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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef MATRIX44F_H
#define MATRIX44F_H
#include "System/float3.h"
#include "System/float4.h"
class CMatrix44f
{
public:
CR_DECLARE_STRUCT(CMatrix44f)
CMatrix44f();
CMatrix44f(const CMatrix44f& mat);
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);
// these return zero on success, non-zero otherwise
int IsOrthoNormal(float eps = 0.01f) const;
int IsIdentity(float eps = 0.01f) const;
CMatrix44f& LoadIdentity();
void SetUpVector(const float3& up);
CMatrix44f& RotateX(float rad);
CMatrix44f& RotateY(float rad);
CMatrix44f& RotateZ(float rad);
CMatrix44f& Rotate(float rad, const float3& axis); //! axis is assumed to be normalized
CMatrix44f& Translate(const float x, const float y, const float z);
CMatrix44f& Translate(const float3& pos) { return Translate(pos.x, pos.y, pos.z); }
CMatrix44f& Scale(const float3 scales);
void SetPos(const float3& pos);
float3 GetPos() const { return float3(m[12], m[13], m[14]); }
float3 GetX() const { return float3(m[0], m[1], m[ 2]); }
float3 GetY() const { return float3(m[4], m[5], m[ 6]); }
float3 GetZ() const { return float3(m[8], m[9], m[10]); }
inline void operator*= (const float a) {
for (size_t i=0; i < 16; ++i)
m[i] *= a;
}
CMatrix44f& Transpose();
/// general matrix inversion
bool InvertInPlace();
CMatrix44f Invert(bool* status = NULL) const;
/// affine matrix inversion
CMatrix44f& InvertAffineInPlace();
CMatrix44f InvertAffine() const;
/// vector multiply
float3 operator* (const float3& v) const;
float3 Mul(const float3& v) const { return (*this) * v; }
float4 operator* (const float4& v) const;
/// matrix multiply
CMatrix44f operator* (const CMatrix44f& mat) const;
CMatrix44f& operator>>= (const CMatrix44f& mat);
CMatrix44f& operator<<= (const CMatrix44f& mat);
CMatrix44f& operator*= (const CMatrix44f& mat) { return (*this <<= mat); }
float& operator[](int a) { return m[a]; }
float operator[](int a) const { return m[a]; }
/// Allows implicit conversion to float* (for passing to gl functions)
operator const float* () const { return m; }
operator float* () { return m; }
public:
/// OpenGL ordered (ie. column-major)
union {
float m[16];
float md[4][4]; // WARNING: it still is column-major, means md[j][i]!!!
};
};
// 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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