Implement Mat4x4 member docs
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@@ -65,7 +65,14 @@ namespace LinearAlgebra {
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/// Logically, the translation occurs after the rotation has been performed.
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Matrix4x4(const Quaternion& orientation, const Vector3 &translation);
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/// Returns the translation part.
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/** The translation part is stored in the fourth column of this matrix.
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This is equivalent to decomposing this matrix in the form M = T * M', i.e. this translation is applied last,
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after applying rotation and scale. If this matrix represents a local->world space transformation for an object,
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then this gives the world space position of the object.
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@note This function assumes that this matrix does not contain projection (the fourth row of this matrix is [0 0 0 1]). */
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Vector3 GetTranslatePart() const;
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/// Returns the top-left 3x3 part of this matrix. This stores the rotation part of this matrix (if this matrix represents a rotation).
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Matrix3x3 GetRotatePart() const;
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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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@@ -97,9 +104,22 @@ namespace LinearAlgebra {
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Vector4 Diagonal() const;
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Vector3 Diagonal3() 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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/// Returns the local +X axis in world space.
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/// This is the same as transforming the vector (1,0,0) by this matrix.
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Vector3 WorldX() const;
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/// Returns the local +Y axis in world space.
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/// This is the same as transforming the vector (0,1,0) by this matrix.
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Vector3 WorldY() const;
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/// Returns the local +Z axis in world space.
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/// This is the same as transforming the vector (0,0,1) by this matrix.
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Vector3 WorldZ() const;
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/// Accesses this structure as a float array.
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/// @return A pointer to the upper-left element. The data is contiguous in memory.
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/// ptr[0] gives the element [0][0], ptr[1] is [0][1], ptr[2] is [0][2].
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/// ptr[4] == [1][0], ptr[5] == [1][1], ..., and finally, ptr[15] == [3][3].
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float *ptr() { return &elems[0][0]; }
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const float *ptr() const { return &elems[0][0]; }
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float Determinant3x3() const;
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/// Computes the determinant of this matrix.
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@@ -129,8 +149,6 @@ namespace LinearAlgebra {
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static Matrix4x4 FromTranslation(const Vector3& rhs);
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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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@@ -141,9 +159,6 @@ namespace LinearAlgebra {
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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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@@ -375,15 +375,15 @@ namespace LinearAlgebra {
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return Vector3 { At(0, 0), At(1,1), At(2,2) };
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}
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Vector4 Matrix4x4::WorldX() const {
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Vector3 Matrix4x4::WorldX() const {
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return GetColumn3(0);
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}
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Vector4 Matrix4x4::WorldY() const {
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Vector3 Matrix4x4::WorldY() const {
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return GetColumn3(1);
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}
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Vector4 Matrix4x4::WorldZ() const {
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Vector3 Matrix4x4::WorldZ() const {
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return GetColumn3(2);
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}
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@@ -404,4 +404,19 @@ namespace LinearAlgebra {
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Vector3 Matrix4x4::operator*(const Vector3 &rhs) const { return this->Transform(rhs);}
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Vector4 Matrix4x4::operator*(const Vector4 &rhs) const { return this->Transform(rhs);}
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Vector4 Matrix4x4::Transform(float tx, float ty, float tz, float tw) const {
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return Transform({tx, ty, tz, tw});
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}
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Vector4 Matrix4x4::Transform(const Vector4 &rhs) const {
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return Vector4(At(0, 0) * rhs.x + At(0, 1) * rhs.y + At(0, 2) * rhs.z + At(0, 3) * rhs.w,
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At(1, 0) * rhs.x + At(1, 1) * rhs.y + At(1, 2) * rhs.z + At(1, 3) * rhs.w,
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At(2, 0) * rhs.x + At(2, 1) * rhs.y + At(2, 2) * rhs.z + At(2, 3) * rhs.w,
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At(3, 0) * rhs.x + At(3, 1) * rhs.y + At(3, 2) * rhs.z + At(3, 3) * rhs.w);
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}
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Vector3 Matrix4x4::GetTranslatePart() const {
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return GetColumn3(3);
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}
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}
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