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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TETRAEDGE_TE_TE_MATRIX4X4_H
#define TETRAEDGE_TE_TE_MATRIX4X4_H
#include "math/matrix4.h"
#include "tetraedge/te/te_vector3f32.h"
namespace Tetraedge {
class TeTRS;
/* A 4x4 matrix, but stored in *column-major* order to match
* OpenGL (and the original engine)
*/
class TeMatrix4x4 {
public:
TeMatrix4x4();
TeMatrix4x4(const Math::Matrix<4, 4> &matrix);
void setToIdentity();
float &operator()(int row, int col) {
return *(_data + col * 4 + row);
}
const float &operator()(int row, int col) const {
return *(_data + col * 4 + row);
}
bool operator==(const TeMatrix4x4 &other) const;
bool operator!=(const TeMatrix4x4 &other) const {
return !operator==(other);
}
//TeMatrix4x4 &operator*=(const TeMatrix4x4 &mul);
TeVector3f32 operator*(const TeVector3f32 &mul) const;
void scale(const TeVector3f32 &vec);
void translate(const TeVector3f32 &vec);
void rotate(const TeQuaternion &rot);
TeVector3f32 translation() const;
TeVector3f32 mult3x3(const TeVector3f32 &vec) const;
TeVector3f32 mult4x3(const TeVector3f32 &vec) const;
Common::String toString() const;
void setValue(int row, int col, float val) {
operator()(row, col) = val;
}
TeMatrix4x4 transpose() const;
TeMatrix4x4 meshScale(float factor) const;
void meshAdd(const TeMatrix4x4 &other);
bool inverse();
static TeMatrix4x4 fromTRS(const TeTRS &trs);
const float *getData() const { return _data; }
float *getData() { return _data; }
void deserialize(Common::ReadStream &stream);
void serialize(Common::WriteStream &stream) const;
private:
float _data[16];
};
TeMatrix4x4 operator*(const TeMatrix4x4 &left, const TeMatrix4x4 &right);
} // end namespace Tetraedge
#endif // TETRAEDGE_TE_TE_MATRIX4X4_H
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