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<div class="title">matrix4.h</div> </div>
</div>
<div class="contents">
<a href="matrix4_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2012 Nikolaus Gebhardt</span>
<a name="l00002"></a>00002 <span class="comment">// This file is part of the "Irrlicht Engine".</span>
<a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span>
<a name="l00004"></a>00004
<a name="l00005"></a>00005 <span class="preprocessor">#ifndef __IRR_MATRIX_H_INCLUDED__</span>
<a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __IRR_MATRIX_H_INCLUDED__</span>
<a name="l00007"></a>00007 <span class="preprocessor"></span>
<a name="l00008"></a>00008 <span class="preprocessor">#include "<a class="code" href="irr_math_8h.html">irrMath.h</a>"</span>
<a name="l00009"></a>00009 <span class="preprocessor">#include "<a class="code" href="vector3d_8h.html">vector3d.h</a>"</span>
<a name="l00010"></a>00010 <span class="preprocessor">#include "<a class="code" href="vector2d_8h.html">vector2d.h</a>"</span>
<a name="l00011"></a>00011 <span class="preprocessor">#include "<a class="code" href="plane3d_8h.html">plane3d.h</a>"</span>
<a name="l00012"></a>00012 <span class="preprocessor">#include "<a class="code" href="aabbox3d_8h.html">aabbox3d.h</a>"</span>
<a name="l00013"></a>00013 <span class="preprocessor">#include "<a class="code" href="rect_8h.html">rect.h</a>"</span>
<a name="l00014"></a>00014 <span class="preprocessor">#include "<a class="code" href="irr_string_8h.html">irrString.h</a>"</span>
<a name="l00015"></a>00015
<a name="l00016"></a>00016 <span class="comment">// enable this to keep track of changes to the matrix</span>
<a name="l00017"></a>00017 <span class="comment">// and make simpler identity check for seldomly changing matrices</span>
<a name="l00018"></a>00018 <span class="comment">// otherwise identity check will always compare the elements</span>
<a name="l00019"></a>00019 <span class="comment">//#define USE_MATRIX_TEST</span>
<a name="l00020"></a>00020
<a name="l00021"></a>00021 <span class="comment">// this is only for debugging purposes</span>
<a name="l00022"></a>00022 <span class="comment">//#define USE_MATRIX_TEST_DEBUG</span>
<a name="l00023"></a>00023
<a name="l00024"></a>00024 <span class="preprocessor">#if defined( USE_MATRIX_TEST_DEBUG )</span>
<a name="l00025"></a>00025 <span class="preprocessor"></span>
<a name="l00026"></a>00026 <span class="keyword">struct </span>MatrixTest
<a name="l00027"></a>00027 {
<a name="l00028"></a>00028 MatrixTest () : ID(0), Calls(0) {}
<a name="l00029"></a>00029 <span class="keywordtype">char</span> buf[256];
<a name="l00030"></a>00030 <span class="keywordtype">int</span> Calls;
<a name="l00031"></a>00031 <span class="keywordtype">int</span> ID;
<a name="l00032"></a>00032 };
<a name="l00033"></a>00033 <span class="keyword">static</span> MatrixTest MTest;
<a name="l00034"></a>00034
<a name="l00035"></a>00035 <span class="preprocessor">#endif</span>
<a name="l00036"></a>00036 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="keyword">namespace </span>irr
<a name="l00038"></a>00038 {
<a name="l00039"></a>00039 <span class="keyword">namespace </span>core
<a name="l00040"></a>00040 {
<a name="l00041"></a>00041
<a name="l00043"></a>00043
<a name="l00044"></a>00044 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00045"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html">00045</a> <span class="keyword">class </span><a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4</a>
<a name="l00046"></a>00046 {
<a name="l00047"></a>00047 <span class="keyword">public</span>:
<a name="l00048"></a>00048
<a name="l00050"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe">00050</a> <span class="keyword">enum</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a>
<a name="l00051"></a>00051 {
<a name="l00052"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea3566901f796f109f56c30a682ec132b3">00052</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> = 0,
<a name="l00053"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feab61ca9be4d8fcd46a77ea3a3f6112c28">00053</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feab61ca9be4d8fcd46a77ea3a3f6112c28">EM4CONST_COPY</a>,
<a name="l00054"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feabe4fda38ad4e2e186bd0b12e776ad71f">00054</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feabe4fda38ad4e2e186bd0b12e776ad71f">EM4CONST_IDENTITY</a>,
<a name="l00055"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea6d05daa023ea476dea59533ce3d07d23">00055</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea6d05daa023ea476dea59533ce3d07d23">EM4CONST_TRANSPOSED</a>,
<a name="l00056"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea4d69cdac3d8daf867fcaa1ec889f2c09">00056</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fea4d69cdac3d8daf867fcaa1ec889f2c09">EM4CONST_INVERSE</a>,
<a name="l00057"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feadff480a8b2060068f8c0971dcb8c9e6b">00057</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feadff480a8b2060068f8c0971dcb8c9e6b">EM4CONST_INVERSE_TRANSPOSED</a>
<a name="l00058"></a>00058 };
<a name="l00059"></a>00059
<a name="l00061"></a>00061
<a name="l00062"></a>00062 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor = <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feabe4fda38ad4e2e186bd0b12e776ad71f">EM4CONST_IDENTITY</a> );
<a name="l00064"></a>00064
<a name="l00066"></a>00066 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other, <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor = <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4feab61ca9be4d8fcd46a77ea3a3f6112c28">EM4CONST_COPY</a>);
<a name="l00067"></a>00067
<a name="l00069"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aaede6824ed3ee05b928815d52e1834d1">00069</a> T& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aaede6824ed3ee05b928815d52e1834d1" title="Simple operator for directly accessing every element of the matrix.">operator()</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> row, <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> col)
<a name="l00070"></a>00070 {
<a name="l00071"></a>00071 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00072"></a>00072 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00073"></a>00073 <span class="preprocessor">#endif</span>
<a name="l00074"></a>00074 <span class="preprocessor"></span> <span class="keywordflow">return</span> M[ row * 4 + col ];
<a name="l00075"></a>00075 }
<a name="l00076"></a>00076
<a name="l00078"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a370e3a1ed88e95011125d09943b50e3b">00078</a> <span class="keyword">const</span> T& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a370e3a1ed88e95011125d09943b50e3b" title="Simple operator for directly accessing every element of the matrix.">operator()</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> row, <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> col)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M[row * 4 + col]; }
<a name="l00079"></a>00079
<a name="l00081"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aead4909f8bb2ab40875af175caf0085f">00081</a> T& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aead4909f8bb2ab40875af175caf0085f" title="Simple operator for linearly accessing every element of the matrix.">operator[]</a>(<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index)
<a name="l00082"></a>00082 {
<a name="l00083"></a>00083 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00084"></a>00084 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00085"></a>00085 <span class="preprocessor">#endif</span>
<a name="l00086"></a>00086 <span class="preprocessor"></span> <span class="keywordflow">return</span> M[index];
<a name="l00087"></a>00087 }
<a name="l00088"></a>00088
<a name="l00090"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1c7a81521e81280c31b8ae3397d1fffe">00090</a> <span class="keyword">const</span> T& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1c7a81521e81280c31b8ae3397d1fffe" title="Simple operator for linearly accessing every element of the matrix.">operator[]</a>(<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M[index]; }
<a name="l00091"></a>00091
<a name="l00093"></a>00093 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">operator=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other);
<a name="l00094"></a>00094
<a name="l00096"></a>00096 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">operator=</a>(<span class="keyword">const</span> T& scalar);
<a name="l00097"></a>00097
<a name="l00099"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a11a3ffa3eb0987030e7a8758dee8965a">00099</a> <span class="keyword">const</span> T* <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a11a3ffa3eb0987030e7a8758dee8965a" title="Returns pointer to internal array.">pointer</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M; }
<a name="l00100"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2d9b231425d1b8abddb9e1e997fbf2ea">00100</a> T* <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a11a3ffa3eb0987030e7a8758dee8965a" title="Returns pointer to internal array.">pointer</a>()
<a name="l00101"></a>00101 {
<a name="l00102"></a>00102 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00103"></a>00103 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00104"></a>00104 <span class="preprocessor">#endif</span>
<a name="l00105"></a>00105 <span class="preprocessor"></span> <span class="keywordflow">return</span> M;
<a name="l00106"></a>00106 }
<a name="l00107"></a>00107
<a name="l00109"></a>00109 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a81029252a2a83ef4647f5d8a02cf62b5" title="Returns true if other matrix is equal to this matrix.">operator==</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other) <span class="keyword">const</span>;
<a name="l00110"></a>00110
<a name="l00112"></a>00112 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a99b4c127f31033b5f7314b98164b99ed" title="Returns true if other matrix is not equal to this matrix.">operator!=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other) <span class="keyword">const</span>;
<a name="l00113"></a>00113
<a name="l00115"></a>00115 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac2192a7d9dd89dcd23fe2f9ded3252bf" title="Add another matrix.">operator+</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <span class="keyword">const</span>;
<a name="l00116"></a>00116
<a name="l00118"></a>00118 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af91c5be0562ce4be3f8feedd3d017ba1" title="Add another matrix.">operator+=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other);
<a name="l00119"></a>00119
<a name="l00121"></a>00121 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aee45563e7f9fdf3d4ef7f5a9d63d87c0" title="Subtract another matrix.">operator-</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <span class="keyword">const</span>;
<a name="l00122"></a>00122
<a name="l00124"></a>00124 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24eb7faa1418765ba87d3f02f27d643f" title="Subtract another matrix.">operator-=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other);
<a name="l00125"></a>00125
<a name="l00127"></a>00127
<a name="l00128"></a>00128 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8503c58913ba9407ba00b173d8a3e25c" title="set this matrix to the product of two matrices">setbyproduct</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_b );
<a name="l00129"></a>00129
<a name="l00131"></a>00131
<a name="l00133"></a>00133 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">setbyproduct_nocheck</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_b );
<a name="l00134"></a>00134
<a name="l00136"></a>00136
<a name="l00137"></a>00137 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">operator*</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <span class="keyword">const</span>;
<a name="l00138"></a>00138
<a name="l00140"></a>00140
<a name="l00141"></a>00141 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">operator*=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other);
<a name="l00142"></a>00142
<a name="l00144"></a>00144 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">operator*</a>(<span class="keyword">const</span> T& scalar) <span class="keyword">const</span>;
<a name="l00145"></a>00145
<a name="l00147"></a>00147 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">operator*=</a>(<span class="keyword">const</span> T& scalar);
<a name="l00148"></a>00148
<a name="l00150"></a>00150 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a45f876ed1aed2c3c98b87fee6d938604" title="Set matrix to identity.">makeIdentity</a>();
<a name="l00151"></a>00151
<a name="l00153"></a>00153 <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() <span class="keyword">const</span>;
<a name="l00154"></a>00154
<a name="l00156"></a>00156 <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc4fe0bdfb771b15eff91264c0ed37f9" title="Returns true if the matrix is orthogonal.">isOrthogonal</a>() <span class="keyword">const</span>;
<a name="l00157"></a>00157
<a name="l00159"></a>00159 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab4b515a697bb3749a8e1dd9fc31342bd" title="Returns true if the matrix is the identity matrix.">isIdentity_integer_base</a> () <span class="keyword">const</span>;
<a name="l00160"></a>00160
<a name="l00162"></a>00162 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac04a3b341cbfbb7986be682691655622" title="Set the translation of the current matrix. Will erase any previous values.">setTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& translation );
<a name="l00163"></a>00163
<a name="l00165"></a>00165 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aec84b278e87611352b75298238e54006" title="Gets the current translation.">getTranslation</a>() <span class="keyword">const</span>;
<a name="l00166"></a>00166
<a name="l00168"></a>00168 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a258e103fcb6ce1564978624280ecb7fe" title="Set the inverse translation of the current matrix. Will erase any previous values.">setInverseTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& translation );
<a name="l00169"></a>00169
<a name="l00171"></a>00171 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a05aac7bd2e7651369fc813a51258afbe" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">setRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation );
<a name="l00172"></a>00172
<a name="l00174"></a>00174 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8ee5ef8619d4b0f56d72ac84495ed644" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">setRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation );
<a name="l00175"></a>00175
<a name="l00177"></a>00177
<a name="l00178"></a>00178 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa348817a724b49816da5c181ba672e1d" title="Returns the rotation, as set by setRotation().">getRotationDegrees</a>() <span class="keyword">const</span>;
<a name="l00179"></a>00179
<a name="l00181"></a>00181
<a name="l00182"></a>00182 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1a15d7b55769678512144f0fb7e15a92" title="Make an inverted rotation matrix from Euler angles.">setInverseRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation );
<a name="l00183"></a>00183
<a name="l00185"></a>00185
<a name="l00186"></a>00186 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afd84b9c93b4c8e9dc2abefa4a28057f9" title="Make an inverted rotation matrix from Euler angles.">setInverseRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation );
<a name="l00187"></a>00187
<a name="l00189"></a>00189
<a name="l00190"></a>00190 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2fad61540e78fc7dafe7f6270b0558ac" title="Make a rotation matrix from angle and axis, assuming left handed rotation.">setRotationAxisRadians</a>(<span class="keyword">const</span> T& angle, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& axis);
<a name="l00191"></a>00191
<a name="l00193"></a>00193 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47117d44419af87e70084c01ab852049" title="Set Scale.">setScale</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& scale );
<a name="l00194"></a>00194
<a name="l00196"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a18af980e2bc3575f60576b6d4b4cc0f3">00196</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a18af980e2bc3575f60576b6d4b4cc0f3" title="Set Scale.">setScale</a>( <span class="keyword">const</span> T scale ) { <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a18af980e2bc3575f60576b6d4b4cc0f3" title="Set Scale.">setScale</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a>(scale,scale,scale)); }
<a name="l00197"></a>00197
<a name="l00199"></a>00199 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa29f46680cea92b6d38886d1e9759cdd" title="Get Scale.">getScale</a>() <span class="keyword">const</span>;
<a name="l00200"></a>00200
<a name="l00202"></a>00202 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83bf069639e0538f047041ae51042907" title="Translate a vector by the inverse of the translation part of this matrix.">inverseTranslateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect ) <span class="keyword">const</span>;
<a name="l00203"></a>00203
<a name="l00205"></a>00205 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7996bee0d3056d6647dc9cc840ed0ad8" title="Rotate a vector by the inverse of the rotation part of this matrix.">inverseRotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect ) <span class="keyword">const</span>;
<a name="l00206"></a>00206
<a name="l00208"></a>00208 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect ) <span class="keyword">const</span>;
<a name="l00209"></a>00209
<a name="l00211"></a>00211 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& in) <span class="keyword">const</span>;
<a name="l00212"></a>00212
<a name="l00214"></a>00214 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>(T *out,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &in) <span class="keyword">const</span>;
<a name="l00215"></a>00215
<a name="l00217"></a>00217 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect) <span class="keyword">const</span>;
<a name="l00218"></a>00218
<a name="l00220"></a>00220 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& in ) <span class="keyword">const</span>;
<a name="l00221"></a>00221
<a name="l00223"></a>00223 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>(T *out,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &in) <span class="keyword">const</span>;
<a name="l00224"></a>00224
<a name="l00226"></a>00226 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a82b910d8a4116a7455167dfa62fc4d72" title="An alternate transform vector method, reading from and writing to an array of 3 floats.">transformVec3</a>(T *out, <span class="keyword">const</span> T * in) <span class="keyword">const</span>;
<a name="l00227"></a>00227
<a name="l00229"></a>00229 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a587cb77fd7de7a13771c96a90c4f3de0" title="Translate a vector by the translation part of this matrix.">translateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect ) <span class="keyword">const</span>;
<a name="l00230"></a>00230
<a name="l00232"></a>00232 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">transformPlane</a>( <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d<f32></a> &plane) <span class="keyword">const</span>;
<a name="l00233"></a>00233
<a name="l00235"></a>00235 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">transformPlane</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d<f32></a> &in, <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d<f32></a> &out) <span class="keyword">const</span>;
<a name="l00236"></a>00236
<a name="l00238"></a>00238
