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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #pragma once
- #include "Types.h"
- namespace crown
- {
- class Mat3;
- class Quat;
- class Vec3;
- class Vec4;
- /// Column-major 4x4 matrix.
- ///
- /// The engine uses column vectors for coordinate space transformations
- /// so you'll have to specify transformations in reverse order.
- /// e.g. (rotation * translation * vector) will produce the result of first translating
- /// and then rotating the vector.
- /// Also note that a column major matrix needs to be placed to the left of a
- /// vector by matrix multiplication, so, to multiply a vector by a matrix you'll have
- /// to write something like: matrix * vector. Since we are also using column vectors, inverting
- /// the operands would result in an impossible operation.
- ///
- /// @a verbatim:
- /// X base vector
- /// | Y base vector
- /// | | Z base vector
- /// | | | Translation vector
- /// | | | |
- /// 1 [ Xx Yx Zx Tx ]
- /// 2 | Xy Yy Zy Ty |
- /// 3 | Xz Yz Zz Tz |
- /// 4 [ 0 0 0 1 ]
- /// 1 2 3 4
- class Mat4
- {
- public:
- float m[16];
- /// Does nothing for efficiency.
- Mat4();
- /// Constructs from a set of float
- Mat4(float r1c1, float r2c1, float r3c1, float r4c1, float r1c2, float r2c2, float r3c2, float r4c2, float r1c3, float r2c3, float r3c3, float r4c3, float r1c4, float r2c4, float r3c4, float r4c4);
-
- /// Contructs from the @a v array
- Mat4(const float v[16]);
- Mat4(const Mat4& a);
- /// Assignment operator (copies the data)
- Mat4& operator=(const Mat4& a);
- /// Random access by index
- float operator[](uint32_t i) const;
- /// Random access by index
- float& operator[](uint32_t i);
- float operator()(uint32_t row, uint32_t column) const; //!< Random access by row/column pair
- Mat4 operator+(const Mat4& a) const;
- Mat4& operator+=(const Mat4& a);
- Mat4 operator-(const Mat4& a) const;
- Mat4& operator-=(const Mat4& a);
- Mat4 operator*(float k) const;
- Mat4& operator*=(float k);
- Mat4 operator/(float k) const;
- Mat4& operator/=(float k);
- Vec3 operator*(const Vec3& v) const;
- Vec4 operator*(const Vec4& v) const;
- Mat4 operator*(const Mat4& a) const;
- Mat4& operator*=(const Mat4& a);
- /// For simmetry
- friend Mat4 operator*(float k, const Mat4& a);
- /// Builds a rotation matrix about the X axis of @a radians radians
- void build_rotation_x(float radians);
- /// Builds a rotation matrix about the Y axis of "radians" radians
- void build_rotation_y(float radians);
- /// Builds a rotation matrix about the Z axis of @a radians radians
- void build_rotation_z(float radians);
- /// Builds a rotation matrix about an arbitrary axis of "radians" radians
- void build_rotation(const Vec3& n, float radians);
- /// Builds a perspetive projection matrix suited to Right-Handed coordinate systems
- void build_projection_perspective_rh(float fovy, float aspect, float near, float far);
- /// Builds a perspective projection matrix suited to Left-Handed coordinate systems
- void build_projection_perspective_lh(float fovy, float aspect, float near, float far);
- /// Builds an orthographic projection matrix suited to Right-Handed coordinate systems
- void build_projection_ortho_rh(float width, float height, float near, float far);
- /// Builds an orthographic projection matrix suited to Left-Handed coordinate systems
- void build_projection_ortho_lh(float width, float height, float near, float far);
- /// Builds a 2d orthographic projection matrix suited to Right-Handed coordinate systems
- void build_projection_ortho_2d_rh(float width, float height, float near, float far);
- /// Builds a "Righ-Handed look-at" matrix from a position, a target, and an up vector
- void build_look_at_rh(const Vec3& pos, const Vec3& target, const Vec3& up);
- /// Builds a "Left-Handed look-at" matrix from a position, a target, and an up vector
- void build_look_at_lh(const Vec3& pos, const Vec3& target, const Vec3& up);
- /// Builds a "Viewpoint-Oriented billboard" matrix which can be used to make an object face a specific point in space
- void build_viewpoint_billboard(const Vec3& pos, const Vec3& target, const Vec3& up);
- /// Builds a "Arbitrary-Axis billboard" matrix which can be used to make an object face a specific point in space
- void build_axis_billboard(const Vec3& pos, const Vec3& target, const Vec3& axis);
- Mat4& transpose();
- Mat4 get_transposed() const;
- float get_determinant() const;
- Mat4& invert();
- Mat4 get_inverted() const;
- /// Builds the identity matrix
- void load_identity();
- /// Returns a Vec3 containing the matrix's x base vector.
- Vec3 x() const;
- /// Returns a Vec3 containing the matrix's y base vector.
- Vec3 y() const;
- /// Returns a Vec3 containing the matrix's z base vector.
- Vec3 z() const;
- /// Sets the matrix's x base vector.
- void set_x(const Vec3& x);
- /// Sets the matrix's y base vector.
- void set_y(const Vec3& y);
- /// Sets the matrix's z base vector.
- void set_z(const Vec3& z);
- /// Returns a Vec3 containing the matrix's translation portion
- Vec3 translation() const;
- /// Fills the matrix's translation portion values contained in @a trans
- void set_translation(const Vec3& trans);
- /// Returns a Vec3 containing the matrix's scale portion
- Vec3 get_scale() const;
- /// Fills the matrix's scale portion with the values contained in @a scale
- void set_scale(const Vec3& scale);
- /// Returns the pointer to the matrix's data
- float* to_float_ptr();
- /// Returns the pointer to the matrix's data
- const float* to_float_ptr() const;
- /// Returns a 3x3 matrix according to the matrix's rotation portion
- Mat3 to_mat3() const;
- /// Returns a quaternion according to the matrix's rotation portion
- Quat to_quat() const;
- static const Mat4 IDENTITY;
- };
- } // namespace crown
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