source: GTP/trunk/App/Demos/Vis/CHC_revisited/Matrix4x4.h @ 2746

Revision 2746, 5.2 KB checked in by mattausch, 17 years ago (diff)
Line 
1#ifndef __MATRIX4x4_H
2#define __MATRIX4x4_H
3
4#include <iostream>
5
6
7//namespace GtpVisibilityPreprocessor {
8
9class Vector3;
10
11
12
13class Matrix4x4
14{
15public:
16        float x[4][4]; // first index is column [x], the second is row [y]
17
18        Matrix4x4() { }
19
20        // here xXY - 'X' is row, and 'Y' is column - classical mathematical notation
21        Matrix4x4(float x11, float x12, float x13, float x14,
22                float x21, float x22, float x23, float x24,
23                float x31, float x32, float x33, float x34,
24                float x41, float x42, float x43, float x44);
25
26        Matrix4x4(const Vector3 &a, const Vector3 &b, const Vector3 &c);
27
28
29        // Assignment operators
30        Matrix4x4& operator+= (const Matrix4x4 &A);     // add-to
31        Matrix4x4& operator-= (const Matrix4x4 &A);     // subtract-from
32        Matrix4x4& operator*= (const Matrix4x4 &A);     // multiply by matrix
33        Matrix4x4& operator*= (float A);                // scale by scalar
34
35        // Fundamental operations
36        /// Invert the matrix .. returns 0 = regular
37        int Invert();           
38        /// Transpose the matrix
39        void Transpose();       
40
41        void
42                SetColumns(const Vector3 &a, const Vector3 &b, const Vector3 &c);
43
44        float Det3x3() const {
45                return (x[0][0]*x[1][1]*x[2][2] + \
46                        x[1][0]*x[2][1]*x[0][2] + \
47                        x[2][0]*x[0][1]*x[1][2] - \
48                        x[2][0]*x[1][1]*x[0][2] - \
49                        x[0][0]*x[2][1]*x[1][2] - \
50                        x[1][0]*x[0][1]*x[2][2]);
51        }
52
53
54        friend Matrix4x4 Invert(const Matrix4x4 &M);    // Invert a given matrix
55        friend Matrix4x4 Transpose(const Matrix4x4 &M); // Transpose a given matrix
56
57        // Create various types of matrix.
58        friend Matrix4x4 IdentityMatrix();
59        friend Matrix4x4 ZeroMatrix();
60        friend Matrix4x4 TranslationMatrix(const Vector3 &Location);
61        friend Matrix4x4 RotationXMatrix(float Angle);
62        friend Matrix4x4 RotationYMatrix(float Angle);
63        friend Matrix4x4 RotationZMatrix(float Angle);
64        friend Matrix4x4 RotationYPRMatrix(float Yaw, float Pitch, float Roll);
65        // about axis 'axis' by angle 'Angle'
66        friend Matrix4x4 RotationAxisMatrix(const Vector3 &axis, float Angle);
67        // create the rotation matrix that rotates 'vecFrom' to 'vecTo'
68        friend Matrix4x4 RotationVectorsMatrix(const Vector3 &vecFrom,
69                const Vector3 &vecTo);
70
71        friend Matrix4x4 ScaleMatrix(float X, float Y, float Z);
72        friend Matrix4x4 GenRotation(const Vector3 &x, const Vector3 &y,
73                const Vector3 &z);
74        friend Matrix4x4 QuadricMatrix(float a, float b, float c, float d, float e,
75                float f, float g, float h, float j, float k);
76        // returns matrix for transforming normal
77        friend Matrix4x4 NormalTransformMatrix(const Matrix4x4 &M);
78
79        friend Matrix4x4 MirrorX();
80        friend Matrix4x4 MirrorY();
81        friend Matrix4x4 MirrorZ();
82        friend Matrix4x4 RotationOnly(const Matrix4x4 &x);
83
84        // Binary operators
85        friend Matrix4x4 operator+ (const Matrix4x4 &A, const Matrix4x4 &B);
86        friend Matrix4x4 operator- (const Matrix4x4 &A, const Matrix4x4 &B);
87        friend Matrix4x4 operator* (const Matrix4x4 &A, float B);
88        friend Matrix4x4 operator* (const Matrix4x4 &A, const Matrix4x4 &B);
89
90        // friends returning Vector3
91        friend Vector3 operator*(const Matrix4x4 &M, const Vector3 &v);
92        friend Vector3 RotateOnly(const Matrix4x4 &M, const Vector3 &v);
93        friend Vector3 TransformNormal(const Matrix4x4 &M, const Vector3 &v);
94        friend Vector3 GetTranslation(const Matrix4x4 &M);
95
96        // Construct rotation description according VRML'97 specification
97        //  const CVector4D SFRotation(void) const;
98
99
100
101        // Overloaded output operator.
102        friend std::ostream& operator<< (std::ostream &s, const Matrix4x4 &M);
103};
104
105// forward declaration
106Matrix4x4 IdentityMatrix();
107Matrix4x4 Invert(const Matrix4x4 &M);   // Invert a given matrix
108Matrix4x4 Transpose(const Matrix4x4 &M);        // Transpose a given matrix
109
110// Create various types of matrix.
111Matrix4x4 IdentityMatrix();
112Matrix4x4 ZeroMatrix();
113Matrix4x4 TranslationMatrix(const Vector3 &Location);
114Matrix4x4 RotationXMatrix(float Angle);
115Matrix4x4 RotationYMatrix(float Angle);
116Matrix4x4 RotationZMatrix(float Angle);
117Matrix4x4 RotationYPRMatrix(float Yaw, float Pitch, float Roll);
118// about axis 'axis' by angle 'Angle'
119Matrix4x4 RotationAxisMatrix(const Vector3 &axis, float Angle);
120// create the rotation matrix that rotates 'vecFrom' to 'vecTo'
121Matrix4x4 RotationVectorsMatrix(const Vector3 &vecFrom,
122                                                                const Vector3 &vecTo);
123
124Matrix4x4 ScaleMatrix(float X, float Y, float Z);
125Matrix4x4 GenRotation(const Vector3 &x, const Vector3 &y,
126                                          const Vector3 &z);
127Matrix4x4 QuadricMatrix(float a, float b, float c, float d, float e,
128                                                float f, float g, float h, float j, float k);
129// returns matrix for transforming normal
130Matrix4x4 NormalTransformMatrix(const Matrix4x4 &M);
131
132Matrix4x4 MirrorX();
133Matrix4x4 MirrorY();
134Matrix4x4 MirrorZ();
135Matrix4x4 RotationOnly(const Matrix4x4 &x);
136
137// Binary operators
138Matrix4x4 operator+ (const Matrix4x4 &A, const Matrix4x4 &B);
139Matrix4x4 operator- (const Matrix4x4 &A, const Matrix4x4 &B);
140Matrix4x4 operator* (const Matrix4x4 &A, float B);
141Matrix4x4 operator* (const Matrix4x4 &A, const Matrix4x4 &B);
142
143// friends returning Vector3
144Vector3 operator*(const Matrix4x4 &M, const Vector3 &v);
145Vector3 RotateOnly(const Matrix4x4 &M, const Vector3 &v);
146Vector3 TransformNormal(const Matrix4x4 &M, const Vector3 &v);
147Vector3 GetTranslation(const Matrix4x4 &M);
148
149
150//}
151
152
153
154#endif
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