<a name="l00240"></a>00240 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac12468d698fbf6cd545e8b3fbf2a0042" title="Transforms a axis aligned bounding box.">transformBox</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d<f32></a>& box) <span class="keyword">const</span>;
<a name="l00241"></a>00241
<a name="l00243"></a>00243
<a name="l00245"></a>00245 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87451aea9c07b71d1a8b6091b8cefa63" title="Transforms a axis aligned bounding box.">transformBoxEx</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d<f32></a>& box) <span class="keyword">const</span>;
<a name="l00246"></a>00246
<a name="l00248"></a>00248 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1e1f04cdf57dc76be2875427498a0d62" title="Multiplies this matrix by a 1x4 matrix.">multiplyWith1x4Matrix</a>(T* matrix) <span class="keyword">const</span>;
<a name="l00249"></a>00249
<a name="l00251"></a>00251
<a name="l00252"></a>00252 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3fbface2cb6b959af64f82a5bb17540e" title="Calculates inverse of matrix. Slow.">makeInverse</a>();
<a name="l00253"></a>00253
<a name="l00254"></a>00254
<a name="l00256"></a>00256
<a name="l00257"></a>00257 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af8c024c494998296fc7ed63603d7cb62" title="Inverts a primitive matrix which only contains a translation and a rotation.">getInversePrimitive</a> ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& out ) <span class="keyword">const</span>;
<a name="l00258"></a>00258
<a name="l00260"></a>00260
<a name="l00262"></a>00262 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(<a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& out) <span class="keyword">const</span>;
<a name="l00263"></a>00263
<a name="l00265"></a>00265 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5bea6c6f5479720841cea61651e35879" title="Builds a right-handed perspective projection matrix based on a field of view.">buildProjectionMatrixPerspectiveFovRH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00266"></a>00266
<a name="l00268"></a>00268 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1895b967a8f8c9d7ad90fe5434f2499f" title="Builds a left-handed perspective projection matrix based on a field of view.">buildProjectionMatrixPerspectiveFovLH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00269"></a>00269
<a name="l00271"></a>00271 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3e4c3f6c545dd522f9f09177259f2f18" title="Builds a left-handed perspective projection matrix based on a field of view, with far plane at infini...">buildProjectionMatrixPerspectiveFovInfinityLH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> epsilon=0);
<a name="l00272"></a>00272
<a name="l00274"></a>00274 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a649a29922f622503399bcb16c97b78b4" title="Builds a right-handed perspective projection matrix.">buildProjectionMatrixPerspectiveRH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00275"></a>00275
<a name="l00277"></a>00277 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8306f02451b06f8e6710f23631654086" title="Builds a left-handed perspective projection matrix.">buildProjectionMatrixPerspectiveLH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00278"></a>00278
<a name="l00280"></a>00280 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae4a0618e2da724a26a5d8a201a63d8a5" title="Builds a left-handed orthogonal projection matrix.">buildProjectionMatrixOrthoLH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00281"></a>00281
<a name="l00283"></a>00283 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae7a837a3b2d86bfc830d25c6144b7a46" title="Builds a right-handed orthogonal projection matrix.">buildProjectionMatrixOrthoRH</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar);
<a name="l00284"></a>00284
<a name="l00286"></a>00286 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a78e15297c806006898df58498755ecd4" title="Builds a left-handed look-at matrix.">buildCameraLookAtMatrixLH</a>(
<a name="l00287"></a>00287 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& position,
<a name="l00288"></a>00288 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& target,
<a name="l00289"></a>00289 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& upVector);
<a name="l00290"></a>00290
<a name="l00292"></a>00292 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a62ebd6002a5018c1096ac368f6be271a" title="Builds a right-handed look-at matrix.">buildCameraLookAtMatrixRH</a>(
<a name="l00293"></a>00293 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& position,
<a name="l00294"></a>00294 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& target,
<a name="l00295"></a>00295 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& upVector);
<a name="l00296"></a>00296
<a name="l00298"></a>00298
<a name="l00302"></a>00302 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a583d0ece1d80f69101660e1cbe441768" title="Builds a matrix that flattens geometry into a plane.">buildShadowMatrix</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& light, <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3df</a> plane, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> point=1.0f);
<a name="l00303"></a>00303
<a name="l00305"></a>00305
<a name="l00306"></a>00306 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a88a7d2f56d4ce637823379de308f673a" title="Builds a matrix which transforms a normalized Device Coordinate to Device Coordinates.">buildNDCToDCMatrix</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1rect.html">core::rect<s32></a>& area, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zScale);
<a name="l00307"></a>00307
<a name="l00309"></a>00309
<a name="l00311"></a>00311 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a0c9ed4a87ab8a1340e075490cd9de309" title="Creates a new matrix as interpolated matrix from two other ones.">interpolate</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4<T></a>& b, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> time) <span class="keyword">const</span>;
<a name="l00312"></a>00312
<a name="l00314"></a>00314 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>() <span class="keyword">const</span>;
<a name="l00315"></a>00315
<a name="l00317"></a>00317 <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& dest ) <span class="keyword">const</span>;
<a name="l00318"></a>00318
<a name="l00320"></a>00320
<a name="l00323"></a>00323 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4802c6a89ad813e2919f68f512fb320f" title="Builds a matrix that rotates from one vector to another.">buildRotateFromTo</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& from, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& to);
<a name="l00324"></a>00324
<a name="l00326"></a>00326
<a name="l00329"></a>00329 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8117628146ce654b3b292af7c49e25e2" title="Builds a combined matrix which translates to a center before rotation and translates from origin afte...">setRotationCenter</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& center, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& translate);
<a name="l00330"></a>00330
<a name="l00332"></a>00332
<a name="l00338"></a>00338 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ad2dc80f2aed15900839389cf52f9e798" title="Builds a matrix which rotates a source vector to a look vector over an arbitrary axis.">buildAxisAlignedBillboard</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& camPos,
<a name="l00339"></a>00339 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& center,
<a name="l00340"></a>00340 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& translation,
<a name="l00341"></a>00341 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& axis,
<a name="l00342"></a>00342 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& from);
<a name="l00343"></a>00343
<a name="l00344"></a>00344 <span class="comment">/*</span>
<a name="l00345"></a>00345 <span class="comment"> construct 2D Texture transformations</span>
<a name="l00346"></a>00346 <span class="comment"> rotate about center, scale, and transform.</span>
<a name="l00347"></a>00347 <span class="comment"> */</span>
<a name="l00349"></a>00349 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc72faaf2c883d9c0fdc1e0940d1acde" title="Set to a texture transformation matrix with the given parameters.">buildTextureTransform</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad,
<a name="l00350"></a>00350 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &rotatecenter,
<a name="l00351"></a>00351 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &translate,
<a name="l00352"></a>00352 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &scale);
<a name="l00353"></a>00353
<a name="l00355"></a>00355
<a name="l00359"></a>00359 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a445a7653292ae4ffb0baa50032a8674e" title="Set texture transformation rotation.">setTextureRotationCenter</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> radAngle );
<a name="l00360"></a>00360
<a name="l00362"></a>00362
<a name="l00366"></a>00366 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2bab9633697a892f08d89c7aeee6daf6" title="Set texture transformation translation.">setTextureTranslate</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y );
<a name="l00367"></a>00367
<a name="l00369"></a>00369
<a name="l00373"></a>00373 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7d999210cc7427e9d744271e50d26c3c" title="Set texture transformation translation, using a transposed representation.">setTextureTranslateTransposed</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y );
<a name="l00374"></a>00374
<a name="l00376"></a>00376
<a name="l00380"></a>00380 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aed32a7a8da9c4cee5babe8f6b4aa7dd4" title="Set texture transformation scale.">setTextureScale</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy );
<a name="l00381"></a>00381
<a name="l00383"></a>00383
<a name="l00387"></a>00387 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#adbd668867d117dc9331e68abef0af221" title="Set texture transformation scale, and recenter at (0.5,0.5)">setTextureScaleCenter</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy );
<a name="l00388"></a>00388
<a name="l00390"></a>00390 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae59fb2248865eba3026d13b9756ba1e1" title="Sets all matrix data members at once.">setM</a>(<span class="keyword">const</span> T* data);
<a name="l00391"></a>00391
<a name="l00393"></a>00393 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87f7195337a2bf7a49978c2ec1100c0a" title="Sets if the matrix is definitely identity matrix.">setDefinitelyIdentityMatrix</a>( <span class="keywordtype">bool</span> isDefinitelyIdentityMatrix);
<a name="l00394"></a>00394
<a name="l00396"></a>00396 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab91cb550bdacbc7b79a47d5b4ee5f4fa" title="Gets if the matrix is definitely identity matrix.">getDefinitelyIdentityMatrix</a>() <span class="keyword">const</span>;
<a name="l00397"></a>00397
<a name="l00399"></a>00399 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5342bc1ac46e8bf7e287f1d58ec702c2" title="Compare two matrices using the equal method.">equals</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4<T></a>& other, <span class="keyword">const</span> T tolerance=(T)<a class="code" href="namespaceirr_1_1core.html#a7b314c22d6804639cbcbce5231724f0b">ROUNDING_ERROR_f64</a>) <span class="keyword">const</span>;
<a name="l00400"></a>00400
<a name="l00401"></a>00401 <span class="keyword">private</span>:
<a name="l00403"></a>00403 T M[16];
<a name="l00404"></a>00404 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00405"></a>00405 <span class="preprocessor"></span>
<a name="l00406"></a>00406 <span class="keyword">mutable</span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> definitelyIdentityMatrix;
<a name="l00407"></a>00407 <span class="preprocessor">#endif</span>
<a name="l00408"></a>00408 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span>
<a name="l00409"></a>00409 <span class="preprocessor"></span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> id;
<a name="l00410"></a>00410 <span class="keyword">mutable</span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> calls;
<a name="l00411"></a>00411 <span class="preprocessor">#endif</span>
<a name="l00412"></a>00412 <span class="preprocessor"></span>
<a name="l00413"></a>00413 };
<a name="l00414"></a>00414
<a name="l00415"></a>00415 <span class="comment">// Default constructor</span>
<a name="l00416"></a>00416 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00417"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411">00417</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4<T>::CMatrix4</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor )
<a name="l00418"></a>00418 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00419"></a>00419 <span class="preprocessor"></span> : definitelyIdentityMatrix(BIT_UNTESTED)
<a name="l00420"></a>00420 <span class="preprocessor">#endif</span>
<a name="l00421"></a>00421 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span>
<a name="l00422"></a>00422 <span class="preprocessor"></span> ,id ( MTest.ID++), calls ( 0 )
<a name="l00423"></a>00423 <span class="preprocessor">#endif</span>
<a name="l00424"></a>00424 <span class="preprocessor"></span> {
<a name="l00425"></a>00425 <span class="keywordflow">switch</span> ( constructor )
<a name="l00426"></a>00426 {
<a name="l00427"></a>00427 <span class="keywordflow">case</span> EM4CONST_NOTHING:
<a name="l00428"></a>00428 <span class="keywordflow">case</span> EM4CONST_COPY:
<a name="l00429"></a>00429 <span class="keywordflow">break</span>;
<a name="l00430"></a>00430 <span class="keywordflow">case</span> EM4CONST_IDENTITY:
<a name="l00431"></a>00431 <span class="keywordflow">case</span> EM4CONST_INVERSE:
<a name="l00432"></a>00432 <span class="keywordflow">default</span>:
<a name="l00433"></a>00433 makeIdentity();
<a name="l00434"></a>00434 <span class="keywordflow">break</span>;
<a name="l00435"></a>00435 }
<a name="l00436"></a>00436 }
<a name="l00437"></a>00437
<a name="l00438"></a>00438 <span class="comment">// Copy constructor</span>
<a name="l00439"></a>00439 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00440"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#acdb7afc2248d97a7e882cd1bdeed07b7">00440</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4<T>::CMatrix4</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other, <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor)
<a name="l00441"></a>00441 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00442"></a>00442 <span class="preprocessor"></span> : definitelyIdentityMatrix(BIT_UNTESTED)
<a name="l00443"></a>00443 <span class="preprocessor">#endif</span>
<a name="l00444"></a>00444 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span>
<a name="l00445"></a>00445 <span class="preprocessor"></span> ,id ( MTest.ID++), calls ( 0 )
<a name="l00446"></a>00446 <span class="preprocessor">#endif</span>
<a name="l00447"></a>00447 <span class="preprocessor"></span> {
<a name="l00448"></a>00448 <span class="keywordflow">switch</span> ( constructor )
<a name="l00449"></a>00449 {
<a name="l00450"></a>00450 <span class="keywordflow">case</span> EM4CONST_IDENTITY:
<a name="l00451"></a>00451 makeIdentity();
<a name="l00452"></a>00452 <span class="keywordflow">break</span>;
<a name="l00453"></a>00453 <span class="keywordflow">case</span> EM4CONST_NOTHING:
<a name="l00454"></a>00454 <span class="keywordflow">break</span>;
<a name="l00455"></a>00455 <span class="keywordflow">case</span> EM4CONST_COPY:
<a name="l00456"></a>00456 *<span class="keyword">this</span> = other;
<a name="l00457"></a>00457 <span class="keywordflow">break</span>;
<a name="l00458"></a>00458 <span class="keywordflow">case</span> EM4CONST_TRANSPOSED:
<a name="l00459"></a>00459 other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>(*<span class="keyword">this</span>);
<a name="l00460"></a>00460 <span class="keywordflow">break</span>;
<a name="l00461"></a>00461 <span class="keywordflow">case</span> EM4CONST_INVERSE:
<a name="l00462"></a>00462 <span class="keywordflow">if</span> (!other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(*<span class="keyword">this</span>))
<a name="l00463"></a>00463 memset(M, 0, 16*<span class="keyword">sizeof</span>(T));
<a name="l00464"></a>00464 <span class="keywordflow">break</span>;
<a name="l00465"></a>00465 <span class="keywordflow">case</span> EM4CONST_INVERSE_TRANSPOSED:
<a name="l00466"></a>00466 <span class="keywordflow">if</span> (!other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(*<span class="keyword">this</span>))
<a name="l00467"></a>00467 memset(M, 0, 16*<span class="keyword">sizeof</span>(T));
<a name="l00468"></a>00468 <span class="keywordflow">else</span>
<a name="l00469"></a>00469 *<span class="keyword">this</span>=getTransposed();
<a name="l00470"></a>00470 <span class="keywordflow">break</span>;
<a name="l00471"></a>00471 }
<a name="l00472"></a>00472 }
<a name="l00473"></a>00473
<a name="l00475"></a>00475 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00476"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac2192a7d9dd89dcd23fe2f9ded3252bf">00476</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac2192a7d9dd89dcd23fe2f9ded3252bf" title="Add another matrix.">CMatrix4<T>::operator+</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other)<span class="keyword"> const</span>
<a name="l00477"></a>00477 <span class="keyword"> </span>{
<a name="l00478"></a>00478 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( EM4CONST_NOTHING );
<a name="l00479"></a>00479
<a name="l00480"></a>00480 temp[0] = M[0]+other[0];
<a name="l00481"></a>00481 temp[1] = M[1]+other[1];
<a name="l00482"></a>00482 temp[2] = M[2]+other[2];
<a name="l00483"></a>00483 temp[3] = M[3]+other[3];
<a name="l00484"></a>00484 temp[4] = M[4]+other[4];
<a name="l00485"></a>00485 temp[5] = M[5]+other[5];
<a name="l00486"></a>00486 temp[6] = M[6]+other[6];
<a name="l00487"></a>00487 temp[7] = M[7]+other[7];
<a name="l00488"></a>00488 temp[8] = M[8]+other[8];
<a name="l00489"></a>00489 temp[9] = M[9]+other[9];
<a name="l00490"></a>00490 temp[10] = M[10]+other[10];
<a name="l00491"></a>00491 temp[11] = M[11]+other[11];
<a name="l00492"></a>00492 temp[12] = M[12]+other[12];
<a name="l00493"></a>00493 temp[13] = M[13]+other[13];
<a name="l00494"></a>00494 temp[14] = M[14]+other[14];
<a name="l00495"></a>00495 temp[15] = M[15]+other[15];
<a name="l00496"></a>00496
<a name="l00497"></a>00497 <span class="keywordflow">return</span> temp;
<a name="l00498"></a>00498 }
<a name="l00499"></a>00499
<a name="l00501"></a>00501 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00502"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af91c5be0562ce4be3f8feedd3d017ba1">00502</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af91c5be0562ce4be3f8feedd3d017ba1" title="Add another matrix.">CMatrix4<T>::operator+=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other)
<a name="l00503"></a>00503 {
<a name="l00504"></a>00504 M[0]+=other[0];
<a name="l00505"></a>00505 M[1]+=other[1];
<a name="l00506"></a>00506 M[2]+=other[2];
<a name="l00507"></a>00507 M[3]+=other[3];
<a name="l00508"></a>00508 M[4]+=other[4];
<a name="l00509"></a>00509 M[5]+=other[5];
<a name="l00510"></a>00510 M[6]+=other[6];
<a name="l00511"></a>00511 M[7]+=other[7];
<a name="l00512"></a>00512 M[8]+=other[8];
<a name="l00513"></a>00513 M[9]+=other[9];
<a name="l00514"></a>00514 M[10]+=other[10];
<a name="l00515"></a>00515 M[11]+=other[11];
<a name="l00516"></a>00516 M[12]+=other[12];
<a name="l00517"></a>00517 M[13]+=other[13];
<a name="l00518"></a>00518 M[14]+=other[14];
<a name="l00519"></a>00519 M[15]+=other[15];
<a name="l00520"></a>00520
<a name="l00521"></a>00521 <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00522"></a>00522 }
