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143 lines
4.4 KiB
143 lines
4.4 KiB
#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(3, 0, vec.x()); |
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out.set(3, 1, vec.y()); |
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out.set(3, 2, 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 = 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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/* Don't 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(1, 0, xy*oneMinusCosine - vn.z()*sine); |
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out.set(2, 0, xz*oneMinusCosine + vn.y()*sine); |
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out.set(0, 1, xy*oneMinusCosine + vn.z()*sine); |
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out.set(1, 1, cosine + yy*oneMinusCosine); |
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out.set(2, 1, yz*oneMinusCosine - vn.x()*sine); |
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out.set(0, 2, xz*oneMinusCosine - vn.y()*sine); |
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out.set(1, 2, 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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