat4f operator*(FXfloat x,const FXMat4f& a);
    extern FXAPI FXMat4f operator*(const FXMat4f& a,FXfloat x);
    extern FXAPI FXMat4f operator/(const FXMat4f& a,FXfloat x);
    extern FXAPI FXMat4f operator/(FXfloat x,const FXMat4f& a);
    
    extern FXAPI FXStream& operator<<(FXStream& store,const FXMat4f& m);
    extern FXAPI FXStream& operator>>(FXStream& store,FXMat4f& m);
    
    }
    
    #endif