<a name="l00523"></a>00523
<a name="l00525"></a>00525 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00526"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aee45563e7f9fdf3d4ef7f5a9d63d87c0">00526</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aee45563e7f9fdf3d4ef7f5a9d63d87c0" title="Subtract another matrix.">CMatrix4<T>::operator-</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other)<span class="keyword"> const</span>
<a name="l00527"></a>00527 <span class="keyword"> </span>{
<a name="l00528"></a>00528 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( EM4CONST_NOTHING );
<a name="l00529"></a>00529
<a name="l00530"></a>00530 temp[0] = M[0]-other[0];
<a name="l00531"></a>00531 temp[1] = M[1]-other[1];
<a name="l00532"></a>00532 temp[2] = M[2]-other[2];
<a name="l00533"></a>00533 temp[3] = M[3]-other[3];
<a name="l00534"></a>00534 temp[4] = M[4]-other[4];
<a name="l00535"></a>00535 temp[5] = M[5]-other[5];
<a name="l00536"></a>00536 temp[6] = M[6]-other[6];
<a name="l00537"></a>00537 temp[7] = M[7]-other[7];
<a name="l00538"></a>00538 temp[8] = M[8]-other[8];
<a name="l00539"></a>00539 temp[9] = M[9]-other[9];
<a name="l00540"></a>00540 temp[10] = M[10]-other[10];
<a name="l00541"></a>00541 temp[11] = M[11]-other[11];
<a name="l00542"></a>00542 temp[12] = M[12]-other[12];
<a name="l00543"></a>00543 temp[13] = M[13]-other[13];
<a name="l00544"></a>00544 temp[14] = M[14]-other[14];
<a name="l00545"></a>00545 temp[15] = M[15]-other[15];
<a name="l00546"></a>00546
<a name="l00547"></a>00547 <span class="keywordflow">return</span> temp;
<a name="l00548"></a>00548 }
<a name="l00549"></a>00549
<a name="l00551"></a>00551 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00552"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24eb7faa1418765ba87d3f02f27d643f">00552</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24eb7faa1418765ba87d3f02f27d643f" title="Subtract another matrix.">CMatrix4<T>::operator-=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other)
<a name="l00553"></a>00553 {
<a name="l00554"></a>00554 M[0]-=other[0];
<a name="l00555"></a>00555 M[1]-=other[1];
<a name="l00556"></a>00556 M[2]-=other[2];
<a name="l00557"></a>00557 M[3]-=other[3];
<a name="l00558"></a>00558 M[4]-=other[4];
<a name="l00559"></a>00559 M[5]-=other[5];
<a name="l00560"></a>00560 M[6]-=other[6];
<a name="l00561"></a>00561 M[7]-=other[7];
<a name="l00562"></a>00562 M[8]-=other[8];
<a name="l00563"></a>00563 M[9]-=other[9];
<a name="l00564"></a>00564 M[10]-=other[10];
<a name="l00565"></a>00565 M[11]-=other[11];
<a name="l00566"></a>00566 M[12]-=other[12];
<a name="l00567"></a>00567 M[13]-=other[13];
<a name="l00568"></a>00568 M[14]-=other[14];
<a name="l00569"></a>00569 M[15]-=other[15];
<a name="l00570"></a>00570
<a name="l00571"></a>00571 <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00572"></a>00572 }
<a name="l00573"></a>00573
<a name="l00575"></a>00575 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00576"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2695d5d90aa8cf55e06649fc83752466">00576</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">CMatrix4<T>::operator*</a>(<span class="keyword">const</span> T& scalar)<span class="keyword"> const</span>
<a name="l00577"></a>00577 <span class="keyword"> </span>{
<a name="l00578"></a>00578 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( EM4CONST_NOTHING );
<a name="l00579"></a>00579
<a name="l00580"></a>00580 temp[0] = M[0]*scalar;
<a name="l00581"></a>00581 temp[1] = M[1]*scalar;
<a name="l00582"></a>00582 temp[2] = M[2]*scalar;
<a name="l00583"></a>00583 temp[3] = M[3]*scalar;
<a name="l00584"></a>00584 temp[4] = M[4]*scalar;
<a name="l00585"></a>00585 temp[5] = M[5]*scalar;
<a name="l00586"></a>00586 temp[6] = M[6]*scalar;
<a name="l00587"></a>00587 temp[7] = M[7]*scalar;
<a name="l00588"></a>00588 temp[8] = M[8]*scalar;
<a name="l00589"></a>00589 temp[9] = M[9]*scalar;
<a name="l00590"></a>00590 temp[10] = M[10]*scalar;
<a name="l00591"></a>00591 temp[11] = M[11]*scalar;
<a name="l00592"></a>00592 temp[12] = M[12]*scalar;
<a name="l00593"></a>00593 temp[13] = M[13]*scalar;
<a name="l00594"></a>00594 temp[14] = M[14]*scalar;
<a name="l00595"></a>00595 temp[15] = M[15]*scalar;
<a name="l00596"></a>00596
<a name="l00597"></a>00597 <span class="keywordflow">return</span> temp;
<a name="l00598"></a>00598 }
<a name="l00599"></a>00599
<a name="l00601"></a>00601 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00602"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae78879a3d7f0113ba5208d5476c3af9c">00602</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">CMatrix4<T>::operator*=</a>(<span class="keyword">const</span> T& scalar)
<a name="l00603"></a>00603 {
<a name="l00604"></a>00604 M[0]*=scalar;
<a name="l00605"></a>00605 M[1]*=scalar;
<a name="l00606"></a>00606 M[2]*=scalar;
<a name="l00607"></a>00607 M[3]*=scalar;
<a name="l00608"></a>00608 M[4]*=scalar;
<a name="l00609"></a>00609 M[5]*=scalar;
<a name="l00610"></a>00610 M[6]*=scalar;
<a name="l00611"></a>00611 M[7]*=scalar;
<a name="l00612"></a>00612 M[8]*=scalar;
<a name="l00613"></a>00613 M[9]*=scalar;
<a name="l00614"></a>00614 M[10]*=scalar;
<a name="l00615"></a>00615 M[11]*=scalar;
<a name="l00616"></a>00616 M[12]*=scalar;
<a name="l00617"></a>00617 M[13]*=scalar;
<a name="l00618"></a>00618 M[14]*=scalar;
<a name="l00619"></a>00619 M[15]*=scalar;
<a name="l00620"></a>00620
<a name="l00621"></a>00621 <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00622"></a>00622 }
<a name="l00623"></a>00623
<a name="l00625"></a>00625 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00626"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87">00626</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">CMatrix4<T>::operator*=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other)
<a name="l00627"></a>00627 {
<a name="l00628"></a>00628 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00629"></a>00629 <span class="preprocessor"></span> <span class="comment">// do checks on your own in order to avoid copy creation</span>
<a name="l00630"></a>00630 <span class="keywordflow">if</span> ( !other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() )
<a name="l00631"></a>00631 {
<a name="l00632"></a>00632 <span class="keywordflow">if</span> ( this->isIdentity() )
<a name="l00633"></a>00633 {
<a name="l00634"></a>00634 <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other);
<a name="l00635"></a>00635 }
<a name="l00636"></a>00636 <span class="keywordflow">else</span>
<a name="l00637"></a>00637 {
<a name="l00638"></a>00638 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( *<span class="keyword">this</span> );
<a name="l00639"></a>00639 <span class="keywordflow">return</span> setbyproduct_nocheck( temp, other );
<a name="l00640"></a>00640 }
<a name="l00641"></a>00641 }
<a name="l00642"></a>00642 <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00643"></a>00643 <span class="preprocessor">#else</span>
<a name="l00644"></a>00644 <span class="preprocessor"></span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( *<span class="keyword">this</span> );
<a name="l00645"></a>00645 <span class="keywordflow">return</span> setbyproduct_nocheck( temp, other );
<a name="l00646"></a>00646 <span class="preprocessor">#endif</span>
<a name="l00647"></a>00647 <span class="preprocessor"></span> }
<a name="l00648"></a>00648
<a name="l00650"></a>00650 <span class="comment">// set this matrix to the product of two other matrices</span>
<a name="l00651"></a>00651 <span class="comment">// goal is to reduce stack use and copy</span>
<a name="l00652"></a>00652 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00653"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a526a2a11dcd8b18c9e77deb84094778d">00653</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">CMatrix4<T>::setbyproduct_nocheck</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_b )
<a name="l00654"></a>00654 {
<a name="l00655"></a>00655 <span class="keyword">const</span> T *m1 = other_a.M;
<a name="l00656"></a>00656 <span class="keyword">const</span> T *m2 = other_b.M;
<a name="l00657"></a>00657
<a name="l00658"></a>00658 M[0] = m1[0]*m2[0] + m1[4]*m2[1] + m1[8]*m2[2] + m1[12]*m2[3];
<a name="l00659"></a>00659 M[1] = m1[1]*m2[0] + m1[5]*m2[1] + m1[9]*m2[2] + m1[13]*m2[3];
<a name="l00660"></a>00660 M[2] = m1[2]*m2[0] + m1[6]*m2[1] + m1[10]*m2[2] + m1[14]*m2[3];
<a name="l00661"></a>00661 M[3] = m1[3]*m2[0] + m1[7]*m2[1] + m1[11]*m2[2] + m1[15]*m2[3];
<a name="l00662"></a>00662
<a name="l00663"></a>00663 M[4] = m1[0]*m2[4] + m1[4]*m2[5] + m1[8]*m2[6] + m1[12]*m2[7];
<a name="l00664"></a>00664 M[5] = m1[1]*m2[4] + m1[5]*m2[5] + m1[9]*m2[6] + m1[13]*m2[7];
<a name="l00665"></a>00665 M[6] = m1[2]*m2[4] + m1[6]*m2[5] + m1[10]*m2[6] + m1[14]*m2[7];
<a name="l00666"></a>00666 M[7] = m1[3]*m2[4] + m1[7]*m2[5] + m1[11]*m2[6] + m1[15]*m2[7];
<a name="l00667"></a>00667
<a name="l00668"></a>00668 M[8] = m1[0]*m2[8] + m1[4]*m2[9] + m1[8]*m2[10] + m1[12]*m2[11];
<a name="l00669"></a>00669 M[9] = m1[1]*m2[8] + m1[5]*m2[9] + m1[9]*m2[10] + m1[13]*m2[11];
<a name="l00670"></a>00670 M[10] = m1[2]*m2[8] + m1[6]*m2[9] + m1[10]*m2[10] + m1[14]*m2[11];
<a name="l00671"></a>00671 M[11] = m1[3]*m2[8] + m1[7]*m2[9] + m1[11]*m2[10] + m1[15]*m2[11];
<a name="l00672"></a>00672
<a name="l00673"></a>00673 M[12] = m1[0]*m2[12] + m1[4]*m2[13] + m1[8]*m2[14] + m1[12]*m2[15];
<a name="l00674"></a>00674 M[13] = m1[1]*m2[12] + m1[5]*m2[13] + m1[9]*m2[14] + m1[13]*m2[15];
<a name="l00675"></a>00675 M[14] = m1[2]*m2[12] + m1[6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15];
<a name="l00676"></a>00676 M[15] = m1[3]*m2[12] + m1[7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15];
<a name="l00677"></a>00677 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00678"></a>00678 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00679"></a>00679 <span class="preprocessor">#endif</span>
<a name="l00680"></a>00680 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00681"></a>00681 }
<a name="l00682"></a>00682
<a name="l00683"></a>00683
<a name="l00685"></a>00685 <span class="comment">// set this matrix to the product of two other matrices</span>
<a name="l00686"></a>00686 <span class="comment">// goal is to reduce stack use and copy</span>
<a name="l00687"></a>00687 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00688"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8503c58913ba9407ba00b173d8a3e25c">00688</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8503c58913ba9407ba00b173d8a3e25c" title="set this matrix to the product of two matrices">CMatrix4<T>::setbyproduct</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_a, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_b )
<a name="l00689"></a>00689 {
<a name="l00690"></a>00690 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00691"></a>00691 <span class="preprocessor"></span> <span class="keywordflow">if</span> ( other_a.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a> () )
<a name="l00692"></a>00692 <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other_b);
<a name="l00693"></a>00693 <span class="keywordflow">else</span>
<a name="l00694"></a>00694 <span class="keywordflow">if</span> ( other_b.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a> () )
<a name="l00695"></a>00695 <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other_a);
<a name="l00696"></a>00696 <span class="keywordflow">else</span>
<a name="l00697"></a>00697 <span class="keywordflow">return</span> setbyproduct_nocheck(other_a,other_b);
<a name="l00698"></a>00698 <span class="preprocessor">#else</span>
<a name="l00699"></a>00699 <span class="preprocessor"></span> <span class="keywordflow">return</span> setbyproduct_nocheck(other_a,other_b);
<a name="l00700"></a>00700 <span class="preprocessor">#endif</span>
<a name="l00701"></a>00701 <span class="preprocessor"></span> }
<a name="l00702"></a>00702
<a name="l00704"></a>00704 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00705"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613">00705</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">CMatrix4<T>::operator*</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& m2)<span class="keyword"> const</span>
<a name="l00706"></a>00706 <span class="keyword"> </span>{
<a name="l00707"></a>00707 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00708"></a>00708 <span class="preprocessor"></span> <span class="comment">// Testing purpose..</span>
<a name="l00709"></a>00709 <span class="keywordflow">if</span> ( this->isIdentity() )
<a name="l00710"></a>00710 <span class="keywordflow">return</span> m2;
<a name="l00711"></a>00711 <span class="keywordflow">if</span> ( m2.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() )
<a name="l00712"></a>00712 <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00713"></a>00713 <span class="preprocessor">#endif</span>
<a name="l00714"></a>00714 <span class="preprocessor"></span>
<a name="l00715"></a>00715 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> m3 ( EM4CONST_NOTHING );
<a name="l00716"></a>00716
<a name="l00717"></a>00717 <span class="keyword">const</span> T *m1 = M;
<a name="l00718"></a>00718
<a name="l00719"></a>00719 m3[0] = m1[0]*m2[0] + m1[4]*m2[1] + m1[8]*m2[2] + m1[12]*m2[3];
<a name="l00720"></a>00720 m3[1] = m1[1]*m2[0] + m1[5]*m2[1] + m1[9]*m2[2] + m1[13]*m2[3];
<a name="l00721"></a>00721 m3[2] = m1[2]*m2[0] + m1[6]*m2[1] + m1[10]*m2[2] + m1[14]*m2[3];
<a name="l00722"></a>00722 m3[3] = m1[3]*m2[0] + m1[7]*m2[1] + m1[11]*m2[2] + m1[15]*m2[3];
<a name="l00723"></a>00723
<a name="l00724"></a>00724 m3[4] = m1[0]*m2[4] + m1[4]*m2[5] + m1[8]*m2[6] + m1[12]*m2[7];
<a name="l00725"></a>00725 m3[5] = m1[1]*m2[4] + m1[5]*m2[5] + m1[9]*m2[6] + m1[13]*m2[7];
<a name="l00726"></a>00726 m3[6] = m1[2]*m2[4] + m1[6]*m2[5] + m1[10]*m2[6] + m1[14]*m2[7];
<a name="l00727"></a>00727 m3[7] = m1[3]*m2[4] + m1[7]*m2[5] + m1[11]*m2[6] + m1[15]*m2[7];
<a name="l00728"></a>00728
<a name="l00729"></a>00729 m3[8] = m1[0]*m2[8] + m1[4]*m2[9] + m1[8]*m2[10] + m1[12]*m2[11];
<a name="l00730"></a>00730 m3[9] = m1[1]*m2[8] + m1[5]*m2[9] + m1[9]*m2[10] + m1[13]*m2[11];
<a name="l00731"></a>00731 m3[10] = m1[2]*m2[8] + m1[6]*m2[9] + m1[10]*m2[10] + m1[14]*m2[11];
<a name="l00732"></a>00732 m3[11] = m1[3]*m2[8] + m1[7]*m2[9] + m1[11]*m2[10] + m1[15]*m2[11];
<a name="l00733"></a>00733
<a name="l00734"></a>00734 m3[12] = m1[0]*m2[12] + m1[4]*m2[13] + m1[8]*m2[14] + m1[12]*m2[15];
<a name="l00735"></a>00735 m3[13] = m1[1]*m2[12] + m1[5]*m2[13] + m1[9]*m2[14] + m1[13]*m2[15];
<a name="l00736"></a>00736 m3[14] = m1[2]*m2[12] + m1[6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15];
<a name="l00737"></a>00737 m3[15] = m1[3]*m2[12] + m1[7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15];
<a name="l00738"></a>00738 <span class="keywordflow">return</span> m3;
<a name="l00739"></a>00739 }
<a name="l00740"></a>00740
<a name="l00741"></a>00741
<a name="l00742"></a>00742
<a name="l00743"></a>00743 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00744"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aec84b278e87611352b75298238e54006">00744</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aec84b278e87611352b75298238e54006" title="Gets the current translation.">CMatrix4<T>::getTranslation</a>()<span class="keyword"> const</span>
<a name="l00745"></a>00745 <span class="keyword"> </span>{
<a name="l00746"></a>00746 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>(M[12], M[13], M[14]);
<a name="l00747"></a>00747 }
<a name="l00748"></a>00748
<a name="l00749"></a>00749
<a name="l00750"></a>00750 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00751"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac04a3b341cbfbb7986be682691655622">00751</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac04a3b341cbfbb7986be682691655622" title="Set the translation of the current matrix. Will erase any previous values.">CMatrix4<T>::setTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& translation )
<a name="l00752"></a>00752 {
<a name="l00753"></a>00753 M[12] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00754"></a>00754 M[13] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00755"></a>00755 M[14] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00756"></a>00756 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00757"></a>00757 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00758"></a>00758 <span class="preprocessor">#endif</span>
<a name="l00759"></a>00759 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00760"></a>00760 }
<a name="l00761"></a>00761
<a name="l00762"></a>00762 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00763"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a258e103fcb6ce1564978624280ecb7fe">00763</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a258e103fcb6ce1564978624280ecb7fe" title="Set the inverse translation of the current matrix. Will erase any previous values.">CMatrix4<T>::setInverseTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& translation )
<a name="l00764"></a>00764 {
<a name="l00765"></a>00765 M[12] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00766"></a>00766 M[13] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00767"></a>00767 M[14] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00768"></a>00768 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00769"></a>00769 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00770"></a>00770 <span class="preprocessor">#endif</span>
<a name="l00771"></a>00771 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00772"></a>00772 }
<a name="l00773"></a>00773
<a name="l00774"></a>00774 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00775"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47117d44419af87e70084c01ab852049">00775</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47117d44419af87e70084c01ab852049" title="Set Scale.">CMatrix4<T>::setScale</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& scale )
<a name="l00776"></a>00776 {
<a name="l00777"></a>00777 M[0] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00778"></a>00778 M[5] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00779"></a>00779 M[10] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00780"></a>00780 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00781"></a>00781 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00782"></a>00782 <span class="preprocessor">#endif</span>
<a name="l00783"></a>00783 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00784"></a>00784 }
<a name="l00785"></a>00785
<a name="l00787"></a>00787
<a name="l00794"></a>00794 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00795"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa29f46680cea92b6d38886d1e9759cdd">00795</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa29f46680cea92b6d38886d1e9759cdd" title="Get Scale.">CMatrix4<T>::getScale</a>()<span class="keyword"> const</span>
<a name="l00796"></a>00796 <span class="keyword"> </span>{
<a name="l00797"></a>00797 <span class="comment">// See http://www.robertblum.com/articles/2005/02/14/decomposing-matrices</span>
<a name="l00798"></a>00798
<a name="l00799"></a>00799 <span class="comment">// Deal with the 0 rotation case first</span>
<a name="l00800"></a>00800 <span class="comment">// Prior to Irrlicht 1.6, we always returned this value.</span>
<a name="l00801"></a>00801 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[1]) && <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[2]) &&
<a name="l00802"></a>00802 <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[4]) && <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[6]) &&
<a name="l00803"></a>00803 <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[8]) && <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[9]))
<a name="l00804"></a>00804 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>(M[0], M[5], M[10]);
