/********************************************************************************
* *
* S i n g 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: FXMat4f.h 2344 2006-02-12 21:19:36Z lyle $ *
********************************************************************************/
#ifndef FXMAT4F_H
#define FXMAT4F_H
namespace FX {
/// Single-precision 4x4 matrix
class FXAPI FXMat4f {
protected:
FXVec4f m[4];
public:
/// Constructors
FXMat4f(){}
FXMat4f(FXfloat w);
FXMat4f(FXfloat a00,FXfloat a01,FXfloat a02,FXfloat a03,
FXfloat a10,FXfloat a11,FXfloat a12,FXfloat a13,
FXfloat a20,FXfloat a21,FXfloat a22,FXfloat a23,
FXfloat a30,FXfloat a31,FXfloat a32,FXfloat a33);
FXMat4f(const FXVec4f& a,const FXVec4f& b,const FXVec4f& c,const FXVec4f& d);
FXMat4f(const FXMat4f& other);
/// Assignment
FXMat4f& operator=(const FXMat4f& other);
FXMat4f& operator=(FXfloat w);
/// Set value from another matrix
FXMat4f& set(const FXMat4f& other);
/// Set value from scalar
FXMat4f& set(FXfloat w);
/// Set value from components
FXMat4f& set(FXfloat a00,FXfloat a01,FXfloat a02,FXfloat a03,
FXfloat a10,FXfloat a11,FXfloat a12,FXfloat a13,
FXfloat a20,FXfloat a21,FXfloat a22,FXfloat a23,
FXfloat a30,FXfloat a31,FXfloat a32,FXfloat a33);
/// Set value from four vectors
FXMat4f& set(const FXVec4f& a,const FXVec4f& b,const FXVec4f& c,const FXVec4f& d);
/// Assignment operators
FXMat4f& operator+=(const FXMat4f& w);
FXMat4f& operator-=(const FXMat4f& w);
FXMat4f& operator*=(FXfloat w);
FXMat4f& operator*=(const FXMat4f& w);
FXMat4f& operator/=(FXfloat w);
/// Indexing
FXVec4f& operator[](FXint i){return m[i];}
const FXVec4f& operator[](FXint i) const {return m[i];}
/// Conversion
operator FXfloat*(){return m[0];}
operator const FXfloat*() const {return m[0];}
/// Unary minus
FXMat4f operator-() const;
/// Matrix and matrix
FXMat4f operator+(const FXMat4f& w) const;
FXMat4f operator-(const FXMat4f& w) const;
FXMat4f operator*(const FXMat4f& w) const;
/// Other operators
friend FXAPI FXMat4f operator*(FXfloat x,const FXMat4f& a);
friend FXAPI FXMat4f operator*(const FXMat4f& a,FXfloat x);
friend FXAPI FXMat4f operator/(const FXMat4f& a,FXfloat x);
friend FXAPI FXMat4f operator/(FXfloat x,const FXMat4f& a);
/// Multiply matrix and vector
FXVec4f operator*(const FXVec4f& v) const;
FXVec3f operator*(const FXVec3f& v) const;
/// Set identity matrix
FXMat4f& eye();
/// Orthographic projection
FXMat4f& ortho(FXfloat left,FXfloat right,FXfloat bottom,FXfloat top,FXfloat hither,FXfloat yon);
/// Perspective projection
FXMat4f& frustum(FXfloat left,FXfloat right,FXfloat bottom,FXfloat top,FXfloat hither,FXfloat yon);
/// Multiply by left-hand matrix
FXMat4f& left();
/// Multiply by rotation about unit-quaternion
FXMat4f& rot(const FXQuatf& q);
/// Multiply by rotation c,s about axis
FXMat4f& rot(const FXVec3f& v,FXfloat c,FXfloat s);
/// Multiply by rotation of phi about axis
FXMat4f& rot(const FXVec3f& v,FXfloat phi);
/// Multiply by x-rotation
FXMat4f& xrot(FXfloat c,FXfloat s);
FXMat4f& xrot(FXfloat phi);
/// Multiply by y-rotation
FXMat4f& yrot(FXfloat c,FXfloat s);
FXMat4f& yrot(FXfloat phi);
/// Multiply by z-rotation
FXMat4f& zrot(FXfloat c,FXfloat s);
FXMat4f& zrot(FXfloat phi);
/// Look at
FXMat4f& look(const FXVec3f& eye,const FXVec3f& cntr,const FXVec3f& vup);
/// Multiply by translation
FXMat4f& trans(FXfloat tx,FXfloat ty,FXfloat tz);
FXMat4f& trans(const FXVec3f& v);
/// Multiply by scaling
FXMat4f& scale(FXfloat sx,FXfloat sy,FXfloat sz);
FXMat4f& scale(FXfloat s);
FXMat4f& scale(const FXVec3f& v);
/// Determinant
FXfloat det() const;
/// Transpose
FXMat4f transpose() const;
/// Invert
FXMat4f invert() const;
/// Save to a stream
friend FXAPI FXStream& operator<<(FXStream& store,const FXMat4f& m);
/// Load from a stream
friend FXAPI FXStream& operator>>(FXStream& store,FXMat4f& m);
};
extern FXAPI FXMat4f operator*(FXfloat x,const FXMat4f& a);
extern FXAPI FXMat4f operator*(const FXMat4f& a,FXfloat x);
extern FXAPI FXMat4f operator/(const FXMat4f& a,FXfloat x);
extern FXAPI FXMat4f operator/(FXfloat x,const FXMat4f& a);
extern FXAPI FXStream& operator<<(FXStream& store,const FXMat4f& m);
extern FXAPI FXStream& operator>>(FXStream& store,FXMat4f& m);
}
#endif