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#ifndef Magnum_Math_Matrix4_h
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#define Magnum_Math_Matrix4_h
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/*
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Copyright © 2010 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Math::Matrix4
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*/
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#include "Matrix.h"
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#include "Vector3.h"
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namespace Magnum { namespace Math {
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/**
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* @brief Matrix 4x4
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*
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* @todo @c PERFORMANCE - make (T,T,T) - (Vec3<T>) alternatives calling
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* direction based on statistics, which is used more frequently
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* @todo Rotation with Euler angles
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* @todo Shearing
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* @todo Reflection
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*/
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template<class T> class Matrix4: public Matrix<T, 4> {
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public:
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/**
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* @brief Translation matrix
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* @param x Translation along X
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* @param y Translation along Y
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* @param z Translation along Z
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*/
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inline static Matrix4 translation(T x, T y, T z) {
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return translation(Vector3<T>(x, y, z));
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}
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/**
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* @brief Translation matrix
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* @param vec Translation vector
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*/
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static Matrix4<T> translation(const Vector3<T>& vec) {
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Matrix4 out; /* (Identity matrix) */
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out.set(0, 3, vec.x());
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out.set(1, 3, vec.y());
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out.set(2, 3, vec.z());
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return out;
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}
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/**
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* @brief Scaling matrix
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* @param x Scaling along X
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* @param y Scaling along Y
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* @param z Scaling along Z
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*/
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inline static Matrix4 scaling(T x, T y, T z) {
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return scaling(Vector3<T>(x, y, z));
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}
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/**
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* @brief Scaling matrix
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* @param vec Scaling vector
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*/
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static Matrix4 scaling(const Vector3<T>& vec) {
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Matrix4 out; /* (Identity matrix) */
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out.set(0, 0, vec.x());
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out.set(1, 1, vec.y());
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out.set(2, 2, vec.z());
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return out;
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}
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/**
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* @brief Rotation matrix
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* @param angle Rotation angle (counterclockwise, in radians)
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* @param x Rotation axis X coordinates
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* @param y Rotation axis Y coordinates
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* @param z Rotation axis Z coordinates
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*/
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inline static Matrix4 rotation(T angle, T x, T y, T z) {
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return rotation(angle, Vector3<T>(x, y, z));
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}
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/**
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* @brief Rotation matrix
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* @param angle Rotation angle (counterclockwise, in radians)
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* @param vec Rotation vector
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*/
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static Matrix4 rotation(T angle, const Vector3<T>& vec) {
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Vector3<T> vn = vec.normalized();
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T sine = sin(angle);
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T cosine = cos(angle);
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T oneMinusCosine = T(1) - cosine;
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T xx = vn.x()*vn.x();
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T xy = vn.x()*vn.y();
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T xz = vn.x()*vn.z();
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T yy = vn.y()*vn.y();
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T yz = vn.y()*vn.z();
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T zz = vn.z()*vn.z();
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/* Not creating identity matrix, as nearly all ones would be
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overwritten */
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Matrix4 out(false);
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out.set(3, 3, T(1));
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out.set(0, 0, cosine + xx*oneMinusCosine);
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out.set(0, 1, xy*oneMinusCosine - vn.z()*sine);
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out.set(0, 2, xz*oneMinusCosine + vn.y()*sine);
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out.set(1, 0, xy*oneMinusCosine + vn.z()*sine);
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out.set(1, 1, cosine + yy*oneMinusCosine);
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out.set(1, 2, yz*oneMinusCosine - vn.x()*sine);
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out.set(2, 0, xz*oneMinusCosine - vn.y()*sine);
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out.set(2, 1, yz*oneMinusCosine + vn.x()*sine);
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out.set(2, 2, cosine + zz*oneMinusCosine);
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return out;
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}
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/** @copydoc Matrix::Matrix(bool) */
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inline Matrix4(bool identity = true): Matrix<T, 4>(identity) {}
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/** @copydoc Matrix::Matrix(const T*) */
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inline Matrix4(const T* data): Matrix<T, 4>(data) {}
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/** @copydoc Matrix::Matrix(const Matrix<T, size>&) */
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inline Matrix4(const Matrix<T, 4>& other): Matrix<T, 4>(other) {}
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};
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}}
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#endif
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