<a name="l00805"></a>00805
<a name="l00806"></a>00806 <span class="comment">// We have to do the full calculation.</span>
<a name="l00807"></a>00807 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>(sqrtf(M[0] * M[0] + M[1] * M[1] + M[2] * M[2]),
<a name="l00808"></a>00808 sqrtf(M[4] * M[4] + M[5] * M[5] + M[6] * M[6]),
<a name="l00809"></a>00809 sqrtf(M[8] * M[8] + M[9] * M[9] + M[10] * M[10]));
<a name="l00810"></a>00810 }
<a name="l00811"></a>00811
<a name="l00812"></a>00812 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00813"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8ee5ef8619d4b0f56d72ac84495ed644">00813</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8ee5ef8619d4b0f56d72ac84495ed644" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">CMatrix4<T>::setRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation )
<a name="l00814"></a>00814 {
<a name="l00815"></a>00815 <span class="keywordflow">return</span> setRotationRadians( rotation * <a class="code" href="namespaceirr_1_1core.html#a4b91e69e51a2e374aec940cba3869028" title="32bit Constant for converting from degrees to radians">core::DEGTORAD</a> );
<a name="l00816"></a>00816 }
<a name="l00817"></a>00817
<a name="l00818"></a>00818 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00819"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afd84b9c93b4c8e9dc2abefa4a28057f9">00819</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afd84b9c93b4c8e9dc2abefa4a28057f9" title="Make an inverted rotation matrix from Euler angles.">CMatrix4<T>::setInverseRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation )
<a name="l00820"></a>00820 {
<a name="l00821"></a>00821 <span class="keywordflow">return</span> setInverseRotationRadians( rotation * <a class="code" href="namespaceirr_1_1core.html#a4b91e69e51a2e374aec940cba3869028" title="32bit Constant for converting from degrees to radians">core::DEGTORAD</a> );
<a name="l00822"></a>00822 }
<a name="l00823"></a>00823
<a name="l00824"></a>00824 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00825"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a05aac7bd2e7651369fc813a51258afbe">00825</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a05aac7bd2e7651369fc813a51258afbe" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">CMatrix4<T>::setRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation )
<a name="l00826"></a>00826 {
<a name="l00827"></a>00827 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cr = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l00828"></a>00828 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sr = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l00829"></a>00829 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cp = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l00830"></a>00830 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sp = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l00831"></a>00831 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cy = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l00832"></a>00832 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sy = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l00833"></a>00833
<a name="l00834"></a>00834 M[0] = (T)( cp*cy );
<a name="l00835"></a>00835 M[1] = (T)( cp*sy );
<a name="l00836"></a>00836 M[2] = (T)( -sp );
<a name="l00837"></a>00837
<a name="l00838"></a>00838 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> srsp = sr*sp;
<a name="l00839"></a>00839 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> crsp = cr*sp;
<a name="l00840"></a>00840
<a name="l00841"></a>00841 M[4] = (T)( srsp*cy-cr*sy );
<a name="l00842"></a>00842 M[5] = (T)( srsp*sy+cr*cy );
<a name="l00843"></a>00843 M[6] = (T)( sr*cp );
<a name="l00844"></a>00844
<a name="l00845"></a>00845 M[8] = (T)( crsp*cy+sr*sy );
<a name="l00846"></a>00846 M[9] = (T)( crsp*sy-sr*cy );
<a name="l00847"></a>00847 M[10] = (T)( cr*cp );
<a name="l00848"></a>00848 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00849"></a>00849 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00850"></a>00850 <span class="preprocessor">#endif</span>
<a name="l00851"></a>00851 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00852"></a>00852 }
<a name="l00853"></a>00853
<a name="l00854"></a>00854
<a name="l00856"></a>00856
<a name="l00859"></a>00859 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00860"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa348817a724b49816da5c181ba672e1d">00860</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa348817a724b49816da5c181ba672e1d" title="Returns the rotation, as set by setRotation().">CMatrix4<T>::getRotationDegrees</a>()<span class="keyword"> const</span>
<a name="l00861"></a>00861 <span class="keyword"> </span>{
<a name="l00862"></a>00862 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &mat = *<span class="keyword">this</span>;
<a name="l00863"></a>00863 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a> scale = getScale();
<a name="l00864"></a>00864 <span class="comment">// we need to check for negative scale on to axes, which would bring up wrong results</span>
<a name="l00865"></a>00865 <span class="keywordflow">if</span> (scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a><0 && scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a><0)
<a name="l00866"></a>00866 {
<a name="l00867"></a>00867 scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00868"></a>00868 scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00869"></a>00869 }
<a name="l00870"></a>00870 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a><0 && scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a><0)
<a name="l00871"></a>00871 {
<a name="l00872"></a>00872 scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00873"></a>00873 scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00874"></a>00874 }
<a name="l00875"></a>00875 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a><0 && scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a><0)
<a name="l00876"></a>00876 {
<a name="l00877"></a>00877 scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00878"></a>00878 scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> =-scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00879"></a>00879 }
<a name="l00880"></a>00880 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<f64></a> invScale(<a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a>(scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>),<a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a>(scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>),<a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a>(scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>));
<a name="l00881"></a>00881
<a name="l00882"></a>00882 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> Y = -asin(<a class="code" href="namespaceirr_1_1core.html#a6162f685b68f629e77336081d3316969" title="clamps a value between low and high">core::clamp</a>(mat[2]*invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>, -1.0, 1.0));
<a name="l00883"></a>00883 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> C = cos(Y);
<a name="l00884"></a>00884 Y *= <a class="code" href="namespaceirr_1_1core.html#ae7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>;
<a name="l00885"></a>00885
<a name="l00886"></a>00886 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> rotx, roty, X, Z;
<a name="l00887"></a>00887
<a name="l00888"></a>00888 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(C))
<a name="l00889"></a>00889 {
<a name="l00890"></a>00890 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> invC = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a>(C);
<a name="l00891"></a>00891 rotx = mat[10] * invC * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00892"></a>00892 roty = mat[6] * invC * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00893"></a>00893 X = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#ae7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>;
<a name="l00894"></a>00894 rotx = mat[0] * invC * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00895"></a>00895 roty = mat[1] * invC * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00896"></a>00896 Z = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#ae7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>;
<a name="l00897"></a>00897 }
<a name="l00898"></a>00898 <span class="keywordflow">else</span>
<a name="l00899"></a>00899 {
<a name="l00900"></a>00900 X = 0.0;
<a name="l00901"></a>00901 rotx = mat[5] * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00902"></a>00902 roty = -mat[4] * invScale.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00903"></a>00903 Z = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#ae7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>;
<a name="l00904"></a>00904 }
<a name="l00905"></a>00905
<a name="l00906"></a>00906 <span class="comment">// fix values that get below zero</span>
<a name="l00907"></a>00907 <span class="keywordflow">if</span> (X < 0.0) X += 360.0;
<a name="l00908"></a>00908 <span class="keywordflow">if</span> (Y < 0.0) Y += 360.0;
<a name="l00909"></a>00909 <span class="keywordflow">if</span> (Z < 0.0) Z += 360.0;
<a name="l00910"></a>00910
<a name="l00911"></a>00911 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>((T)X,(T)Y,(T)Z);
<a name="l00912"></a>00912 }
<a name="l00913"></a>00913
<a name="l00914"></a>00914
<a name="l00916"></a>00916 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00917"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1a15d7b55769678512144f0fb7e15a92">00917</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1a15d7b55769678512144f0fb7e15a92" title="Make an inverted rotation matrix from Euler angles.">CMatrix4<T>::setInverseRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation )
<a name="l00918"></a>00918 {
<a name="l00919"></a>00919 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cr = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l00920"></a>00920 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sr = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l00921"></a>00921 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cp = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l00922"></a>00922 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sp = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l00923"></a>00923 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cy = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l00924"></a>00924 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sy = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l00925"></a>00925
<a name="l00926"></a>00926 M[0] = (T)( cp*cy );
<a name="l00927"></a>00927 M[4] = (T)( cp*sy );
<a name="l00928"></a>00928 M[8] = (T)( -sp );
<a name="l00929"></a>00929
<a name="l00930"></a>00930 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> srsp = sr*sp;
<a name="l00931"></a>00931 <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> crsp = cr*sp;
<a name="l00932"></a>00932
<a name="l00933"></a>00933 M[1] = (T)( srsp*cy-cr*sy );
<a name="l00934"></a>00934 M[5] = (T)( srsp*sy+cr*cy );
<a name="l00935"></a>00935 M[9] = (T)( sr*cp );
<a name="l00936"></a>00936
<a name="l00937"></a>00937 M[2] = (T)( crsp*cy+sr*sy );
<a name="l00938"></a>00938 M[6] = (T)( crsp*sy-sr*cy );
<a name="l00939"></a>00939 M[10] = (T)( cr*cp );
<a name="l00940"></a>00940 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00941"></a>00941 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00942"></a>00942 <span class="preprocessor">#endif</span>
<a name="l00943"></a>00943 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00944"></a>00944 }
<a name="l00945"></a>00945
<a name="l00947"></a>00947 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00948"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2fad61540e78fc7dafe7f6270b0558ac">00948</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2fad61540e78fc7dafe7f6270b0558ac" title="Make a rotation matrix from angle and axis, assuming left handed rotation.">CMatrix4<T>::setRotationAxisRadians</a>( <span class="keyword">const</span> T& angle, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& axis )
<a name="l00949"></a>00949 {
<a name="l00950"></a>00950 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> c = cos(angle);
<a name="l00951"></a>00951 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> s = sin(angle);
<a name="l00952"></a>00952 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> t = 1.0 - c;
<a name="l00953"></a>00953
<a name="l00954"></a>00954 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> tx = t * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00955"></a>00955 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> ty = t * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00956"></a>00956 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> tz = t * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00957"></a>00957
<a name="l00958"></a>00958 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sx = s * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l00959"></a>00959 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sy = s * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l00960"></a>00960 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sz = s * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l00961"></a>00961
<a name="l00962"></a>00962 M[0] = (T)(tx * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + c);
<a name="l00963"></a>00963 M[1] = (T)(tx * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + sz);
<a name="l00964"></a>00964 M[2] = (T)(tx * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - sy);
<a name="l00965"></a>00965
<a name="l00966"></a>00966 M[4] = (T)(ty * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - sz);
<a name="l00967"></a>00967 M[5] = (T)(ty * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + c);
<a name="l00968"></a>00968 M[6] = (T)(ty * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + sx);
<a name="l00969"></a>00969
<a name="l00970"></a>00970 M[8] = (T)(tz * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + sy);
<a name="l00971"></a>00971 M[9] = (T)(tz * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - sx);
<a name="l00972"></a>00972 M[10] = (T)(tz * axis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + c);
<a name="l00973"></a>00973
<a name="l00974"></a>00974 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00975"></a>00975 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l00976"></a>00976 <span class="preprocessor">#endif</span>
<a name="l00977"></a>00977 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00978"></a>00978 }
<a name="l00979"></a>00979
<a name="l00980"></a>00980
<a name="l00983"></a>00983 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l00984"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a45f876ed1aed2c3c98b87fee6d938604">00984</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a45f876ed1aed2c3c98b87fee6d938604" title="Set matrix to identity.">CMatrix4<T>::makeIdentity</a>()
<a name="l00985"></a>00985 {
<a name="l00986"></a>00986 memset(M, 0, 16*<span class="keyword">sizeof</span>(T));
<a name="l00987"></a>00987 M[0] = M[5] = M[10] = M[15] = (T)1;
<a name="l00988"></a>00988 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l00989"></a>00989 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">true</span>;
<a name="l00990"></a>00990 <span class="preprocessor">#endif</span>
<a name="l00991"></a>00991 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l00992"></a>00992 }
<a name="l00993"></a>00993
<a name="l00994"></a>00994
<a name="l00995"></a>00995 <span class="comment">/*</span>
<a name="l00996"></a>00996 <span class="comment"> check identity with epsilon</span>
<a name="l00997"></a>00997 <span class="comment"> solve floating range problems..</span>
<a name="l00998"></a>00998 <span class="comment"> */</span>
<a name="l00999"></a>00999 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01000"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826">01000</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">CMatrix4<T>::isIdentity</a>()<span class="keyword"> const</span>
<a name="l01001"></a>01001 <span class="keyword"> </span>{
<a name="l01002"></a>01002 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01003"></a>01003 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix)
<a name="l01004"></a>01004 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01005"></a>01005 <span class="preprocessor">#endif</span>
<a name="l01006"></a>01006 <span class="preprocessor"></span> <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[12], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[13], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[14], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[15], (T)1 ))
<a name="l01007"></a>01007 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01008"></a>01008
<a name="l01009"></a>01009 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 0], (T)1 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 1], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 2], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 3], (T)0 ))
<a name="l01010"></a>01010 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01011"></a>01011
<a name="l01012"></a>01012 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 4], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 5], (T)1 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 6], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 7], (T)0 ))
<a name="l01013"></a>01013 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01014"></a>01014
<a name="l01015"></a>01015 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 8], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[ 9], (T)0 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[10], (T)1 ) || !<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>( M[11], (T)0 ))
<a name="l01016"></a>01016 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01017"></a>01017 <span class="comment">/*</span>
<a name="l01018"></a>01018 <span class="comment"> if (!core::equals( M[ 0], (T)1 ) ||</span>
<a name="l01019"></a>01019 <span class="comment"> !core::equals( M[ 5], (T)1 ) ||</span>
<a name="l01020"></a>01020 <span class="comment"> !core::equals( M[10], (T)1 ) ||</span>
<a name="l01021"></a>01021 <span class="comment"> !core::equals( M[15], (T)1 ))</span>
<a name="l01022"></a>01022 <span class="comment"> return false;</span>
<a name="l01023"></a>01023 <span class="comment"></span>
<a name="l01024"></a>01024 <span class="comment"> for (s32 i=0; i<4; ++i)</span>
<a name="l01025"></a>01025 <span class="comment"> for (s32 j=0; j<4; ++j)</span>
<a name="l01026"></a>01026 <span class="comment"> if ((j != i) && (!iszero((*this)(i,j))))</span>
<a name="l01027"></a>01027 <span class="comment"> return false;</span>
<a name="l01028"></a>01028 <span class="comment">*/</span>
<a name="l01029"></a>01029 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01030"></a>01030 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">true</span>;
<a name="l01031"></a>01031 <span class="preprocessor">#endif</span>
<a name="l01032"></a>01032 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01033"></a>01033 }
<a name="l01034"></a>01034
<a name="l01035"></a>01035
<a name="l01036"></a>01036 <span class="comment">/* Check orthogonality of matrix. */</span>
<a name="l01037"></a>01037 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01038"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc4fe0bdfb771b15eff91264c0ed37f9">01038</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc4fe0bdfb771b15eff91264c0ed37f9" title="Returns true if the matrix is orthogonal.">CMatrix4<T>::isOrthogonal</a>()<span class="keyword"> const</span>
<a name="l01039"></a>01039 <span class="keyword"> </span>{
