1 | #ifndef __MATRIX4x4_H
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2 | #define __MATRIX4x4_H
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3 |
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4 | #include <iostream>
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5 | using namespace std;
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6 |
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7 | class Vector3;
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8 |
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9 |
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10 |
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11 | class Matrix4x4
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12 | {
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13 | public:
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14 | float x[4][4]; // first index is column [x], the second is row [y]
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15 |
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16 | Matrix4x4() { }
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17 |
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18 | // here xXY - 'X' is row, and 'Y' is column - classical mathematical notation
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19 | Matrix4x4(float x11, float x12, float x13, float x14,
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20 | float x21, float x22, float x23, float x24,
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21 | float x31, float x32, float x33, float x34,
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22 | float x41, float x42, float x43, float x44);
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23 |
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24 |
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25 | // Assignment operators
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26 | Matrix4x4& operator+= (const Matrix4x4 &A); // add-to
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27 | Matrix4x4& operator-= (const Matrix4x4 &A); // subtract-from
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28 | Matrix4x4& operator*= (const Matrix4x4 &A); // multiply by matrix
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29 | Matrix4x4& operator*= (float A); // scale by scalar
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30 |
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31 | // Fundamental operations
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32 | int Invert(); // Invert the matrix .. returns 0 = regular
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33 | void Transpose(); // Transpose the matrix
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34 | friend Matrix4x4 Invert(const Matrix4x4 &M); // Invert a given matrix
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35 | friend Matrix4x4 Transpose(const Matrix4x4 &M); // Transpose a given matrix
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36 |
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37 | // Create various types of matrix.
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38 | friend Matrix4x4 IdentityMatrix();
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39 | friend Matrix4x4 ZeroMatrix();
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40 | friend Matrix4x4 TranslationMatrix(const Vector3 &Location);
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41 | friend Matrix4x4 RotationXMatrix(float Angle);
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42 | friend Matrix4x4 RotationYMatrix(float Angle);
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43 | friend Matrix4x4 RotationZMatrix(float Angle);
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44 | friend Matrix4x4 RotationYPRMatrix(float Yaw, float Pitch, float Roll);
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45 | // about axis 'axis' by angle 'Angle'
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46 | friend Matrix4x4 RotationAxisMatrix(const Vector3 &axis, float Angle);
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47 | // create the rotation matrix that rotates 'vecFrom' to 'vecTo'
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48 | friend Matrix4x4 RotationVectorsMatrix(const Vector3 &vecFrom,
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49 | const Vector3 &vecTo);
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50 |
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51 | friend Matrix4x4 ScaleMatrix(float X, float Y, float Z);
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52 | friend Matrix4x4 GenRotation(const Vector3 &x, const Vector3 &y,
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53 | const Vector3 &z);
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54 | friend Matrix4x4 QuadricMatrix(float a, float b, float c, float d, float e,
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55 | float f, float g, float h, float j, float k);
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56 | // returns matrix for transforming normal
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57 | friend Matrix4x4 NormalTransformMatrix(const Matrix4x4 &M);
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58 |
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59 | friend Matrix4x4 MirrorX();
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60 | friend Matrix4x4 MirrorY();
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61 | friend Matrix4x4 MirrorZ();
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62 | friend Matrix4x4 RotationOnly(const Matrix4x4 &x);
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63 |
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64 | // Binary operators
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65 | friend Matrix4x4 operator+ (const Matrix4x4 &A, const Matrix4x4 &B);
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66 | friend Matrix4x4 operator- (const Matrix4x4 &A, const Matrix4x4 &B);
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67 | friend Matrix4x4 operator* (const Matrix4x4 &A, float B);
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68 | friend Matrix4x4 operator* (const Matrix4x4 &A, const Matrix4x4 &B);
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69 |
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70 | // friends returning Vector3
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71 | friend Vector3 operator*(const Matrix4x4 &M, const Vector3 &v);
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72 | friend Vector3 RotateOnly(const Matrix4x4 &M, const Vector3 &v);
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73 | friend Vector3 TransformNormal(const Matrix4x4 &M, const Vector3 &v);
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74 | friend Vector3 GetTranslation(const Matrix4x4 &M);
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75 |
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76 | // Construct rotation description according VRML'97 specification
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77 | // const CVector4D SFRotation(void) const;
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78 |
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79 | // Overloaded output operator.
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80 | friend ostream& operator<< (ostream &s, const Matrix4x4 &M);
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81 | };
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82 |
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83 |
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84 |
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85 | #endif
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