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- /*
- * PolyMatrix4.h
- * Poly
- *
- * Created by Ivan Safrin on 3/26/08.
- * Copyright 2008 __MyCompanyName__. All rights reserved.
- *
- */
- // @package Math
-
- #pragma once
- #include "PolyString.h"
- #include "PolyGlobals.h"
- #include "PolyVector3.h"
- #include <string.h>
- namespace Polycode {
- class Vector3;
-
- class _PolyExport Matrix4 {
-
- public:
- Matrix4();
- inline Matrix4(
- Number m00, Number m01, Number m02, Number m03,
- Number m10, Number m11, Number m12, Number m13,
- Number m20, Number m21, Number m22, Number m23,
- Number m30, Number m31, Number m32, Number m33 )
- {
- m[0][0] = m00;
- m[0][1] = m01;
- m[0][2] = m02;
- m[0][3] = m03;
- m[1][0] = m10;
- m[1][1] = m11;
- m[1][2] = m12;
- m[1][3] = m13;
- m[2][0] = m20;
- m[2][1] = m21;
- m[2][2] = m22;
- m[2][3] = m23;
- m[3][0] = m30;
- m[3][1] = m31;
- m[3][2] = m32;
- m[3][3] = m33;
- }
-
- Matrix4(Number *m);
- ~Matrix4();
-
- void init();
-
- union {
- Number m[4][4];
- Number ml[16];
- };
-
- inline void identity() {
- memset(ml, 0, sizeof(Number)*16);
- ml[0] = 1;
- ml[5] = 1;
- ml[10] = 1;
- ml[15] = 1;
- }
-
-
- inline Vector3 rotateVector(const Vector3 &v2) {
- return Vector3(v2.x*m[0][0] + v2.y*m[1][0] + v2.z*m[2][0],
- v2.x*m[0][1] + v2.y*m[1][1] + v2.z*m[2][1],
- v2.x*m[0][2] + v2.y*m[1][2] + v2.z*m[2][2]);
- }
-
- inline Vector3 getPosition() {
- Vector3 pos;
- pos.x = m[3][0];
- pos.y = m[3][1];
- pos.z = m[3][2];
- return pos;
- }
- /*
- void setTransform(Vector3 pos, Vector3 scale, Quaternion rot) {
-
- }
- */
- inline Vector3 operator * ( const Vector3 &v2 ) const
- {
- return Vector3(v2.x*m[0][0] + v2.y*m[1][0] + v2.z*m[2][0] + m[3][0],
- v2.x*m[0][1] + v2.y*m[1][1] + v2.z*m[2][1] + m[3][1],
- v2.x*m[0][2] + v2.y*m[1][2] + v2.z*m[2][2] + m[3][2]);
- }
-
- inline Number* operator [] ( int row ) { return m[row];}
- inline void setPosition(Number x, Number y, Number z) {
- m[3][0] = x;
- m[3][1] = y;
- m[3][2] = z;
- }
-
- inline void setScale(Vector3 scale) {
- m[0][0] = scale.x;
- m[1][1] = scale.y;
- m[2][2] = scale.z;
- }
- inline void getEulerAngles(Number *ax, Number *ay, Number *az) {
- Number angle_x, angle_y, angle_z,tr_x,tr_y,C;
-
- angle_y = asin(m[0][2]);
-
- C = cosf(angle_y);
- angle_y *= TODEGREES;
-
- if(fabsf(C) > 0.005) {
- tr_x = m[2][2] / C; // 10
- tr_y = -m[1][2] / C; // 6
- angle_x = atan2f( tr_y, tr_x ) * TODEGREES;
- tr_x = m[0][0] / C; // 0
- tr_y = -m[0][1] / C; // 1
- angle_z = atan2f( tr_y, tr_x ) * TODEGREES;
- } else {
- angle_x = 0;
- tr_x = m[1][1];
- tr_y = m[1][0];
- angle_z = atan2f( tr_y, tr_x ) * TODEGREES;
- }
-
- if (angle_x < 0) angle_x += 360;
- if (angle_y < 0) angle_y += 360;