<a name="l01040"></a>01040 T dp=M[0] * M[4 ] + M[1] * M[5 ] + M[2 ] * M[6 ] + M[3 ] * M[7 ];
<a name="l01041"></a>01041 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01042"></a>01042 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01043"></a>01043 dp = M[0] * M[8 ] + M[1] * M[9 ] + M[2 ] * M[10] + M[3 ] * M[11];
<a name="l01044"></a>01044 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01045"></a>01045 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01046"></a>01046 dp = M[0] * M[12] + M[1] * M[13] + M[2 ] * M[14] + M[3 ] * M[15];
<a name="l01047"></a>01047 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01048"></a>01048 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01049"></a>01049 dp = M[4] * M[8 ] + M[5] * M[9 ] + M[6 ] * M[10] + M[7 ] * M[11];
<a name="l01050"></a>01050 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01051"></a>01051 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01052"></a>01052 dp = M[4] * M[12] + M[5] * M[13] + M[6 ] * M[14] + M[7 ] * M[15];
<a name="l01053"></a>01053 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp))
<a name="l01054"></a>01054 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01055"></a>01055 dp = M[8] * M[12] + M[9] * M[13] + M[10] * M[14] + M[11] * M[15];
<a name="l01056"></a>01056 <span class="keywordflow">return</span> (<a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp));
<a name="l01057"></a>01057 }
<a name="l01058"></a>01058
<a name="l01059"></a>01059
<a name="l01060"></a>01060 <span class="comment">/*</span>
<a name="l01061"></a>01061 <span class="comment"> doesn't solve floating range problems..</span>
<a name="l01062"></a>01062 <span class="comment"> but takes care on +/- 0 on translation because we are changing it..</span>
<a name="l01063"></a>01063 <span class="comment"> reducing floating point branches</span>
<a name="l01064"></a>01064 <span class="comment"> but it needs the floats in memory..</span>
<a name="l01065"></a>01065 <span class="comment"> */</span>
<a name="l01066"></a>01066 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01067"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab4b515a697bb3749a8e1dd9fc31342bd">01067</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab4b515a697bb3749a8e1dd9fc31342bd" title="Returns true if the matrix is the identity matrix.">CMatrix4<T>::isIdentity_integer_base</a>()<span class="keyword"> const</span>
<a name="l01068"></a>01068 <span class="keyword"> </span>{
<a name="l01069"></a>01069 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01070"></a>01070 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix)
<a name="l01071"></a>01071 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01072"></a>01072 <span class="preprocessor">#endif</span>
<a name="l01073"></a>01073 <span class="preprocessor"></span> <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[0])!=<a class="code" href="irr_math_8h.html#a93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01074"></a>01074 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[1])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01075"></a>01075 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[2])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01076"></a>01076 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[3])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01077"></a>01077
<a name="l01078"></a>01078 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[4])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01079"></a>01079 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[5])!=<a class="code" href="irr_math_8h.html#a93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01080"></a>01080 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[6])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01081"></a>01081 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[7])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01082"></a>01082
<a name="l01083"></a>01083 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[8])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01084"></a>01084 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[9])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01085"></a>01085 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[10])!=<a class="code" href="irr_math_8h.html#a93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01086"></a>01086 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[11])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01087"></a>01087
<a name="l01088"></a>01088 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[12])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01089"></a>01089 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[13])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01090"></a>01090 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[13])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01091"></a>01091 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#aff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[15])!=<a class="code" href="irr_math_8h.html#a93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01092"></a>01092
<a name="l01093"></a>01093 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01094"></a>01094 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">true</span>;
<a name="l01095"></a>01095 <span class="preprocessor">#endif</span>
<a name="l01096"></a>01096 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01097"></a>01097 }
<a name="l01098"></a>01098
<a name="l01099"></a>01099
<a name="l01100"></a>01100 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01101"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153">01101</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">CMatrix4<T>::rotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect )<span class="keyword"> const</span>
<a name="l01102"></a>01102 <span class="keyword"> </span>{
<a name="l01103"></a>01103 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> tmp = vect;
<a name="l01104"></a>01104 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8];
<a name="l01105"></a>01105 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9];
<a name="l01106"></a>01106 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10];
<a name="l01107"></a>01107 }
<a name="l01108"></a>01108
<a name="l01110"></a>01110 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01111"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a592d57581118b651a24dc68b17b99ff6">01111</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">CMatrix4<T>::rotateVect</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& in)<span class="keyword"> const</span>
<a name="l01112"></a>01112 <span class="keyword"> </span>{
<a name="l01113"></a>01113 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8];
<a name="l01114"></a>01114 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9];
<a name="l01115"></a>01115 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10];
<a name="l01116"></a>01116 }
<a name="l01117"></a>01117
<a name="l01119"></a>01119 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01120"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa188488f489118e4daafd3b2ebab5119">01120</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">CMatrix4<T>::rotateVect</a>(T *out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& in)<span class="keyword"> const</span>
<a name="l01121"></a>01121 <span class="keyword"> </span>{
<a name="l01122"></a>01122 out[0] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8];
<a name="l01123"></a>01123 out[1] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9];
<a name="l01124"></a>01124 out[2] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10];
<a name="l01125"></a>01125 }
<a name="l01126"></a>01126
<a name="l01127"></a>01127 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01128"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7996bee0d3056d6647dc9cc840ed0ad8">01128</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7996bee0d3056d6647dc9cc840ed0ad8" title="Rotate a vector by the inverse of the rotation part of this matrix.">CMatrix4<T>::inverseRotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect )<span class="keyword"> const</span>
<a name="l01129"></a>01129 <span class="keyword"> </span>{
<a name="l01130"></a>01130 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> tmp = vect;
<a name="l01131"></a>01131 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[1] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[2];
<a name="l01132"></a>01132 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[4] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[6];
<a name="l01133"></a>01133 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[8] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[9] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10];
<a name="l01134"></a>01134 }
<a name="l01135"></a>01135
<a name="l01136"></a>01136 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01137"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1">01137</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">CMatrix4<T>::transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect)<span class="keyword"> const</span>
<a name="l01138"></a>01138 <span class="keyword"> </span>{
<a name="l01139"></a>01139 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> vector[3];
<a name="l01140"></a>01140
<a name="l01141"></a>01141 vector[0] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12];
<a name="l01142"></a>01142 vector[1] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13];
<a name="l01143"></a>01143 vector[2] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14];
<a name="l01144"></a>01144
<a name="l01145"></a>01145 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vector[0];
<a name="l01146"></a>01146 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vector[1];
<a name="l01147"></a>01147 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vector[2];
<a name="l01148"></a>01148 }
<a name="l01149"></a>01149
<a name="l01150"></a>01150 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01151"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7f630ed6811ab36921c2fe6f63f7f426">01151</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">CMatrix4<T>::transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& in)<span class="keyword"> const</span>
<a name="l01152"></a>01152 <span class="keyword"> </span>{
<a name="l01153"></a>01153 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12];
<a name="l01154"></a>01154 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13];
<a name="l01155"></a>01155 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14];
<a name="l01156"></a>01156 }
<a name="l01157"></a>01157
<a name="l01158"></a>01158
<a name="l01159"></a>01159 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01160"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aad3d6e0c59e2d5709a534abc2b86dbd3">01160</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">CMatrix4<T>::transformVect</a>(T *out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &in)<span class="keyword"> const</span>
<a name="l01161"></a>01161 <span class="keyword"> </span>{
<a name="l01162"></a>01162 out[0] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12];
<a name="l01163"></a>01163 out[1] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13];
<a name="l01164"></a>01164 out[2] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14];
<a name="l01165"></a>01165 out[3] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[3] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[7] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[11] + M[15];
<a name="l01166"></a>01166 }
<a name="l01167"></a>01167
<a name="l01168"></a>01168 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01169"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a82b910d8a4116a7455167dfa62fc4d72">01169</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a82b910d8a4116a7455167dfa62fc4d72" title="An alternate transform vector method, reading from and writing to an array of 3 floats.">CMatrix4<T>::transformVec3</a>(T *out, <span class="keyword">const</span> T * in)<span class="keyword"> const</span>
<a name="l01170"></a>01170 <span class="keyword"> </span>{
<a name="l01171"></a>01171 out[0] = in[0]*M[0] + in[1]*M[4] + in[2]*M[8] + M[12];
<a name="l01172"></a>01172 out[1] = in[0]*M[1] + in[1]*M[5] + in[2]*M[9] + M[13];
<a name="l01173"></a>01173 out[2] = in[0]*M[2] + in[1]*M[6] + in[2]*M[10] + M[14];
<a name="l01174"></a>01174 }
<a name="l01175"></a>01175
<a name="l01176"></a>01176
<a name="l01178"></a>01178 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01179"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e">01179</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">CMatrix4<T>::transformPlane</a>( <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d<f32></a> &plane)<span class="keyword"> const</span>
<a name="l01180"></a>01180 <span class="keyword"> </span>{
<a name="l01181"></a>01181 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> member;
<a name="l01182"></a>01182 <span class="comment">// Transform the plane member point, i.e. rotate, translate and scale it.</span>
<a name="l01183"></a>01183 transformVect(member, plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#ae95084f1f1d942d2416aeaef247882fd" title="Gets a member point of the plane.">getMemberPoint</a>());
<a name="l01184"></a>01184
<a name="l01185"></a>01185 <span class="comment">// Transform the normal by the transposed inverse of the matrix</span>
<a name="l01186"></a>01186 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> transposedInverse(*<span class="keyword">this</span>, EM4CONST_INVERSE_TRANSPOSED);
<a name="l01187"></a>01187 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> normal = plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>;
<a name="l01188"></a>01188 transposedInverse.transformVect(normal);
<a name="l01189"></a>01189
<a name="l01190"></a>01190 plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a74c75911a10cc048c546ca5ea3646232">setPlane</a>(member, normal);
<a name="l01191"></a>01191 }
<a name="l01192"></a>01192
<a name="l01194"></a>01194 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01195"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a949042276c2025189cc568c8080d7579">01195</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">CMatrix4<T>::transformPlane</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d<f32></a> &in, <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3d<f32></a> &out)<span class="keyword"> const</span>
<a name="l01196"></a>01196 <span class="keyword"> </span>{
<a name="l01197"></a>01197 out = in;
<a name="l01198"></a>01198 transformPlane( out );
<a name="l01199"></a>01199 }
<a name="l01200"></a>01200
<a name="l01202"></a>01202 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01203"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac12468d698fbf6cd545e8b3fbf2a0042">01203</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ac12468d698fbf6cd545e8b3fbf2a0042" title="Transforms a axis aligned bounding box.">CMatrix4<T>::transformBox</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d<f32></a>& box)<span class="keyword"> const</span>
<a name="l01204"></a>01204 <span class="keyword"> </span>{
<a name="l01205"></a>01205 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01206"></a>01206 <span class="preprocessor"></span> <span class="keywordflow">if</span> (isIdentity())
<a name="l01207"></a>01207 <span class="keywordflow">return</span>;
<a name="l01208"></a>01208 <span class="preprocessor">#endif</span>
<a name="l01209"></a>01209 <span class="preprocessor"></span>
<a name="l01210"></a>01210 transformVect(box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>);
<a name="l01211"></a>01211 transformVect(box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>);
<a name="l01212"></a>01212 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a904b14e6b6a99187820a7407b5d7cf23" title="Repairs the box.">repair</a>();
<a name="l01213"></a>01213 }
<a name="l01214"></a>01214
<a name="l01216"></a>01216 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01217"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87451aea9c07b71d1a8b6091b8cefa63">01217</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87451aea9c07b71d1a8b6091b8cefa63" title="Transforms a axis aligned bounding box.">CMatrix4<T>::transformBoxEx</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d<f32></a>& box)<span class="keyword"> const</span>
<a name="l01218"></a>01218 <span class="keyword"> </span>{
<a name="l01219"></a>01219 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01220"></a>01220 <span class="preprocessor"></span> <span class="keywordflow">if</span> (isIdentity())
<a name="l01221"></a>01221 <span class="keywordflow">return</span>;
<a name="l01222"></a>01222 <span class="preprocessor">#endif</span>
<a name="l01223"></a>01223 <span class="preprocessor"></span>
<a name="l01224"></a>01224 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Amin[3] = {box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>};
<a name="l01225"></a>01225 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Amax[3] = {box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>};
<a name="l01226"></a>01226
<a name="l01227"></a>01227 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Bmin[3];
<a name="l01228"></a>01228 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Bmax[3];
<a name="l01229"></a>01229
<a name="l01230"></a>01230 Bmin[0] = Bmax[0] = M[12];
<a name="l01231"></a>01231 Bmin[1] = Bmax[1] = M[13];
<a name="l01232"></a>01232 Bmin[2] = Bmax[2] = M[14];
<a name="l01233"></a>01233
<a name="l01234"></a>01234 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &m = *<span class="keyword">this</span>;
<a name="l01235"></a>01235
<a name="l01236"></a>01236 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i = 0; i < 3; ++i)
<a name="l01237"></a>01237 {
<a name="l01238"></a>01238 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> j = 0; j < 3; ++j)
<a name="l01239"></a>01239 {
<a name="l01240"></a>01240 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> a = m(j,i) * Amin[j];
<a name="l01241"></a>01241 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> b = m(j,i) * Amax[j];
<a name="l01242"></a>01242
<a name="l01243"></a>01243 <span class="keywordflow">if</span> (a < b)
<a name="l01244"></a>01244 {
<a name="l01245"></a>01245 Bmin[i] += a;
<a name="l01246"></a>01246 Bmax[i] += b;
<a name="l01247"></a>01247 }
<a name="l01248"></a>01248 <span class="keywordflow">else</span>
<a name="l01249"></a>01249 {
<a name="l01250"></a>01250 Bmin[i] += b;
<a name="l01251"></a>01251 Bmax[i] += a;
<a name="l01252"></a>01252 }
<a name="l01253"></a>01253 }
<a name="l01254"></a>01254 }
<a name="l01255"></a>01255
<a name="l01256"></a>01256 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = Bmin[0];
<a name="l01257"></a>01257 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = Bmin[1];
<a name="l01258"></a>01258 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = Bmin[2];
<a name="l01259"></a>01259
<a name="l01260"></a>01260 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = Bmax[0];
<a name="l01261"></a>01261 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = Bmax[1];
<a name="l01262"></a>01262 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#a5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = Bmax[2];
<a name="l01263"></a>01263 }
<a name="l01264"></a>01264
<a name="l01265"></a>01265
<a name="l01267"></a>01267 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01268"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1e1f04cdf57dc76be2875427498a0d62">01268</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1e1f04cdf57dc76be2875427498a0d62" title="Multiplies this matrix by a 1x4 matrix.">CMatrix4<T>::multiplyWith1x4Matrix</a>(T* matrix)<span class="keyword"> const</span>
