/********************************************************************************
* *
* D o u b l e - P r e c i s i o n 4 x 4 M a t r i x *
* *
*********************************************************************************
* Copyright (C) 1994,2006 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library 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 for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the Free Software *
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. *
*********************************************************************************
* $Id: FXMat4d.h 2344 2006-02-12 21:19:36Z lyle $ *
********************************************************************************/
#ifndef FXMAT4D_H
#define FXMAT4D_H
namespace FX {
/// Double-precision 4x4 matrix
class FXAPI FXMat4d {
protected:
FXVec4d m[4];
public:
/// Constructors
FXMat4d(){}
FXMat4d(FXdouble w);
FXMat4d(FXdouble a00,FXdouble a01,FXdouble a02,FXdouble a03,
FXdouble a10,FXdouble a11,FXdouble a12,FXdouble a13,
FXdouble a20,FXdouble a21,FXdouble a22,FXdouble a23,
FXdouble a30,FXdouble a31,FXdouble a32,FXdouble a33);
FXMat4d(const FXVec4d& a,const FXVec4d& b,const FXVec4d& c,const FXVec4d& d);
FXMat4d(const FXMat4d& other);
/// Assignment
FXMat4d& operator=(const FXMat4d& other);
FXMat4d& operator=(FXdouble w);
/// Set value from another matrix
FXMat4d& set(const FXMat4d& other);
/// Set value from scalar
FXMat4d& set(FXdouble w);
/// Set value from components
FXMat4d& set(FXdouble a00,FXdouble a01,FXdouble a02,FXdouble a03,
FXdouble a10,FXdouble a11,FXdouble a12,FXdouble a13,
FXdouble a20,FXdouble a21,FXdouble a22,FXdouble a23,
FXdouble a30,FXdouble a31,FXdouble a32,FXdouble a33);
/// Set value from four vectors
FXMat4d& set(const FXVec4d& a,const FXVec4d& b,const FXVec4d& c,const FXVec4d& d);
/// Assignment operators
FXMat4d& operator+=(const FXMat4d& w);
FXMat4d& operator-=(const FXMat4d& w);
FXMat4d& operator*=(FXdouble w);
FXMat4d& operator*=(const FXMat4d& w);
FXMat4d& operator/=(FXdouble w);
/// Indexing
FXVec4d& operator[](FXint i){return m[i];}
const FXVec4d& operator[](FXint i) const {return m[i];}
/// Conversion
operator FXdouble*(){return m[0];}
operator const FXdouble*() const {return m[0];}
/// Unary minus
FXMat4d operator-() const;
/// Matrix and matrix
FXMat4d operator+(const FXMat4d& w) const;
FXMat4d operator-(const FXMat4d& w) const;
FXMat4d operator*(const FXMat4d& w) const;
/// Matrix and scalar
friend FXAPI FXMat4d operator*(FXdouble x,const FXMat4d& a);
friend FXAPI FXMat4d operator*(const FXMat4d& a,FXdouble x);
friend FXAPI FXMat4d operator/(const FXMat4d& a,FXdouble x);
friend FXAPI FXMat4d operator/(FXdouble x,const FXMat4d& a);
/// Multiply matrix and vector
FXVec4d operator*(const FXVec4d& v) const;
FXVec3d operator*(const FXVec3d& v) const;
/// Set identity matrix
FXMat4d& eye();
/// Orthographic projection
FXMat4d& ortho(FXdouble left,FXdouble right,FXdouble bottom,FXdouble top,FXdouble hither,FXdouble yon);
/// Perspective projection
FXMat4d& frustum(FXdouble left,FXdouble right,FXdouble bottom,FXdouble top,FXdouble hither,FXdouble yon);
/// Multiply by left-hand matrix
FXMat4d& left();
/// Multiply by rotation about unit-quaternion
FXMat4d& rot(const FXQuatd& q);
/// Multiply by rotation c,s about axis
FXMat4d& rot(const FXVec3d& v,FXdouble c,FXdouble s);
/// Multiply by rotation of phi about axis
FXMat4d& rot(const FXVec3d& v,FXdouble phi);
/// Multiply by x-rotation
FXMat4d& xrot(FXdouble c,FXdouble s);
FXMat4d& xrot(FXdouble phi);
/// Multiply by y-rotation
FXMat4d& yrot(FXdouble c,FXdouble s);
FXMat4d& yrot(FXdouble phi);
/// Multiply by z-rotation
FXMat4d& zrot(FXdouble c,FXdouble s);
FXMat4d& zrot(FXdouble phi);
/// Look at
FXMat4d& look(const FXVec3d& eye,const FXVec3d& cntr,const FXVec3d& vup);
/// Multiply by translation
FXMat4d& trans(FXdouble tx,FXdouble ty,FXdouble tz);
FXMat4d& trans(const FXVec3d& v);
/// Multiply by scaling
FXMat4d& scale(FXdouble sx,FXdouble sy,FXdouble sz);
FXMat4d& scale(FXdouble s);
FXMat4d& scale(const FXVec3d& v);
/// Determinant
FXdouble det() const;
/// Transpose
FXMat4d transpose() const;
/// Invert
FXMat4d invert() const;
/// Save to a stream
friend FXAPI FXStream& operator<<(FXStream& store,const FXMat4d& m);
/// Load from a stream
friend FXAPI FXStream& operator>>(FXStream& store,FXMat4d& m);
};
extern FXAPI FXMat4d operator*(FXdouble x,const FXMat4d& a);
extern FXAPI FXMat4d operator*(const FXMat4d& a,FXdouble x);
extern FXAPI FXMat4d operator/(const FXMat4d& a,FXdouble x);
extern FXAPI FXMat4d operator/(FXdouble x,const FXMat4d& a);
extern FXAPI FXStream& operator<<(FXStream& store,const FXMat4d& m);
extern FXAPI FXStream& operator>>(FXStream& store,FXMat4d& m);
}
#endif