131 lines
4.5 KiB
C++
131 lines
4.5 KiB
C++
#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Quaternion.h>
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namespace LinearAlgebra {
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/// A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
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/* This matrix can represent the most generic form of transformations for 3D objects,
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* including perspective projections, which a 4-by-3 cannot store,
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* and translations, which a 3-by-3 cannot represent.
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* The elements of this matrix are
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* m_00, m_01, m_02, m_03
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* m_10, m_11, m_12, m_13
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* m_20, m_21, m_22, xm_23,
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* m_30, m_31, m_32, m_33
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*
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* The element m_yx is the value on the row y and column x.
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* You can access m_yx using the double-bracket notation m[y][x]
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*/
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class Matrix4x4 {
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public:
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enum { Rows = 4 };
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enum { Cols = 4 };
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// A constant matrix that has zeroes in all its entries
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static const Matrix4x4 Zero;
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// A constant matrix that is the identity.
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static const Matrix4x4 Identity;
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// A compile-time constant float4x4 which has NaN in each element.
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// For this constant, each element has the value of quet NaN, or Not-A-Number.
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// Never compare a matrix to this value. Due to how IEEE floats work, "nan == nan" returns false!
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static const Matrix4x4 NaN;
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Matrix4x4() {}
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Matrix4x4(float val);
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Matrix4x4(const Matrix3x3&);
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Matrix4x4(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33);
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Matrix4x4(const Vector4& r1, const Vector4& r2, const Vector4& r3, const Vector4& r4);
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explicit Matrix4x4(const Quaternion& orientation);
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Vector3 GetTranslatePart() const;
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Matrix3x3 GetRotatePart() const
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{
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return Matrix3x3 {
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At(0, 0), At(0, 1), At(0, 2),
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At(1, 0), At(1, 1), At(1, 2),
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At(2, 0), At(2, 1), At(2, 2)
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};
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}
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void SetTranslatePart(float translateX, float translateY, float translateZ);
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void SetTranslatePart(const Vector3& offset);
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void SetRotatePart(const Quaternion& q);
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void SetRow(int row, const Vector3& rowVector, float m_r3);
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void SetRow(int row, const Vector4& rowVector);
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void SetRow(int row, float m_r0, float m_r1, float m_r2, float m_r3);
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Matrix4x4(const Quaternion& orientation, const Vector3& translation);
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Vector4 GetRow(int index) const;
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Vector4 GetColumn(int index) const;
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float At(int x, int y) const
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{
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return elems[x][y];
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}
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Vector4 Diagonal() const;
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Vector4 WorldX() const;
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Vector4 WorldY() const;
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Vector4 WorldZ() const;
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/// Computes the determinant of this matrix.
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// If the determinant is nonzero, this matrix is invertible.
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float Determinant() const;
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Matrix4x4 Inverse() const
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{
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}
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Matrix4x4 Transpose() const;
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Vector2 Transform(const Vector2& rhs) const;
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Vector3 Transform(const Vector3& rhs) const;
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Vector4 Transform(const Vector4& rhs) const;
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static Matrix4x4 D3DOrthoProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 D3DOrthoProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 D3DPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 D3DPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLOrthoProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLOrthoProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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Vector3 GetTranslationComponent() const;
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Matrix3x3 GetRotationComponent() const;
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Vector4 GetRow() const;
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Vector4 GetColumn() const;
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Vector4 operator[](int row)
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{
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return Vector4{elems[row][0], elems[row][1], elems[row][2], elems[row][3]};
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}
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protected:
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float elems[4][4];
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void SetMatrixRotatePart(Matrix4x4 &m, const Quaternion &q);
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};
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} |