<a name="l01269"></a>01269 <span class="keyword"> </span>{
<a name="l01270"></a>01270 <span class="comment">/*</span>
<a name="l01271"></a>01271 <span class="comment"> 0 1 2 3</span>
<a name="l01272"></a>01272 <span class="comment"> 4 5 6 7</span>
<a name="l01273"></a>01273 <span class="comment"> 8 9 10 11</span>
<a name="l01274"></a>01274 <span class="comment"> 12 13 14 15</span>
<a name="l01275"></a>01275 <span class="comment"> */</span>
<a name="l01276"></a>01276
<a name="l01277"></a>01277 T mat[4];
<a name="l01278"></a>01278 mat[0] = matrix[0];
<a name="l01279"></a>01279 mat[1] = matrix[1];
<a name="l01280"></a>01280 mat[2] = matrix[2];
<a name="l01281"></a>01281 mat[3] = matrix[3];
<a name="l01282"></a>01282
<a name="l01283"></a>01283 matrix[0] = M[0]*mat[0] + M[4]*mat[1] + M[8]*mat[2] + M[12]*mat[3];
<a name="l01284"></a>01284 matrix[1] = M[1]*mat[0] + M[5]*mat[1] + M[9]*mat[2] + M[13]*mat[3];
<a name="l01285"></a>01285 matrix[2] = M[2]*mat[0] + M[6]*mat[1] + M[10]*mat[2] + M[14]*mat[3];
<a name="l01286"></a>01286 matrix[3] = M[3]*mat[0] + M[7]*mat[1] + M[11]*mat[2] + M[15]*mat[3];
<a name="l01287"></a>01287 }
<a name="l01288"></a>01288
<a name="l01289"></a>01289 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01290"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83bf069639e0538f047041ae51042907">01290</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83bf069639e0538f047041ae51042907" title="Translate a vector by the inverse of the translation part of this matrix.">CMatrix4<T>::inverseTranslateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect )<span class="keyword"> const</span>
<a name="l01291"></a>01291 <span class="keyword"> </span>{
<a name="l01292"></a>01292 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>-M[12];
<a name="l01293"></a>01293 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>-M[13];
<a name="l01294"></a>01294 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>-M[14];
<a name="l01295"></a>01295 }
<a name="l01296"></a>01296
<a name="l01297"></a>01297 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01298"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a587cb77fd7de7a13771c96a90c4f3de0">01298</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a587cb77fd7de7a13771c96a90c4f3de0" title="Translate a vector by the translation part of this matrix.">CMatrix4<T>::translateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& vect )<span class="keyword"> const</span>
<a name="l01299"></a>01299 <span class="keyword"> </span>{
<a name="l01300"></a>01300 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>+M[12];
<a name="l01301"></a>01301 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>+M[13];
<a name="l01302"></a>01302 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>+M[14];
<a name="l01303"></a>01303 }
<a name="l01304"></a>01304
<a name="l01305"></a>01305
<a name="l01306"></a>01306 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01307"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900">01307</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">CMatrix4<T>::getInverse</a>(<a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& out)<span class="keyword"> const</span>
<a name="l01308"></a>01308 <span class="keyword"> </span>{
<a name="l01312"></a>01312
<a name="l01313"></a>01313 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01314"></a>01314 <span class="preprocessor"></span> <span class="keywordflow">if</span> ( this->isIdentity() )
<a name="l01315"></a>01315 {
<a name="l01316"></a>01316 out=*<span class="keyword">this</span>;
<a name="l01317"></a>01317 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01318"></a>01318 }
<a name="l01319"></a>01319 <span class="preprocessor">#endif</span>
<a name="l01320"></a>01320 <span class="preprocessor"></span> <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &m = *<span class="keyword">this</span>;
<a name="l01321"></a>01321
<a name="l01322"></a>01322 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> d = (m(0, 0) * m(1, 1) - m(0, 1) * m(1, 0)) * (m(2, 2) * m(3, 3) - m(2, 3) * m(3, 2)) -
<a name="l01323"></a>01323 (m(0, 0) * m(1, 2) - m(0, 2) * m(1, 0)) * (m(2, 1) * m(3, 3) - m(2, 3) * m(3, 1)) +
<a name="l01324"></a>01324 (m(0, 0) * m(1, 3) - m(0, 3) * m(1, 0)) * (m(2, 1) * m(3, 2) - m(2, 2) * m(3, 1)) +
<a name="l01325"></a>01325 (m(0, 1) * m(1, 2) - m(0, 2) * m(1, 1)) * (m(2, 0) * m(3, 3) - m(2, 3) * m(3, 0)) -
<a name="l01326"></a>01326 (m(0, 1) * m(1, 3) - m(0, 3) * m(1, 1)) * (m(2, 0) * m(3, 2) - m(2, 2) * m(3, 0)) +
<a name="l01327"></a>01327 (m(0, 2) * m(1, 3) - m(0, 3) * m(1, 2)) * (m(2, 0) * m(3, 1) - m(2, 1) * m(3, 0));
<a name="l01328"></a>01328
<a name="l01329"></a>01329 <span class="keywordflow">if</span>( <a class="code" href="namespaceirr_1_1core.html#afc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a> ( d, <a class="code" href="irr_math_8h.html#a890322b63a2fab56b8ff916c08368df6">FLT_MIN</a> ) )
<a name="l01330"></a>01330 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01331"></a>01331
<a name="l01332"></a>01332 d = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">core::reciprocal</a> ( d );
<a name="l01333"></a>01333
<a name="l01334"></a>01334 out(0, 0) = d * (m(1, 1) * (m(2, 2) * m(3, 3) - m(2, 3) * m(3, 2)) +
<a name="l01335"></a>01335 m(1, 2) * (m(2, 3) * m(3, 1) - m(2, 1) * m(3, 3)) +
<a name="l01336"></a>01336 m(1, 3) * (m(2, 1) * m(3, 2) - m(2, 2) * m(3, 1)));
<a name="l01337"></a>01337 out(0, 1) = d * (m(2, 1) * (m(0, 2) * m(3, 3) - m(0, 3) * m(3, 2)) +
<a name="l01338"></a>01338 m(2, 2) * (m(0, 3) * m(3, 1) - m(0, 1) * m(3, 3)) +
<a name="l01339"></a>01339 m(2, 3) * (m(0, 1) * m(3, 2) - m(0, 2) * m(3, 1)));
<a name="l01340"></a>01340 out(0, 2) = d * (m(3, 1) * (m(0, 2) * m(1, 3) - m(0, 3) * m(1, 2)) +
<a name="l01341"></a>01341 m(3, 2) * (m(0, 3) * m(1, 1) - m(0, 1) * m(1, 3)) +
<a name="l01342"></a>01342 m(3, 3) * (m(0, 1) * m(1, 2) - m(0, 2) * m(1, 1)));
<a name="l01343"></a>01343 out(0, 3) = d * (m(0, 1) * (m(1, 3) * m(2, 2) - m(1, 2) * m(2, 3)) +
<a name="l01344"></a>01344 m(0, 2) * (m(1, 1) * m(2, 3) - m(1, 3) * m(2, 1)) +
<a name="l01345"></a>01345 m(0, 3) * (m(1, 2) * m(2, 1) - m(1, 1) * m(2, 2)));
<a name="l01346"></a>01346 out(1, 0) = d * (m(1, 2) * (m(2, 0) * m(3, 3) - m(2, 3) * m(3, 0)) +
<a name="l01347"></a>01347 m(1, 3) * (m(2, 2) * m(3, 0) - m(2, 0) * m(3, 2)) +
<a name="l01348"></a>01348 m(1, 0) * (m(2, 3) * m(3, 2) - m(2, 2) * m(3, 3)));
<a name="l01349"></a>01349 out(1, 1) = d * (m(2, 2) * (m(0, 0) * m(3, 3) - m(0, 3) * m(3, 0)) +
<a name="l01350"></a>01350 m(2, 3) * (m(0, 2) * m(3, 0) - m(0, 0) * m(3, 2)) +
<a name="l01351"></a>01351 m(2, 0) * (m(0, 3) * m(3, 2) - m(0, 2) * m(3, 3)));
<a name="l01352"></a>01352 out(1, 2) = d * (m(3, 2) * (m(0, 0) * m(1, 3) - m(0, 3) * m(1, 0)) +
<a name="l01353"></a>01353 m(3, 3) * (m(0, 2) * m(1, 0) - m(0, 0) * m(1, 2)) +
<a name="l01354"></a>01354 m(3, 0) * (m(0, 3) * m(1, 2) - m(0, 2) * m(1, 3)));
<a name="l01355"></a>01355 out(1, 3) = d * (m(0, 2) * (m(1, 3) * m(2, 0) - m(1, 0) * m(2, 3)) +
<a name="l01356"></a>01356 m(0, 3) * (m(1, 0) * m(2, 2) - m(1, 2) * m(2, 0)) +
<a name="l01357"></a>01357 m(0, 0) * (m(1, 2) * m(2, 3) - m(1, 3) * m(2, 2)));
<a name="l01358"></a>01358 out(2, 0) = d * (m(1, 3) * (m(2, 0) * m(3, 1) - m(2, 1) * m(3, 0)) +
<a name="l01359"></a>01359 m(1, 0) * (m(2, 1) * m(3, 3) - m(2, 3) * m(3, 1)) +
<a name="l01360"></a>01360 m(1, 1) * (m(2, 3) * m(3, 0) - m(2, 0) * m(3, 3)));
<a name="l01361"></a>01361 out(2, 1) = d * (m(2, 3) * (m(0, 0) * m(3, 1) - m(0, 1) * m(3, 0)) +
<a name="l01362"></a>01362 m(2, 0) * (m(0, 1) * m(3, 3) - m(0, 3) * m(3, 1)) +
<a name="l01363"></a>01363 m(2, 1) * (m(0, 3) * m(3, 0) - m(0, 0) * m(3, 3)));
<a name="l01364"></a>01364 out(2, 2) = d * (m(3, 3) * (m(0, 0) * m(1, 1) - m(0, 1) * m(1, 0)) +
<a name="l01365"></a>01365 m(3, 0) * (m(0, 1) * m(1, 3) - m(0, 3) * m(1, 1)) +
<a name="l01366"></a>01366 m(3, 1) * (m(0, 3) * m(1, 0) - m(0, 0) * m(1, 3)));
<a name="l01367"></a>01367 out(2, 3) = d * (m(0, 3) * (m(1, 1) * m(2, 0) - m(1, 0) * m(2, 1)) +
<a name="l01368"></a>01368 m(0, 0) * (m(1, 3) * m(2, 1) - m(1, 1) * m(2, 3)) +
<a name="l01369"></a>01369 m(0, 1) * (m(1, 0) * m(2, 3) - m(1, 3) * m(2, 0)));
<a name="l01370"></a>01370 out(3, 0) = d * (m(1, 0) * (m(2, 2) * m(3, 1) - m(2, 1) * m(3, 2)) +
<a name="l01371"></a>01371 m(1, 1) * (m(2, 0) * m(3, 2) - m(2, 2) * m(3, 0)) +
<a name="l01372"></a>01372 m(1, 2) * (m(2, 1) * m(3, 0) - m(2, 0) * m(3, 1)));
<a name="l01373"></a>01373 out(3, 1) = d * (m(2, 0) * (m(0, 2) * m(3, 1) - m(0, 1) * m(3, 2)) +
<a name="l01374"></a>01374 m(2, 1) * (m(0, 0) * m(3, 2) - m(0, 2) * m(3, 0)) +
<a name="l01375"></a>01375 m(2, 2) * (m(0, 1) * m(3, 0) - m(0, 0) * m(3, 1)));
<a name="l01376"></a>01376 out(3, 2) = d * (m(3, 0) * (m(0, 2) * m(1, 1) - m(0, 1) * m(1, 2)) +
<a name="l01377"></a>01377 m(3, 1) * (m(0, 0) * m(1, 2) - m(0, 2) * m(1, 0)) +
<a name="l01378"></a>01378 m(3, 2) * (m(0, 1) * m(1, 0) - m(0, 0) * m(1, 1)));
<a name="l01379"></a>01379 out(3, 3) = d * (m(0, 0) * (m(1, 1) * m(2, 2) - m(1, 2) * m(2, 1)) +
<a name="l01380"></a>01380 m(0, 1) * (m(1, 2) * m(2, 0) - m(1, 0) * m(2, 2)) +
<a name="l01381"></a>01381 m(0, 2) * (m(1, 0) * m(2, 1) - m(1, 1) * m(2, 0)));
<a name="l01382"></a>01382
<a name="l01383"></a>01383 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01384"></a>01384 <span class="preprocessor"></span> out.definitelyIdentityMatrix = definitelyIdentityMatrix;
<a name="l01385"></a>01385 <span class="preprocessor">#endif</span>
<a name="l01386"></a>01386 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01387"></a>01387 }
<a name="l01388"></a>01388
<a name="l01389"></a>01389
<a name="l01392"></a>01392 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01393"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af8c024c494998296fc7ed63603d7cb62">01393</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#af8c024c494998296fc7ed63603d7cb62" title="Inverts a primitive matrix which only contains a translation and a rotation.">CMatrix4<T>::getInversePrimitive</a> ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& out )<span class="keyword"> const</span>
<a name="l01394"></a>01394 <span class="keyword"> </span>{
<a name="l01395"></a>01395 out.M[0 ] = M[0];
<a name="l01396"></a>01396 out.M[1 ] = M[4];
<a name="l01397"></a>01397 out.M[2 ] = M[8];
<a name="l01398"></a>01398 out.M[3 ] = 0;
<a name="l01399"></a>01399
<a name="l01400"></a>01400 out.M[4 ] = M[1];
<a name="l01401"></a>01401 out.M[5 ] = M[5];
<a name="l01402"></a>01402 out.M[6 ] = M[9];
<a name="l01403"></a>01403 out.M[7 ] = 0;
<a name="l01404"></a>01404
<a name="l01405"></a>01405 out.M[8 ] = M[2];
<a name="l01406"></a>01406 out.M[9 ] = M[6];
<a name="l01407"></a>01407 out.M[10] = M[10];
<a name="l01408"></a>01408 out.M[11] = 0;
<a name="l01409"></a>01409
<a name="l01410"></a>01410 out.M[12] = (T)-(M[12]*M[0] + M[13]*M[1] + M[14]*M[2]);
<a name="l01411"></a>01411 out.M[13] = (T)-(M[12]*M[4] + M[13]*M[5] + M[14]*M[6]);
<a name="l01412"></a>01412 out.M[14] = (T)-(M[12]*M[8] + M[13]*M[9] + M[14]*M[10]);
<a name="l01413"></a>01413 out.M[15] = 1;
<a name="l01414"></a>01414
<a name="l01415"></a>01415 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01416"></a>01416 <span class="preprocessor"></span> out.definitelyIdentityMatrix = definitelyIdentityMatrix;
<a name="l01417"></a>01417 <span class="preprocessor">#endif</span>
<a name="l01418"></a>01418 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01419"></a>01419 }
<a name="l01420"></a>01420
<a name="l01423"></a>01423 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01424"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3fbface2cb6b959af64f82a5bb17540e">01424</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3fbface2cb6b959af64f82a5bb17540e" title="Calculates inverse of matrix. Slow.">CMatrix4<T>::makeInverse</a>()
<a name="l01425"></a>01425 {
<a name="l01426"></a>01426 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01427"></a>01427 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix)
<a name="l01428"></a>01428 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01429"></a>01429 <span class="preprocessor">#endif</span>
<a name="l01430"></a>01430 <span class="preprocessor"></span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( EM4CONST_NOTHING );
<a name="l01431"></a>01431
<a name="l01432"></a>01432 <span class="keywordflow">if</span> (getInverse(temp))
<a name="l01433"></a>01433 {
<a name="l01434"></a>01434 *<span class="keyword">this</span> = temp;
<a name="l01435"></a>01435 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01436"></a>01436 }
<a name="l01437"></a>01437
<a name="l01438"></a>01438 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01439"></a>01439 }
<a name="l01440"></a>01440
<a name="l01441"></a>01441
<a name="l01442"></a>01442 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01443"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896">01443</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">CMatrix4<T>::operator=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other)
<a name="l01444"></a>01444 {
<a name="l01445"></a>01445 <span class="keywordflow">if</span> (<span class="keyword">this</span>==&other)
<a name="l01446"></a>01446 <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01447"></a>01447 memcpy(M, other.M, 16*<span class="keyword">sizeof</span>(T));
<a name="l01448"></a>01448 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01449"></a>01449 <span class="preprocessor"></span> definitelyIdentityMatrix=other.definitelyIdentityMatrix;
<a name="l01450"></a>01450 <span class="preprocessor">#endif</span>
<a name="l01451"></a>01451 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01452"></a>01452 }
<a name="l01453"></a>01453
<a name="l01454"></a>01454
<a name="l01455"></a>01455 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01456"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aa77c0ec30f4e42f7281392440898e9e3">01456</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">CMatrix4<T>::operator=</a>(<span class="keyword">const</span> T& scalar)
<a name="l01457"></a>01457 {
<a name="l01458"></a>01458 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i < 16; ++i)
<a name="l01459"></a>01459 M[i]=scalar;
<a name="l01460"></a>01460
<a name="l01461"></a>01461 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01462"></a>01462 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01463"></a>01463 <span class="preprocessor">#endif</span>
<a name="l01464"></a>01464 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01465"></a>01465 }
<a name="l01466"></a>01466
<a name="l01467"></a>01467
<a name="l01468"></a>01468 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01469"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a81029252a2a83ef4647f5d8a02cf62b5">01469</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a81029252a2a83ef4647f5d8a02cf62b5" title="Returns true if other matrix is equal to this matrix.">CMatrix4<T>::operator==</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other)<span class="keyword"> const</span>
<a name="l01470"></a>01470 <span class="keyword"> </span>{
<a name="l01471"></a>01471 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01472"></a>01472 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix && other.definitelyIdentityMatrix)
<a name="l01473"></a>01473 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01474"></a>01474 <span class="preprocessor">#endif</span>
<a name="l01475"></a>01475 <span class="preprocessor"></span> <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i < 16; ++i)
<a name="l01476"></a>01476 <span class="keywordflow">if</span> (M[i] != other.M[i])
<a name="l01477"></a>01477 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01478"></a>01478
<a name="l01479"></a>01479 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01480"></a>01480 }
<a name="l01481"></a>01481
<a name="l01482"></a>01482
<a name="l01483"></a>01483 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01484"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a99b4c127f31033b5f7314b98164b99ed">01484</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a99b4c127f31033b5f7314b98164b99ed" title="Returns true if other matrix is not equal to this matrix.">CMatrix4<T>::operator!=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other)<span class="keyword"> const</span>
<a name="l01485"></a>01485 <span class="keyword"> </span>{
<a name="l01486"></a>01486 <span class="keywordflow">return</span> !(*<span class="keyword">this</span> == other);
<a name="l01487"></a>01487 }
<a name="l01488"></a>01488
<a name="l01489"></a>01489
<a name="l01490"></a>01490 <span class="comment">// Builds a right-handed perspective projection matrix based on a field of view</span>
<a name="l01491"></a>01491 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01492"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5bea6c6f5479720841cea61651e35879">01492</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5bea6c6f5479720841cea61651e35879" title="Builds a right-handed perspective projection matrix based on a field of view.">CMatrix4<T>::buildProjectionMatrixPerspectiveFovRH</a>(
<a name="l01493"></a>01493 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01494"></a>01494 {
<a name="l01495"></a>01495 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> h = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">reciprocal</a>(tan(fieldOfViewRadians*0.5));
<a name="l01496"></a>01496 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(aspectRatio==0.f); <span class="comment">//divide by zero</span>
<a name="l01497"></a>01497 <span class="keyword">const</span> T w = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(h / aspectRatio);
<a name="l01498"></a>01498
<a name="l01499"></a>01499 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01500"></a>01500 M[0] = w;
<a name="l01501"></a>01501 M[1] = 0;
<a name="l01502"></a>01502 M[2] = 0;
<a name="l01503"></a>01503 M[3] = 0;
<a name="l01504"></a>01504
<a name="l01505"></a>01505 M[4] = 0;
<a name="l01506"></a>01506 M[5] = (T)h;
<a name="l01507"></a>01507 M[6] = 0;
<a name="l01508"></a>01508 M[7] = 0;
<a name="l01509"></a>01509
<a name="l01510"></a>01510 M[8] = 0;
<a name="l01511"></a>01511 M[9] = 0;
<a name="l01512"></a>01512 M[10] = (T)(zFar/(zNear-zFar)); <span class="comment">// DirectX version</span>
<a name="l01513"></a>01513 <span class="comment">// M[10] = (T)(zFar+zNear/(zNear-zFar)); // OpenGL version</span>
<a name="l01514"></a>01514 M[11] = -1;
<a name="l01515"></a>01515
<a name="l01516"></a>01516 M[12] = 0;
<a name="l01517"></a>01517 M[13] = 0;
<a name="l01518"></a>01518 M[14] = (T)(zNear*zFar/(zNear-zFar)); <span class="comment">// DirectX version</span>
<a name="l01519"></a>01519 <span class="comment">// M[14] = (T)(2.0f*zNear*zFar/(zNear-zFar)); // OpenGL version</span>
<a name="l01520"></a>01520 M[15] = 0;
<a name="l01521"></a>01521
<a name="l01522"></a>01522 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01523"></a>01523 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01524"></a>01524 <span class="preprocessor">#endif</span>
<a name="l01525"></a>01525 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01526"></a>01526 }
<a name="l01527"></a>01527
<a name="l01528"></a>01528
<a name="l01529"></a>01529 <span class="comment">// Builds a left-handed perspective projection matrix based on a field of view</span>
<a name="l01530"></a>01530 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01531"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1895b967a8f8c9d7ad90fe5434f2499f">01531</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a1895b967a8f8c9d7ad90fe5434f2499f" title="Builds a left-handed perspective projection matrix based on a field of view.">CMatrix4<T>::buildProjectionMatrixPerspectiveFovLH</a>(
<a name="l01532"></a>01532 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01533"></a>01533 {
