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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".
    
     ***********************************************************************/
    
    
    // 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);
      };