Matrix4.h 11 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #ifndef MATH_MATRIX4_H
  24. #define MATH_MATRIX4_H
  25. #include "Quaternion.h"
  26. #include "Vector4.h"
  27. //! A 4x4 matrix for arbitrary linear transforms including projection
  28. class Matrix4
  29. {
  30. public:
  31. //! Construct an undefined matrix
  32. Matrix4()
  33. {
  34. }
  35. //! Copy-construct from another matrix
  36. Matrix4(const Matrix4& matrix) :
  37. m00(matrix.m00),
  38. m01(matrix.m01),
  39. m02(matrix.m02),
  40. m03(matrix.m03),
  41. m10(matrix.m10),
  42. m11(matrix.m11),
  43. m12(matrix.m12),
  44. m13(matrix.m13),
  45. m20(matrix.m20),
  46. m21(matrix.m21),
  47. m22(matrix.m22),
  48. m23(matrix.m23),
  49. m30(matrix.m30),
  50. m31(matrix.m31),
  51. m32(matrix.m32),
  52. m33(matrix.m33)
  53. {
  54. }
  55. //! Copy-cnstruct from a 3x3 matrix and set the extra elements to identity
  56. Matrix4(const Matrix3& matrix) :
  57. m00(matrix.m00),
  58. m01(matrix.m01),
  59. m02(matrix.m02),
  60. m03(0.0f),
  61. m10(matrix.m10),
  62. m11(matrix.m11),
  63. m12(matrix.m12),
  64. m13(0.0f),
  65. m20(matrix.m20),
  66. m21(matrix.m21),
  67. m22(matrix.m22),
  68. m23(0.0f),
  69. m30(0.0f),
  70. m31(0.0f),
  71. m32(0.0f),
  72. m33(1.0f)
  73. {
  74. }
  75. // Construct from values
  76. Matrix4(float v00, float v01, float v02, float v03,
  77. float v10, float v11, float v12, float v13,
  78. float v20, float v21, float v22, float v23,
  79. float v30, float v31, float v32, float v33) :
  80. m00(v00),
  81. m01(v01),
  82. m02(v02),
  83. m03(v03),
  84. m10(v10),
  85. m11(v11),
  86. m12(v12),
  87. m13(v13),
  88. m20(v20),
  89. m21(v21),
  90. m22(v22),
  91. m23(v23),
  92. m30(v30),
  93. m31(v31),
  94. m32(v32),
  95. m33(v33)
  96. {
  97. }
  98. //! Construct from a float array
  99. Matrix4(float* data) :
  100. m00(data[0]),
  101. m01(data[1]),
  102. m02(data[2]),
  103. m03(data[3]),
  104. m10(data[4]),
  105. m11(data[5]),
  106. m12(data[6]),
  107. m13(data[7]),
  108. m20(data[8]),
  109. m21(data[9]),
  110. m22(data[10]),
  111. m23(data[11]),
  112. m30(data[12]),
  113. m31(data[13]),
  114. m32(data[14]),
  115. m33(data[15])
  116. {
  117. }
  118. //! Assign from another matrix
  119. Matrix4& operator = (const Matrix4& rhs)
  120. {
  121. m00 = rhs.m00;
  122. m01 = rhs.m01;
  123. m02 = rhs.m02;
  124. m03 = rhs.m03;
  125. m10 = rhs.m10;
  126. m11 = rhs.m11;
  127. m12 = rhs.m12;
  128. m13 = rhs.m13;
  129. m20 = rhs.m20;
  130. m21 = rhs.m21;
  131. m22 = rhs.m22;
  132. m23 = rhs.m23;
  133. m30 = rhs.m30;
  134. m31 = rhs.m31;
  135. m32 = rhs.m32;
  136. m33 = rhs.m33;
  137. return *this;
  138. }
  139. //! Assign from a 3x3 matrix. Set the extra elements to identity
  140. Matrix4& operator = (const Matrix3& rhs)
  141. {
  142. m00 = rhs.m00;
  143. m01 = rhs.m01;
  144. m02 = rhs.m02;
  145. m03 = 0.0f;
  146. m10 = rhs.m10;
  147. m11 = rhs.m11;
  148. m12 = rhs.m12;
  149. m13 = 0.0f;
  150. m20 = rhs.m20;
  151. m21 = rhs.m21;