<a name="l01534"></a>01534 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> h = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">reciprocal</a>(tan(fieldOfViewRadians*0.5));
<a name="l01535"></a>01535 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(aspectRatio==0.f); <span class="comment">//divide by zero</span>
<a name="l01536"></a>01536 <span class="keyword">const</span> T w = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(h / aspectRatio);
<a name="l01537"></a>01537
<a name="l01538"></a>01538 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01539"></a>01539 M[0] = w;
<a name="l01540"></a>01540 M[1] = 0;
<a name="l01541"></a>01541 M[2] = 0;
<a name="l01542"></a>01542 M[3] = 0;
<a name="l01543"></a>01543
<a name="l01544"></a>01544 M[4] = 0;
<a name="l01545"></a>01545 M[5] = (T)h;
<a name="l01546"></a>01546 M[6] = 0;
<a name="l01547"></a>01547 M[7] = 0;
<a name="l01548"></a>01548
<a name="l01549"></a>01549 M[8] = 0;
<a name="l01550"></a>01550 M[9] = 0;
<a name="l01551"></a>01551 M[10] = (T)(zFar/(zFar-zNear));
<a name="l01552"></a>01552 M[11] = 1;
<a name="l01553"></a>01553
<a name="l01554"></a>01554 M[12] = 0;
<a name="l01555"></a>01555 M[13] = 0;
<a name="l01556"></a>01556 M[14] = (T)(-zNear*zFar/(zFar-zNear));
<a name="l01557"></a>01557 M[15] = 0;
<a name="l01558"></a>01558
<a name="l01559"></a>01559 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01560"></a>01560 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01561"></a>01561 <span class="preprocessor">#endif</span>
<a name="l01562"></a>01562 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01563"></a>01563 }
<a name="l01564"></a>01564
<a name="l01565"></a>01565
<a name="l01566"></a>01566 <span class="comment">// Builds a left-handed perspective projection matrix based on a field of view, with far plane culling at infinity</span>
<a name="l01567"></a>01567 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01568"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3e4c3f6c545dd522f9f09177259f2f18">01568</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a3e4c3f6c545dd522f9f09177259f2f18" title="Builds a left-handed perspective projection matrix based on a field of view, with far plane at infini...">CMatrix4<T>::buildProjectionMatrixPerspectiveFovInfinityLH</a>(
<a name="l01569"></a>01569 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> epsilon)
<a name="l01570"></a>01570 {
<a name="l01571"></a>01571 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> h = <a class="code" href="namespaceirr_1_1core.html#aa01390f49052dfe07e16ee6c5233f4eb">reciprocal</a>(tan(fieldOfViewRadians*0.5));
<a name="l01572"></a>01572 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(aspectRatio==0.f); <span class="comment">//divide by zero</span>
<a name="l01573"></a>01573 <span class="keyword">const</span> T w = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(h / aspectRatio);
<a name="l01574"></a>01574
<a name="l01575"></a>01575 M[0] = w;
<a name="l01576"></a>01576 M[1] = 0;
<a name="l01577"></a>01577 M[2] = 0;
<a name="l01578"></a>01578 M[3] = 0;
<a name="l01579"></a>01579
<a name="l01580"></a>01580 M[4] = 0;
<a name="l01581"></a>01581 M[5] = (T)h;
<a name="l01582"></a>01582 M[6] = 0;
<a name="l01583"></a>01583 M[7] = 0;
<a name="l01584"></a>01584
<a name="l01585"></a>01585 M[8] = 0;
<a name="l01586"></a>01586 M[9] = 0;
<a name="l01587"></a>01587 M[10] = (T)(1.f-epsilon);
<a name="l01588"></a>01588 M[11] = 1;
<a name="l01589"></a>01589
<a name="l01590"></a>01590 M[12] = 0;
<a name="l01591"></a>01591 M[13] = 0;
<a name="l01592"></a>01592 M[14] = (T)(zNear*(epsilon-1.f));
<a name="l01593"></a>01593 M[15] = 0;
<a name="l01594"></a>01594
<a name="l01595"></a>01595 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01596"></a>01596 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01597"></a>01597 <span class="preprocessor">#endif</span>
<a name="l01598"></a>01598 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01599"></a>01599 }
<a name="l01600"></a>01600
<a name="l01601"></a>01601
<a name="l01602"></a>01602 <span class="comment">// Builds a left-handed orthogonal projection matrix.</span>
<a name="l01603"></a>01603 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01604"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae4a0618e2da724a26a5d8a201a63d8a5">01604</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae4a0618e2da724a26a5d8a201a63d8a5" title="Builds a left-handed orthogonal projection matrix.">CMatrix4<T>::buildProjectionMatrixOrthoLH</a>(
<a name="l01605"></a>01605 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01606"></a>01606 {
<a name="l01607"></a>01607 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01608"></a>01608 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01609"></a>01609 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01610"></a>01610 M[0] = (T)(2/widthOfViewVolume);
<a name="l01611"></a>01611 M[1] = 0;
<a name="l01612"></a>01612 M[2] = 0;
<a name="l01613"></a>01613 M[3] = 0;
<a name="l01614"></a>01614
<a name="l01615"></a>01615 M[4] = 0;
<a name="l01616"></a>01616 M[5] = (T)(2/heightOfViewVolume);
<a name="l01617"></a>01617 M[6] = 0;
<a name="l01618"></a>01618 M[7] = 0;
<a name="l01619"></a>01619
<a name="l01620"></a>01620 M[8] = 0;
<a name="l01621"></a>01621 M[9] = 0;
<a name="l01622"></a>01622 M[10] = (T)(1/(zFar-zNear));
<a name="l01623"></a>01623 M[11] = 0;
<a name="l01624"></a>01624
<a name="l01625"></a>01625 M[12] = 0;
<a name="l01626"></a>01626 M[13] = 0;
<a name="l01627"></a>01627 M[14] = (T)(zNear/(zNear-zFar));
<a name="l01628"></a>01628 M[15] = 1;
<a name="l01629"></a>01629
<a name="l01630"></a>01630 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01631"></a>01631 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01632"></a>01632 <span class="preprocessor">#endif</span>
<a name="l01633"></a>01633 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01634"></a>01634 }
<a name="l01635"></a>01635
<a name="l01636"></a>01636
<a name="l01637"></a>01637 <span class="comment">// Builds a right-handed orthogonal projection matrix.</span>
<a name="l01638"></a>01638 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01639"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae7a837a3b2d86bfc830d25c6144b7a46">01639</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae7a837a3b2d86bfc830d25c6144b7a46" title="Builds a right-handed orthogonal projection matrix.">CMatrix4<T>::buildProjectionMatrixOrthoRH</a>(
<a name="l01640"></a>01640 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01641"></a>01641 {
<a name="l01642"></a>01642 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01643"></a>01643 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01644"></a>01644 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01645"></a>01645 M[0] = (T)(2/widthOfViewVolume);
<a name="l01646"></a>01646 M[1] = 0;
<a name="l01647"></a>01647 M[2] = 0;
<a name="l01648"></a>01648 M[3] = 0;
<a name="l01649"></a>01649
<a name="l01650"></a>01650 M[4] = 0;
<a name="l01651"></a>01651 M[5] = (T)(2/heightOfViewVolume);
<a name="l01652"></a>01652 M[6] = 0;
<a name="l01653"></a>01653 M[7] = 0;
<a name="l01654"></a>01654
<a name="l01655"></a>01655 M[8] = 0;
<a name="l01656"></a>01656 M[9] = 0;
<a name="l01657"></a>01657 M[10] = (T)(1/(zNear-zFar));
<a name="l01658"></a>01658 M[11] = 0;
<a name="l01659"></a>01659
<a name="l01660"></a>01660 M[12] = 0;
<a name="l01661"></a>01661 M[13] = 0;
<a name="l01662"></a>01662 M[14] = (T)(zNear/(zNear-zFar));
<a name="l01663"></a>01663 M[15] = 1;
<a name="l01664"></a>01664
<a name="l01665"></a>01665 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01666"></a>01666 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01667"></a>01667 <span class="preprocessor">#endif</span>
<a name="l01668"></a>01668 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01669"></a>01669 }
<a name="l01670"></a>01670
<a name="l01671"></a>01671
<a name="l01672"></a>01672 <span class="comment">// Builds a right-handed perspective projection matrix.</span>
<a name="l01673"></a>01673 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01674"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a649a29922f622503399bcb16c97b78b4">01674</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a649a29922f622503399bcb16c97b78b4" title="Builds a right-handed perspective projection matrix.">CMatrix4<T>::buildProjectionMatrixPerspectiveRH</a>(
<a name="l01675"></a>01675 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01676"></a>01676 {
<a name="l01677"></a>01677 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01678"></a>01678 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01679"></a>01679 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01680"></a>01680 M[0] = (T)(2*zNear/widthOfViewVolume);
<a name="l01681"></a>01681 M[1] = 0;
<a name="l01682"></a>01682 M[2] = 0;
<a name="l01683"></a>01683 M[3] = 0;
<a name="l01684"></a>01684
<a name="l01685"></a>01685 M[4] = 0;
<a name="l01686"></a>01686 M[5] = (T)(2*zNear/heightOfViewVolume);
<a name="l01687"></a>01687 M[6] = 0;
<a name="l01688"></a>01688 M[7] = 0;
<a name="l01689"></a>01689
<a name="l01690"></a>01690 M[8] = 0;
<a name="l01691"></a>01691 M[9] = 0;
<a name="l01692"></a>01692 M[10] = (T)(zFar/(zNear-zFar));
<a name="l01693"></a>01693 M[11] = -1;
<a name="l01694"></a>01694
<a name="l01695"></a>01695 M[12] = 0;
<a name="l01696"></a>01696 M[13] = 0;
<a name="l01697"></a>01697 M[14] = (T)(zNear*zFar/(zNear-zFar));
<a name="l01698"></a>01698 M[15] = 0;
<a name="l01699"></a>01699
<a name="l01700"></a>01700 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01701"></a>01701 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01702"></a>01702 <span class="preprocessor">#endif</span>
<a name="l01703"></a>01703 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01704"></a>01704 }
<a name="l01705"></a>01705
<a name="l01706"></a>01706
<a name="l01707"></a>01707 <span class="comment">// Builds a left-handed perspective projection matrix.</span>
<a name="l01708"></a>01708 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01709"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8306f02451b06f8e6710f23631654086">01709</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8306f02451b06f8e6710f23631654086" title="Builds a left-handed perspective projection matrix.">CMatrix4<T>::buildProjectionMatrixPerspectiveLH</a>(
<a name="l01710"></a>01710 <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar)
<a name="l01711"></a>01711 {
<a name="l01712"></a>01712 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01713"></a>01713 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span>
<a name="l01714"></a>01714 <a class="code" href="irr_types_8h.html#a12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span>
<a name="l01715"></a>01715 M[0] = (T)(2*zNear/widthOfViewVolume);
<a name="l01716"></a>01716 M[1] = 0;
<a name="l01717"></a>01717 M[2] = 0;
<a name="l01718"></a>01718 M[3] = 0;
<a name="l01719"></a>01719
<a name="l01720"></a>01720 M[4] = 0;
<a name="l01721"></a>01721 M[5] = (T)(2*zNear/heightOfViewVolume);
<a name="l01722"></a>01722 M[6] = 0;
<a name="l01723"></a>01723 M[7] = 0;
<a name="l01724"></a>01724
<a name="l01725"></a>01725 M[8] = 0;
<a name="l01726"></a>01726 M[9] = 0;
<a name="l01727"></a>01727 M[10] = (T)(zFar/(zFar-zNear));
<a name="l01728"></a>01728 M[11] = 1;
<a name="l01729"></a>01729
<a name="l01730"></a>01730 M[12] = 0;
<a name="l01731"></a>01731 M[13] = 0;
<a name="l01732"></a>01732 M[14] = (T)(zNear*zFar/(zNear-zFar));
<a name="l01733"></a>01733 M[15] = 0;
<a name="l01734"></a>01734 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01735"></a>01735 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01736"></a>01736 <span class="preprocessor">#endif</span>
<a name="l01737"></a>01737 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01738"></a>01738 }
<a name="l01739"></a>01739
<a name="l01740"></a>01740
<a name="l01741"></a>01741 <span class="comment">// Builds a matrix that flattens geometry into a plane.</span>
<a name="l01742"></a>01742 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01743"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a583d0ece1d80f69101660e1cbe441768">01743</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a583d0ece1d80f69101660e1cbe441768" title="Builds a matrix that flattens geometry into a plane.">CMatrix4<T>::buildShadowMatrix</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& light, <a class="code" href="classirr_1_1core_1_1plane3d.html">core::plane3df</a> plane, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> point)
<a name="l01744"></a>01744 {
<a name="l01745"></a>01745 plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01746"></a>01746 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> d = plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(light);
<a name="l01747"></a>01747
<a name="l01748"></a>01748 M[ 0] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + d);
<a name="l01749"></a>01749 M[ 1] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l01750"></a>01750 M[ 2] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l01751"></a>01751 M[ 3] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * point);
<a name="l01752"></a>01752
<a name="l01753"></a>01753 M[ 4] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l01754"></a>01754 M[ 5] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + d);
<a name="l01755"></a>01755 M[ 6] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l01756"></a>01756 M[ 7] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * point);
<a name="l01757"></a>01757
<a name="l01758"></a>01758 M[ 8] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l01759"></a>01759 M[ 9] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l01760"></a>01760 M[10] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + d);
<a name="l01761"></a>01761 M[11] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#a932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * point);
<a name="l01762"></a>01762
<a name="l01763"></a>01763 M[12] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#afa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l01764"></a>01764 M[13] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#afa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l01765"></a>01765 M[14] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#afa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l01766"></a>01766 M[15] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#afa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * point + d);
<a name="l01767"></a>01767 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01768"></a>01768 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01769"></a>01769 <span class="preprocessor">#endif</span>
<a name="l01770"></a>01770 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01771"></a>01771 }
<a name="l01772"></a>01772
<a name="l01773"></a>01773 <span class="comment">// Builds a left-handed look-at matrix.</span>
<a name="l01774"></a>01774 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01775"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a78e15297c806006898df58498755ecd4">01775</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a78e15297c806006898df58498755ecd4" title="Builds a left-handed look-at matrix.">CMatrix4<T>::buildCameraLookAtMatrixLH</a>(
<a name="l01776"></a>01776 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& position,
<a name="l01777"></a>01777 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& target,
<a name="l01778"></a>01778 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& upVector)
<a name="l01779"></a>01779 {
<a name="l01780"></a>01780 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> zaxis = target - position;
<a name="l01781"></a>01781 zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01782"></a>01782
<a name="l01783"></a>01783 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> xaxis = upVector.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(zaxis);
<a name="l01784"></a>01784 xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01785"></a>01785
<a name="l01786"></a>01786 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> yaxis = zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(xaxis);
<a name="l01787"></a>01787
<a name="l01788"></a>01788 M[0] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01789"></a>01789 M[1] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01790"></a>01790 M[2] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01791"></a>01791 M[3] = 0;
<a name="l01792"></a>01792
<a name="l01793"></a>01793 M[4] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01794"></a>01794 M[5] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01795"></a>01795 M[6] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01796"></a>01796 M[7] = 0;
<a name="l01797"></a>01797
<a name="l01798"></a>01798 M[8] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01799"></a>01799 M[9] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01800"></a>01800 M[10] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01801"></a>01801 M[11] = 0;
<a name="l01802"></a>01802
<a name="l01803"></a>01803 M[12] = (T)-xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01804"></a>01804 M[13] = (T)-yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01805"></a>01805 M[14] = (T)-zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01806"></a>01806 M[15] = 1;
<a name="l01807"></a>01807 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01808"></a>01808 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01809"></a>01809 <span class="preprocessor">#endif</span>
<a name="l01810"></a>01810 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01811"></a>01811 }
<a name="l01812"></a>01812
<a name="l01813"></a>01813
<a name="l01814"></a>01814 <span class="comment">// Builds a right-handed look-at matrix.</span>
<a name="l01815"></a>01815 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01816"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a62ebd6002a5018c1096ac368f6be271a">01816</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a62ebd6002a5018c1096ac368f6be271a" title="Builds a right-handed look-at matrix.">CMatrix4<T>::buildCameraLookAtMatrixRH</a>(
<a name="l01817"></a>01817 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& position,
<a name="l01818"></a>01818 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& target,
<a name="l01819"></a>01819 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a>& upVector)
<a name="l01820"></a>01820 {
<a name="l01821"></a>01821 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> zaxis = position - target;
<a name="l01822"></a>01822 zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01823"></a>01823
<a name="l01824"></a>01824 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> xaxis = upVector.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(zaxis);
<a name="l01825"></a>01825 xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01826"></a>01826
<a name="l01827"></a>01827 <a class="code" href="classirr_1_1core_1_1vector3d.html">vector3df</a> yaxis = zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(xaxis);
<a name="l01828"></a>01828
<a name="l01829"></a>01829 M[0] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01830"></a>01830 M[1] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01831"></a>01831 M[2] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l01832"></a>01832 M[3] = 0;
<a name="l01833"></a>01833
<a name="l01834"></a>01834 M[4] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01835"></a>01835 M[5] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01836"></a>01836 M[6] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l01837"></a>01837 M[7] = 0;
<a name="l01838"></a>01838
<a name="l01839"></a>01839 M[8] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01840"></a>01840 M[9] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01841"></a>01841 M[10] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l01842"></a>01842 M[11] = 0;
