66 lines
2.1 KiB
C++
66 lines
2.1 KiB
C++
#pragma once
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#include <J3ML/LinearAlgebra.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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static const Matrix4x4 Zero;
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static const Matrix4x4 Identity;
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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(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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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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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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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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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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protected:
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float elems[4][4];
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};
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} |