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#ifndef MATRIX44F_H
#define MATRIX44F_H
#include "float3.h"
class CMatrix44f
{
public:
CR_DECLARE_STRUCT(CMatrix44f);
CMatrix44f();
CMatrix44f(const float3& pos, const float3& x, const float3& y, const float3& z);
CMatrix44f(const float& rotX, const float& rotY, const float& rotZ);
explicit CMatrix44f(const float3& pos);
CMatrix44f(const CMatrix44f& n);
CMatrix44f& operator=(const CMatrix44f& n);
void LoadIdentity();
float& operator[](int a) { return m[a]; }
float operator[](int a) const { return m[a]; }
void RotateX(float rad);
void RotateY(float rad);
void RotateZ(float rad);
void Rotate(float rad, const float3& axis); //axis assumed normalized
void Translate(float x, float y, float z);
CMatrix44f Mul(const CMatrix44f& other) const;
CMatrix44f& InvertInPlace();
CMatrix44f Invert() const;
float3 Mul(const float3& vect) const;
float3 GetPos(void) const { return float3(m[12], m[13], m[14]); }
void SetUpVector(float3& up);
void Translate(const float3& pos);
/// OpenGL ordered (ie. column-major)
float m[16];
/// Allows implicit conversion to float* (for passing to gl functions)
operator const float* () const { return m; }
operator float* () { return m; }
};
// Templates for simple 2D/3D matrixes that behave
// pretty much like statically allocated matrixes,
// but can also be casted to and used as pointers.
template<class T>
T **newmat2(int x, int y) {
T *mat2 = new T[x*y], **mat = new T *[x];
for (int i = 0; i < x; ++i)
mat[i] = mat2 + i*y;
return mat;
}
template<class T>
T ***newmat3(int x, int y, int z) {
T *mat3=new T[x*y*z], **mat2=new T *[x*y], ***mat=new T **[x];
for (int i = 0; i < x; ++i) {
for(int j = 0; j < y; ++j)
mat2[i*y+j] = mat3 + (i*y+j)*z;
mat[i] = mat2 + i*y;
}
return mat;
}
template<class T>
void delmat2(T** mat) {
delete [] *mat;
delete [] mat;
}
template<class T>
void delmat3(T*** mat) {
delete [] **mat;
delete [] *mat;
delete [] mat;
}
#endif /* MATRIX44F_H */
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