  152. m22 = rhs.m22;
  153. m23 = 0.0f;
  154. m30 = 0.0f;
  155. m31 = 0.0f;
  156. m32 = 0.0f;
  157. m33 = 1.0f;
  158. return *this;
  159. }
  160. //! Multiply a Vector3 which is assumed to represent position
  161. Vector3 operator * (const Vector3& rhs) const
  162. {
  163. float invW = 1.0f / (m30 * rhs.mX + m31 * rhs.mY + m32 * rhs.mZ + m33);
  164. return Vector3(
  165. (m00 * rhs.mX + m01 * rhs.mY + m02 * rhs.mZ + m03) * invW,
  166. (m10 * rhs.mX + m11 * rhs.mY + m12 * rhs.mZ + m13) * invW,
  167. (m20 * rhs.mX + m21 * rhs.mY + m22 * rhs.mZ + m23) * invW
  168. );
  169. }
  170. //! Multiply a Vector4
  171. Vector4 operator * (const Vector4& rhs) const
  172. {
  173. return Vector4(
  174. m00 * rhs.mX + m01 * rhs.mY + m02 * rhs.mZ + m03 * rhs.mW,
  175. m10 * rhs.mX + m11 * rhs.mY + m12 * rhs.mZ + m13 * rhs.mW,
  176. m20 * rhs.mX + m21 * rhs.mY + m22 * rhs.mZ + m23 * rhs.mW,
  177. m30 * rhs.mX + m31 * rhs.mY + m32 * rhs.mZ + m33 * rhs.mW
  178. );
  179. }
  180. //! Add a matrix
  181. Matrix4 operator + (const Matrix4& rhs) const
  182. {
  183. return Matrix4(
  184. m00 + rhs.m00,
  185. m01 + rhs.m01,
  186. m02 + rhs.m02,
  187. m03 + rhs.m03,
  188. m10 + rhs.m10,
  189. m11 + rhs.m11,
  190. m12 + rhs.m12,
  191. m13 + rhs.m13,
  192. m20 + rhs.m20,
  193. m21 + rhs.m21,
  194. m22 + rhs.m22,
  195. m23 + rhs.m23,
  196. m30 + rhs.m30,
  197. m31 + rhs.m31,
  198. m32 + rhs.m32,
  199. m33 + rhs.m33
  200. );
  201. }
  202. //! Subtract a matrix
  203. Matrix4 operator - (const Matrix4& rhs) const
  204. {
  205. return Matrix4(
  206. m00 - rhs.m00,
  207. m01 - rhs.m01,
  208. m02 - rhs.m02,
  209. m03 - rhs.m03,
  210. m10 - rhs.m10,
  211. m11 - rhs.m11,
  212. m12 - rhs.m12,
  213. m13 - rhs.m13,
  214. m20 - rhs.m20,
  215. m21 - rhs.m21,
  216. m22 - rhs.m22,
  217. m23 - rhs.m23,
  218. m30 - rhs.m30,
  219. m31 - rhs.m31,
  220. m32 - rhs.m32,
  221. m33 - rhs.m33
  222. );
  223. }
  224. //! Multiply with a scalar
  225. Matrix4 operator * (float rhs) const
  226. {
  227. return Matrix4(
  228. m00 * rhs,
  229. m01 * rhs,
  230. m02 * rhs,
  231. m03 * rhs,
  232. m10 * rhs,
  233. m11 * rhs,
  234. m12 * rhs,
  235. m13 * rhs,
  236. m20 * rhs,
  237. m21 * rhs,
  238. m22 * rhs,
  239. m23 * rhs,
  240. m30 * rhs,
  241. m31 * rhs,
  242. m32 * rhs,
  243. m33 * rhs
  244. );
  245. }
  246. //! Multiply a matrix
  247. Matrix4 operator * (const Matrix4& rhs) const
  248. {
  249. return Matrix4(
  250. m00 * rhs.m00 + m01 * rhs.m10 + m02 * rhs.m20 + m03 * rhs.m30,
  251. m00 * rhs.m01 + m01 * rhs.m11 + m02 * rhs.m21 + m03 * rhs.m31,
  252. m00 * rhs.m02 + m01 * rhs.m12 + m02 * rhs.m22 + m03 * rhs.m32,
  253. m00 * rhs.m03 + m01 * rhs.m13 + m02 * rhs.m23 + m03 * rhs.m33,
  254. m10 * rhs.m00 + m11 * rhs.m10 + m12 * rhs.m20 + m13 * rhs.m30,
  255. m10 * rhs.m01 + m11 * rhs.m11 + m12 * rhs.m21 + m13 * rhs.m31,
  256. m10 * rhs.m02 + m11 * rhs.m12 + m12 * rhs.m22 + m13 * rhs.m32,
  257. m10 * rhs.m03 + m11 * rhs.m13 + m12 * rhs.m23 + m13 * rhs.m33,