- if (angle_z < 0) angle_z += 360;
-
- *ax = -fabs(angle_x);
- *ay = fabs(angle_y);
- *az = fabs(angle_z);
- }
- inline Matrix4 operator + ( const Matrix4 &m2 ) const {
- Matrix4 r;
-
- r.m[0][0] = m[0][0] + m2.m[0][0];
- r.m[0][1] = m[0][1] + m2.m[0][1];
- r.m[0][2] = m[0][2] + m2.m[0][2];
- r.m[0][3] = m[0][3] + m2.m[0][3];
-
- r.m[1][0] = m[1][0] + m2.m[1][0];
- r.m[1][1] = m[1][1] + m2.m[1][1];
- r.m[1][2] = m[1][2] + m2.m[1][2];
- r.m[1][3] = m[1][3] + m2.m[1][3];
- r.m[2][0] = m[2][0] + m2.m[2][0];
- r.m[2][1] = m[2][1] + m2.m[2][1];
- r.m[2][2] = m[2][2] + m2.m[2][2];
- r.m[2][3] = m[2][3] + m2.m[2][3];
-
- r.m[3][0] = m[3][0] + m2.m[3][0];
- r.m[3][1] = m[3][1] + m2.m[3][1];
- r.m[3][2] = m[3][2] + m2.m[3][2];
- r.m[3][3] = m[3][3] + m2.m[3][3];
-
- return r;
- }
-
- Matrix4 inverse();
- Matrix4 inverseAffine();
-
- inline Matrix4 operator * (const Matrix4 &m2) const {
- Matrix4 r;
- r.m[0][0] = m[0][0] * m2.m[0][0] + m[0][1] * m2.m[1][0] + m[0][2] * m2.m[2][0] + m[0][3] * m2.m[3][0];
- r.m[0][1] = m[0][0] * m2.m[0][1] + m[0][1] * m2.m[1][1] + m[0][2] * m2.m[2][1] + m[0][3] * m2.m[3][1];
- r.m[0][2] = m[0][0] * m2.m[0][2] + m[0][1] * m2.m[1][2] + m[0][2] * m2.m[2][2] + m[0][3] * m2.m[3][2];
- r.m[0][3] = m[0][0] * m2.m[0][3] + m[0][1] * m2.m[1][3] + m[0][2] * m2.m[2][3] + m[0][3] * m2.m[3][3];
- r.m[1][0] = m[1][0] * m2.m[0][0] + m[1][1] * m2.m[1][0] + m[1][2] * m2.m[2][0] + m[1][3] * m2.m[3][0];
- r.m[1][1] = m[1][0] * m2.m[0][1] + m[1][1] * m2.m[1][1] + m[1][2] * m2.m[2][1] + m[1][3] * m2.m[3][1];
- r.m[1][2] = m[1][0] * m2.m[0][2] + m[1][1] * m2.m[1][2] + m[1][2] * m2.m[2][2] + m[1][3] * m2.m[3][2];
- r.m[1][3] = m[1][0] * m2.m[0][3] + m[1][1] * m2.m[1][3] + m[1][2] * m2.m[2][3] + m[1][3] * m2.m[3][3];
- r.m[2][0] = m[2][0] * m2.m[0][0] + m[2][1] * m2.m[1][0] + m[2][2] * m2.m[2][0] + m[2][3] * m2.m[3][0];
- r.m[2][1] = m[2][0] * m2.m[0][1] + m[2][1] * m2.m[1][1] + m[2][2] * m2.m[2][1] + m[2][3] * m2.m[3][1];
- r.m[2][2] = m[2][0] * m2.m[0][2] + m[2][1] * m2.m[1][2] + m[2][2] * m2.m[2][2] + m[2][3] * m2.m[3][2];
- r.m[2][3] = m[2][0] * m2.m[0][3] + m[2][1] * m2.m[1][3] + m[2][2] * m2.m[2][3] + m[2][3] * m2.m[3][3];
- r.m[3][0] = m[3][0] * m2.m[0][0] + m[3][1] * m2.m[1][0] + m[3][2] * m2.m[2][0] + m[3][3] * m2.m[3][0];
- r.m[3][1] = m[3][0] * m2.m[0][1] + m[3][1] * m2.m[1][1] + m[3][2] * m2.m[2][1] + m[3][3] * m2.m[3][1];
- r.m[3][2] = m[3][0] * m2.m[0][2] + m[3][1] * m2.m[1][2] + m[3][2] * m2.m[2][2] + m[3][3] * m2.m[3][2];
- r.m[3][3] = m[3][0] * m2.m[0][3] + m[3][1] * m2.m[1][3] + m[3][2] * m2.m[2][3] + m[3][3] * m2.m[3][3];
- return r;
- }
- protected:
-
- };
- }
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