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/***********************************************************************
* FXRuby -- the Ruby language bindings for the FOX GUI toolkit.
* Copyright (c) 2001-2009 by Lyle Johnson. 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
*
* For further information please contact the author by e-mail
* at "lyle@lylejohnson.name".
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***********************************************************************/
// Single-precision 4x4 matrix
class 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);
// Determinant
FXfloat det() const;
// Transpose
FXMat4f transpose() const;
// Invert
FXMat4f invert() const;
%extend {
/// Indexing
const FXVec4f& __getitem__(FXint i) const {
if(i<0 || i>3) rb_raise(rb_eIndexError,"index %d out of bounds",i);
return (*self)[i];
}
FXVec4f& __setitem__(FXint i,const FXVec3d& other){
if(i<0 || i>3) rb_raise(rb_eIndexError,"index %d out of bounds",i);
(*self)[i]=other;
return (*self)[i];
}
// Add matrices
FXMat4f operator+(const FXMat4f& other) const { return (*self)+other; }
// Subtract matrices
FXMat4f operator-(const FXMat4f& other) const { return (*self)-other; }
// Multiply by a matrix
FXMat4f operator*(const FXMat4f& other) const { return (*self)*other; }
// Multiply by a scalar
FXMat4f operator*(FXfloat x) const { return (*self)*x; }
// Multiply by a homogenous vector
FXVec4f operator*(const FXVec4f& other) const { return (*self)*other; }
// Multiply by a non-homogeneous vector, for non-projective matrix
FXVec3f operator*(const FXVec3f& other) const { return (*self)*other; }
// Divide by a scalar
FXMat4f operator/(FXfloat x) const {
if(x==0.0f) rb_raise(rb_eZeroDivError,"divided by 0");
return (*self)/x;
}
// Negation
FXMat4f operator-() const { return -(*self); }
// Stringify
FXString to_s() const {
const FXMat4f& m = *self;
return FXStringFormat("[[%g, %g, %g, %g], [%g, %g, %g, %g], [%g, %g, %g, %g], [%g, %g, %g, %g]]",m[0][0],m[0][1],m[0][2],m[0][3],m[1][0],m[1][1],m[1][2],m[1][3],m[2][0],m[2][1],m[2][2],m[2][3],m[3][0],m[3][1],m[3][2],m[3][3]);
}
}
/// 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);
};