  258. m20 * rhs.m00 + m21 * rhs.m10 + m22 * rhs.m20 + m23 * rhs.m30,
  259. m20 * rhs.m01 + m21 * rhs.m11 + m22 * rhs.m21 + m23 * rhs.m31,
  260. m20 * rhs.m02 + m21 * rhs.m12 + m22 * rhs.m22 + m23 * rhs.m32,
  261. m20 * rhs.m03 + m21 * rhs.m13 + m22 * rhs.m23 + m23 * rhs.m33,
  262. m30 * rhs.m00 + m31 * rhs.m10 + m32 * rhs.m20 + m33 * rhs.m30,
  263. m30 * rhs.m01 + m31 * rhs.m11 + m32 * rhs.m21 + m33 * rhs.m31,
  264. m30 * rhs.m02 + m31 * rhs.m12 + m32 * rhs.m22 + m33 * rhs.m32,
  265. m30 * rhs.m03 + m31 * rhs.m13 + m32 * rhs.m23 + m33 * rhs.m33
  266. );
  267. }
  268. //! Set translation elements
  269. void setTranslation(const Vector3& translation)
  270. {
  271. m03 = translation.mX;
  272. m13 = translation.mY;
  273. m23 = translation.mZ;
  274. }
  275. //! Set rotation elements from a 3x3 matrix
  276. void setRotation(const Matrix3& rotation)
  277. {
  278. m00 = rotation.m00;
  279. m01 = rotation.m01;
  280. m02 = rotation.m02;
  281. m10 = rotation.m10;
  282. m11 = rotation.m11;
  283. m12 = rotation.m12;
  284. m20 = rotation.m20;
  285. m21 = rotation.m21;
  286. m22 = rotation.m22;
  287. }
  288. // Set scaling elements
  289. void setScale(const Vector3& scale)
  290. {
  291. m00 = scale.mX;
  292. m11 = scale.mY;
  293. m22 = scale.mZ;
  294. }
  295. // Set uniform scaling elements
  296. void setScale(float scale)
  297. {
  298. m00 = scale;
  299. m11 = scale;
  300. m22 = scale;
  301. }
  302. //! Return the rotation matrix
  303. Matrix3 getRotationMatrix() const
  304. {
  305. return Matrix3(
  306. m00,
  307. m01,
  308. m02,
  309. m10,
  310. m11,
  311. m12,
  312. m20,
  313. m21,
  314. m22
  315. );
  316. }
  317. //! Return the translation elements
  318. Vector3 getTranslation() const
  319. {
  320. return Vector3(
  321. m03,
  322. m13,
  323. m23
  324. );
  325. }
  326. //! Return the scaling elements
  327. Vector3 getScale() const
  328. {
  329. return Vector3(
  330. m00,
  331. m11,
  332. m22
  333. );
  334. }
  335. //! Return transpose
  336. Matrix4 getTranspose() const
  337. {
  338. return Matrix4(
  339. m00,
  340. m10,
  341. m20,
  342. m30,
  343. m01,
  344. m11,
  345. m21,
  346. m31,
  347. m02,
  348. m12,
  349. m22,
  350. m32,
  351. m03,
  352. m13,
  353. m23,
  354. m33
  355. );
  356. }
  357. //! Return inverse
  358. Matrix4 getInverse() const;
  359. //! Return float data
  360. const float* getData() const { return &m00; }
  361. float m00;
  362. float m01;
  363. float m02;
  364. float m03;
  365. float m10;
  366. float m11;
  367. float m12;
  368. float m13;
  369. float m20;
  370. float m21;
  371. float m22;
  372. float m23;
  373. float m30;
  374. float m31;
  375. float m32;
  376. float m33;
  377. //! Zero matrix
  378. static const Matrix4 sZero;
  379. //! Identity matrix
  380. static const Matrix4 sIdentity;
  381. };
  382. //! Multiply a 4x4 matrix with a scalar
  383. inline Matrix4 operator * (float lhs, const Matrix4& rhs) { return rhs * lhs; }
  384. #endif // MATH_MATRIX4_H