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#ifndef Magnum_Math_Matrix4_h
#define Magnum_Math_Matrix4_h
/*
Copyright © 2010 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum 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 Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Math::Matrix4
*/
#include "Matrix.h"
#include "Vector3.h"
namespace Magnum { namespace Math {
/**
* @brief Matrix 4x4
*
* @todo @c PERFORMANCE - make (T,T,T) - (Vec3&lt;T&gt;) alternatives calling
* direction based on statistics, which is used more frequently
* @todo Rotation with Euler angles
* @todo Shearing
* @todo Reflection
*/
template<class T> class Matrix4: public Matrix<T, 4> {
public:
/**
* @brief Translation matrix
* @param x Translation along X
* @param y Translation along Y
* @param z Translation along Z
*/
inline static Matrix4 translation(T x, T y, T z) {
return translation(Vector3<T>(x, y, z));
}
/**
* @brief Translation matrix
* @param vec Translation vector
*/
static Matrix4<T> translation(const Vector3<T>& vec) {
Matrix4 out; /* (Identity matrix) */
out.set(3, 0, vec.x());
out.set(3, 1, vec.y());
out.set(3, 2, vec.z());
return out;
}
/**
* @brief Scaling matrix
* @param x Scaling along X
* @param y Scaling along Y
* @param z Scaling along Z
*/
inline static Matrix4 scaling(T x, T y, T z) {
return scaling(Vector3<T>(x, y, z));
}
/**
* @brief Scaling matrix
* @param vec Scaling vector
*/
static Matrix4 scaling(const Vector3<T>& vec) {
Matrix4 out; /* (Identity matrix) */
out.set(0, 0, vec.x());
out.set(1, 1, vec.y());
out.set(2, 2, vec.z());
return out;
}
/**
* @brief Rotation matrix
* @param angle Rotation angle (counterclockwise, in radians)
* @param x Rotation axis X coordinates
* @param y Rotation axis Y coordinates
* @param z Rotation axis Z coordinates
*/
inline static Matrix4 rotation(T angle, T x, T y, T z) {
return rotation(angle, Vector3<T>(x, y, z));
}
/**
* @brief Rotation matrix
* @param angle Rotation angle (counterclockwise, in radians)
* @param vec Rotation vector
*/
static Matrix4 rotation(T angle, const Vector3<T>& vec) {
Vector3<T> vn = vec.normalized();
T sine = sin(angle);
T cosine = cos(angle);
T oneMinusCosine = T(1) - cosine;
T xx = vn.x()*vn.x();
T xy = vn.x()*vn.y();
T xz = vn.x()*vn.z();
T yy = vn.y()*vn.y();
T yz = vn.y()*vn.z();
T zz = vn.z()*vn.z();
/* Not creating identity matrix, as nearly all ones would be
overwritten */
Matrix4 out(false);
out.set(3, 3, T(1));
out.set(0, 0, cosine + xx*oneMinusCosine);
out.set(1, 0, xy*oneMinusCosine - vn.z()*sine);
out.set(2, 0, xz*oneMinusCosine + vn.y()*sine);
out.set(0, 1, xy*oneMinusCosine + vn.z()*sine);
out.set(1, 1, cosine + yy*oneMinusCosine);
out.set(2, 1, yz*oneMinusCosine - vn.x()*sine);
out.set(0, 2, xz*oneMinusCosine - vn.y()*sine);
out.set(1, 2, yz*oneMinusCosine + vn.x()*sine);
out.set(2, 2, cosine + zz*oneMinusCosine);
return out;
}
/** @copydoc Matrix::Matrix(bool) */
inline Matrix4(bool identity = true): Matrix<T, 4>(identity) {}
/** @copydoc Matrix::Matrix(const T*) */
inline Matrix4(const T* data): Matrix<T, 4>(data) {}
/** @copydoc Matrix::Matrix(const Matrix<T, size>&) */
inline Matrix4(const Matrix<T, 4>& other): Matrix<T, 4>(other) {}
};
}}
#endif