source: GTP/trunk/Lib/Illum/GPUObscurancesGT/include/MATRIX4X4.h @ 930

Revision 930, 4.7 KB checked in by igarcia, 19 years ago (diff)
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[930]1//////////////////////////////////////////////////////////////////////////////////////////
2//      MATRIX4X4.h
3//      Class declaration for a 4x4 matrix
4//      You may use this code however you wish, but if you do, please credit me and
5//      provide a link to my website in a readme file or similar
6//      Downloaded from: www.paulsprojects.net
7//      Created:        20th July 2002
8//      Updated:        19th August 2002        -       Corrected 2nd SetPerspective for n!=1.0f
9//                              26th September 2002     -       Added nudge to prevent artifacts with infinite far plane
10//                                                                      -       Improved speed
11//                              7th November 2002       -       Added Affine Inverse functions
12//                                                                      -       Changed constructors
13//                                                                      -       Added special cases for row3 = (0, 0, 0, 1)
14//                              17th December 2002      -       Converted from radians to degrees for consistency
15//                                                                              with OpenGL. Should have been done a long time ago...
16//////////////////////////////////////////////////////////////////////////////////////////     
17
18#ifndef MATRIX4X4_H
19#define MATRIX4X4_H
20
21class MATRIX4X4
22{
23public:
24        MATRIX4X4()
25        {       LoadIdentity(); }
26        MATRIX4X4(      float e0, float e1, float e2, float e3,
27                                float e4, float e5, float e6, float e7,
28                                float e8, float e9, float e10, float e11,
29                                float e12, float e13, float e14, float e15);
30        MATRIX4X4(const float * rhs);
31        MATRIX4X4(const MATRIX4X4 & rhs);
32        ~MATRIX4X4() {} //empty
33
34        void SetEntry(int position, float value);
35        float GetEntry(int position) const;
36        VECTOR4D GetRow(int position) const;
37        VECTOR4D GetColumn(int position) const;
38       
39        void LoadIdentity(void);
40        void LoadZero(void);
41       
42        //binary operators
43        MATRIX4X4 operator+(const MATRIX4X4 & rhs) const;
44        MATRIX4X4 operator-(const MATRIX4X4 & rhs) const;
45        MATRIX4X4 operator*(const MATRIX4X4 & rhs) const;
46        MATRIX4X4 operator*(const float rhs) const;
47        MATRIX4X4 operator/(const float rhs) const;
48        friend MATRIX4X4 operator*(float scaleFactor, const MATRIX4X4 & rhs);
49
50        bool operator==(const MATRIX4X4 & rhs) const;
51        bool operator!=(const MATRIX4X4 & rhs) const;
52
53        //self-add etc
54        void operator+=(const MATRIX4X4 & rhs);
55        void operator-=(const MATRIX4X4 & rhs);
56        void operator*=(const MATRIX4X4 & rhs);
57        void operator*=(const float rhs);
58        void operator/=(const float rhs);
59
60        //unary operators
61        MATRIX4X4 operator-(void) const;
62        MATRIX4X4 operator+(void) const {return (*this);}
63       
64        //multiply a vector by this matrix
65        VECTOR4D operator*(const VECTOR4D rhs) const;
66
67        //rotate a 3d vector by rotation part
68        void RotateVector3D(VECTOR3D & rhs) const
69        {rhs=GetRotatedVector3D(rhs);}
70
71        void InverseRotateVector3D(VECTOR3D & rhs) const
72        {rhs=GetInverseRotatedVector3D(rhs);}
73
74        VECTOR3D GetRotatedVector3D(const VECTOR3D & rhs) const;
75        VECTOR3D GetInverseRotatedVector3D(const VECTOR3D & rhs) const;
76
77        //translate a 3d vector by translation part
78        void TranslateVector3D(VECTOR3D & rhs) const
79        {rhs=GetTranslatedVector3D(rhs);}
80
81        void InverseTranslateVector3D(VECTOR3D & rhs) const
82        {rhs=GetInverseTranslatedVector3D(rhs);}
83       
84        VECTOR3D GetTranslatedVector3D(const VECTOR3D & rhs) const;
85        VECTOR3D GetInverseTranslatedVector3D(const VECTOR3D & rhs) const;
86
87        //Other methods
88        void Invert(void);
89        MATRIX4X4 GetInverse(void) const;
90        void Transpose(void);
91        MATRIX4X4 GetTranspose(void) const;
92        void InvertTranspose(void);
93        MATRIX4X4 GetInverseTranspose(void) const;
94
95        //Inverse of a rotation/translation only matrix
96        void AffineInvert(void);
97        MATRIX4X4 GetAffineInverse(void) const;
98        void AffineInvertTranspose(void);
99        MATRIX4X4 GetAffineInverseTranspose(void) const;
100
101        //set to perform an operation on space - removes other entries
102        void SetTranslation(const VECTOR3D & translation);
103        void SetScale(const VECTOR3D & scaleFactor);
104        void SetUniformScale(const float scaleFactor);
105        void SetRotationAxis(const double angle, const VECTOR3D & axis);
106        void SetRotationX(const double angle);
107        void SetRotationY(const double angle);
108        void SetRotationZ(const double angle);
109        void SetRotationEuler(const double angleX, const double angleY, const double angleZ);
110        void SetPerspective(float left, float right, float bottom, float top, float n, float f);
111        void SetPerspective(float fovy, float aspect, float n, float f);
112        void SetOrtho(float left, float right, float bottom, float top, float n, float f);
113
114        //set parts of the matrix
115        void SetTranslationPart(const VECTOR3D & translation);
116        void SetRotationPartEuler(const double angleX, const double angleY, const double angleZ);
117        void SetRotationPartEuler(const VECTOR3D & rotations)
118        {
119                SetRotationPartEuler((double)rotations.x, (double)rotations.y, (double)rotations.z);
120        }
121
122        //cast to pointer to a (float *) for glGetFloatv etc
123        operator float* () const {return (float*) this;}
124        operator const float* () const {return (const float*) this;}
125       
126        //member variables
127        float entries[16];
128};
129
130#endif  //MATRIX4X4_H
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