<a name="l01843"></a>01843
<a name="l01844"></a>01844 M[12] = (T)-xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01845"></a>01845 M[13] = (T)-yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01846"></a>01846 M[14] = (T)-zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position);
<a name="l01847"></a>01847 M[15] = 1;
<a name="l01848"></a>01848 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01849"></a>01849 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l01850"></a>01850 <span class="preprocessor">#endif</span>
<a name="l01851"></a>01851 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01852"></a>01852 }
<a name="l01853"></a>01853
<a name="l01854"></a>01854
<a name="l01855"></a>01855 <span class="comment">// creates a new matrix as interpolated matrix from this and the passed one.</span>
<a name="l01856"></a>01856 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01857"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a0c9ed4a87ab8a1340e075490cd9de309">01857</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a0c9ed4a87ab8a1340e075490cd9de309" title="Creates a new matrix as interpolated matrix from two other ones.">CMatrix4<T>::interpolate</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4<T></a>& b, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> time)<span class="keyword"> const</span>
<a name="l01858"></a>01858 <span class="keyword"> </span>{
<a name="l01859"></a>01859 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> mat ( EM4CONST_NOTHING );
<a name="l01860"></a>01860
<a name="l01861"></a>01861 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0; i < 16; i += 4)
<a name="l01862"></a>01862 {
<a name="l01863"></a>01863 mat.M[i+0] = (T)(M[i+0] + ( b.M[i+0] - M[i+0] ) * time);
<a name="l01864"></a>01864 mat.M[i+1] = (T)(M[i+1] + ( b.M[i+1] - M[i+1] ) * time);
<a name="l01865"></a>01865 mat.M[i+2] = (T)(M[i+2] + ( b.M[i+2] - M[i+2] ) * time);
<a name="l01866"></a>01866 mat.M[i+3] = (T)(M[i+3] + ( b.M[i+3] - M[i+3] ) * time);
<a name="l01867"></a>01867 }
<a name="l01868"></a>01868 <span class="keywordflow">return</span> mat;
<a name="l01869"></a>01869 }
<a name="l01870"></a>01870
<a name="l01871"></a>01871
<a name="l01872"></a>01872 <span class="comment">// returns transposed matrix</span>
<a name="l01873"></a>01873 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01874"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b">01874</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">CMatrix4<T>::getTransposed</a>()<span class="keyword"> const</span>
<a name="l01875"></a>01875 <span class="keyword"> </span>{
<a name="l01876"></a>01876 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> t ( EM4CONST_NOTHING );
<a name="l01877"></a>01877 getTransposed ( t );
<a name="l01878"></a>01878 <span class="keywordflow">return</span> t;
<a name="l01879"></a>01879 }
<a name="l01880"></a>01880
<a name="l01881"></a>01881
<a name="l01882"></a>01882 <span class="comment">// returns transposed matrix</span>
<a name="l01883"></a>01883 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01884"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#abc4f641ad798591424020e38efe21636">01884</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">CMatrix4<T>::getTransposed</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& o )<span class="keyword"> const</span>
<a name="l01885"></a>01885 <span class="keyword"> </span>{
<a name="l01886"></a>01886 o[ 0] = M[ 0];
<a name="l01887"></a>01887 o[ 1] = M[ 4];
<a name="l01888"></a>01888 o[ 2] = M[ 8];
<a name="l01889"></a>01889 o[ 3] = M[12];
<a name="l01890"></a>01890
<a name="l01891"></a>01891 o[ 4] = M[ 1];
<a name="l01892"></a>01892 o[ 5] = M[ 5];
<a name="l01893"></a>01893 o[ 6] = M[ 9];
<a name="l01894"></a>01894 o[ 7] = M[13];
<a name="l01895"></a>01895
<a name="l01896"></a>01896 o[ 8] = M[ 2];
<a name="l01897"></a>01897 o[ 9] = M[ 6];
<a name="l01898"></a>01898 o[10] = M[10];
<a name="l01899"></a>01899 o[11] = M[14];
<a name="l01900"></a>01900
<a name="l01901"></a>01901 o[12] = M[ 3];
<a name="l01902"></a>01902 o[13] = M[ 7];
<a name="l01903"></a>01903 o[14] = M[11];
<a name="l01904"></a>01904 o[15] = M[15];
<a name="l01905"></a>01905 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l01906"></a>01906 <span class="preprocessor"></span> o.definitelyIdentityMatrix=definitelyIdentityMatrix;
<a name="l01907"></a>01907 <span class="preprocessor">#endif</span>
<a name="l01908"></a>01908 <span class="preprocessor"></span> }
<a name="l01909"></a>01909
<a name="l01910"></a>01910
<a name="l01911"></a>01911 <span class="comment">// used to scale <-1,-1><1,1> to viewport</span>
<a name="l01912"></a>01912 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01913"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a88a7d2f56d4ce637823379de308f673a">01913</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a88a7d2f56d4ce637823379de308f673a" title="Builds a matrix which transforms a normalized Device Coordinate to Device Coordinates.">CMatrix4<T>::buildNDCToDCMatrix</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1rect.html">core::rect<s32></a>& viewport, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zScale)
<a name="l01914"></a>01914 {
<a name="l01915"></a>01915 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> scaleX = (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#ae313a3674095733348d5e8bcb75c49b4" title="Get width of rectangle.">getWidth</a>() - 0.75f ) * 0.5f;
<a name="l01916"></a>01916 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> scaleY = -(viewport.<a class="code" href="classirr_1_1core_1_1rect.html#a61b4192aa7aee5b55c288b1eac29d76b" title="Get height of rectangle.">getHeight</a>() - 0.75f ) * 0.5f;
<a name="l01917"></a>01917
<a name="l01918"></a>01918 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> dx = -0.5f + ( (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#abd47b3a4967b2153e58984d964af6573" title="Upper left corner.">UpperLeftCorner</a>.X + viewport.<a class="code" href="classirr_1_1core_1_1rect.html#aa7c7e38bbff5f32992f69b36fc8cec1e" title="Lower right corner.">LowerRightCorner</a>.X ) * 0.5f );
<a name="l01919"></a>01919 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> dy = -0.5f + ( (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#abd47b3a4967b2153e58984d964af6573" title="Upper left corner.">UpperLeftCorner</a>.Y + viewport.<a class="code" href="classirr_1_1core_1_1rect.html#aa7c7e38bbff5f32992f69b36fc8cec1e" title="Lower right corner.">LowerRightCorner</a>.Y ) * 0.5f );
<a name="l01920"></a>01920
<a name="l01921"></a>01921 makeIdentity();
<a name="l01922"></a>01922 M[12] = (T)dx;
<a name="l01923"></a>01923 M[13] = (T)dy;
<a name="l01924"></a>01924 <span class="keywordflow">return</span> setScale(<a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a>((T)scaleX, (T)scaleY, (T)zScale));
<a name="l01925"></a>01925 }
<a name="l01926"></a>01926
<a name="l01928"></a>01928
<a name="l01933"></a>01933 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01934"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4802c6a89ad813e2919f68f512fb320f">01934</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a4802c6a89ad813e2919f68f512fb320f" title="Builds a matrix that rotates from one vector to another.">CMatrix4<T>::buildRotateFromTo</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& from, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& to)
<a name="l01935"></a>01935 {
<a name="l01936"></a>01936 <span class="comment">// unit vectors</span>
<a name="l01937"></a>01937 <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> f(from);
<a name="l01938"></a>01938 <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> t(to);
<a name="l01939"></a>01939 f.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01940"></a>01940 t.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l01941"></a>01941
<a name="l01942"></a>01942 <span class="comment">// axis multiplication by sin</span>
<a name="l01943"></a>01943 <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> vs(t.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(f));
<a name="l01944"></a>01944
<a name="l01945"></a>01945 <span class="comment">// axis of rotation</span>
<a name="l01946"></a>01946 <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> v(vs);
<a name="l01947"></a>01947 v.normalize();
<a name="l01948"></a>01948
<a name="l01949"></a>01949 <span class="comment">// cosinus angle</span>
<a name="l01950"></a>01950 T ca = f.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(t);
<a name="l01951"></a>01951
<a name="l01952"></a>01952 <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> vt(v * (1 - ca));
<a name="l01953"></a>01953
<a name="l01954"></a>01954 M[0] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * v.X + ca;
<a name="l01955"></a>01955 M[5] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * v.Y + ca;
<a name="l01956"></a>01956 M[10] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * v.Z + ca;
<a name="l01957"></a>01957
<a name="l01958"></a>01958 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> *= v.Y;
<a name="l01959"></a>01959 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> *= v.X;
<a name="l01960"></a>01960 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> *= v.Z;
<a name="l01961"></a>01961
<a name="l01962"></a>01962 M[1] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - vs.Z;
<a name="l01963"></a>01963 M[2] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + vs.Y;
<a name="l01964"></a>01964 M[3] = 0;
<a name="l01965"></a>01965
<a name="l01966"></a>01966 M[4] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + vs.Z;
<a name="l01967"></a>01967 M[6] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - vs.X;
<a name="l01968"></a>01968 M[7] = 0;
<a name="l01969"></a>01969
<a name="l01970"></a>01970 M[8] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - vs.Y;
<a name="l01971"></a>01971 M[9] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + vs.X;
<a name="l01972"></a>01972 M[11] = 0;
<a name="l01973"></a>01973
<a name="l01974"></a>01974 M[12] = 0;
<a name="l01975"></a>01975 M[13] = 0;
<a name="l01976"></a>01976 M[14] = 0;
<a name="l01977"></a>01977 M[15] = 1;
<a name="l01978"></a>01978
<a name="l01979"></a>01979 <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l01980"></a>01980 }
<a name="l01981"></a>01981
<a name="l01983"></a>01983
<a name="l01989"></a>01989 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l01990"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ad2dc80f2aed15900839389cf52f9e798">01990</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ad2dc80f2aed15900839389cf52f9e798" title="Builds a matrix which rotates a source vector to a look vector over an arbitrary axis.">CMatrix4<T>::buildAxisAlignedBillboard</a>(
<a name="l01991"></a>01991 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& camPos,
<a name="l01992"></a>01992 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& center,
<a name="l01993"></a>01993 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& translation,
<a name="l01994"></a>01994 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& axis,
<a name="l01995"></a>01995 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& from)
<a name="l01996"></a>01996 {
<a name="l01997"></a>01997 <span class="comment">// axis of rotation</span>
<a name="l01998"></a>01998 <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> up = axis;
<a name="l01999"></a>01999 up.<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l02000"></a>02000 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> forward = (camPos - center).normalize();
<a name="l02001"></a>02001 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> right = up.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(forward).<a class="code" href="classirr_1_1core_1_1vector3d.html#a84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>();
<a name="l02002"></a>02002
<a name="l02003"></a>02003 <span class="comment">// correct look vector</span>
<a name="l02004"></a>02004 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> look = right.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(up);
<a name="l02005"></a>02005
<a name="l02006"></a>02006 <span class="comment">// rotate from to</span>
<a name="l02007"></a>02007 <span class="comment">// axis multiplication by sin</span>
<a name="l02008"></a>02008 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> vs = look.<a class="code" href="classirr_1_1core_1_1vector3d.html#aa2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(from);
<a name="l02009"></a>02009
<a name="l02010"></a>02010 <span class="comment">// cosinus angle</span>
<a name="l02011"></a>02011 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> ca = from.<a class="code" href="classirr_1_1core_1_1vector3d.html#a0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(look);
<a name="l02012"></a>02012
<a name="l02013"></a>02013 <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> vt(up * (1.f - ca));
<a name="l02014"></a>02014
<a name="l02015"></a>02015 M[0] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + ca);
<a name="l02016"></a>02016 M[5] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + ca);
<a name="l02017"></a>02017 M[10] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + ca);
<a name="l02018"></a>02018
<a name="l02019"></a>02019 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>;
<a name="l02020"></a>02020 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>;
<a name="l02021"></a>02021 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>;
<a name="l02022"></a>02022
<a name="l02023"></a>02023 M[1] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l02024"></a>02024 M[2] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l02025"></a>02025 M[3] = 0;
<a name="l02026"></a>02026
<a name="l02027"></a>02027 M[4] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>);
<a name="l02028"></a>02028 M[6] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l02029"></a>02029 M[7] = 0;
<a name="l02030"></a>02030
<a name="l02031"></a>02031 M[8] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>);
<a name="l02032"></a>02032 M[9] = <span class="keyword">static_cast<</span>T<span class="keyword">></span>(vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>);
<a name="l02033"></a>02033 M[11] = 0;
<a name="l02034"></a>02034
<a name="l02035"></a>02035 setRotationCenter(center, translation);
<a name="l02036"></a>02036 }
<a name="l02037"></a>02037
<a name="l02038"></a>02038
<a name="l02040"></a>02040 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02041"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8117628146ce654b3b292af7c49e25e2">02041</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a8117628146ce654b3b292af7c49e25e2" title="Builds a combined matrix which translates to a center before rotation and translates from origin afte...">CMatrix4<T>::setRotationCenter</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& center, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>& translation)
<a name="l02042"></a>02042 {
<a name="l02043"></a>02043 M[12] = -M[0]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[4]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[8]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> );
<a name="l02044"></a>02044 M[13] = -M[1]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[5]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[9]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> );
<a name="l02045"></a>02045 M[14] = -M[2]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#a8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[6]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#af8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[10]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#ac2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> );
<a name="l02046"></a>02046 M[15] = (T) 1.0;
<a name="l02047"></a>02047 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02048"></a>02048 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l02049"></a>02049 <span class="preprocessor">#endif</span>
<a name="l02050"></a>02050 <span class="preprocessor"></span> }
<a name="l02051"></a>02051
<a name="l02064"></a>02064 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02065"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc72faaf2c883d9c0fdc1e0940d1acde">02065</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#afc72faaf2c883d9c0fdc1e0940d1acde" title="Set to a texture transformation matrix with the given parameters.">CMatrix4<T>::buildTextureTransform</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad,
<a name="l02066"></a>02066 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &rotatecenter,
<a name="l02067"></a>02067 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &translate,
<a name="l02068"></a>02068 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a> &scale)
<a name="l02069"></a>02069 {
<a name="l02070"></a>02070 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> c = cosf(rotateRad);
<a name="l02071"></a>02071 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s = sinf(rotateRad);
<a name="l02072"></a>02072
<a name="l02073"></a>02073 M[0] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>);
<a name="l02074"></a>02074 M[1] = (T)(s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>);
<a name="l02075"></a>02075 M[2] = 0;
<a name="l02076"></a>02076 M[3] = 0;
<a name="l02077"></a>02077
<a name="l02078"></a>02078 M[4] = (T)(-s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>);
<a name="l02079"></a>02079 M[5] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>);
<a name="l02080"></a>02080 M[6] = 0;
<a name="l02081"></a>02081 M[7] = 0;
<a name="l02082"></a>02082
<a name="l02083"></a>02083 M[8] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> + -s * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> + translate.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>);
<a name="l02084"></a>02084 M[9] = (T)(s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#a8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> + c * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> + translate.<a class="code" href="classirr_1_1core_1_1vector2d.html#aa4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>);
<a name="l02085"></a>02085 M[10] = 1;
<a name="l02086"></a>02086 M[11] = 0;
<a name="l02087"></a>02087
<a name="l02088"></a>02088 M[12] = 0;
<a name="l02089"></a>02089 M[13] = 0;
<a name="l02090"></a>02090 M[14] = 0;
<a name="l02091"></a>02091 M[15] = 1;
<a name="l02092"></a>02092 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02093"></a>02093 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l02094"></a>02094 <span class="preprocessor">#endif</span>
<a name="l02095"></a>02095 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02096"></a>02096 }
<a name="l02097"></a>02097
<a name="l02098"></a>02098
<a name="l02099"></a>02099 <span class="comment">// rotate about z axis, center ( 0.5, 0.5 )</span>
<a name="l02100"></a>02100 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02101"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a445a7653292ae4ffb0baa50032a8674e">02101</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a445a7653292ae4ffb0baa50032a8674e" title="Set texture transformation rotation.">CMatrix4<T>::setTextureRotationCenter</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad )
<a name="l02102"></a>02102 {
<a name="l02103"></a>02103 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> c = cosf(rotateRad);
<a name="l02104"></a>02104 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s = sinf(rotateRad);
<a name="l02105"></a>02105 M[0] = (T)c;
<a name="l02106"></a>02106 M[1] = (T)s;
<a name="l02107"></a>02107
<a name="l02108"></a>02108 M[4] = (T)-s;
<a name="l02109"></a>02109 M[5] = (T)c;
<a name="l02110"></a>02110
<a name="l02111"></a>02111 M[8] = (T)(0.5f * ( s - c) + 0.5f);
<a name="l02112"></a>02112 M[9] = (T)(-0.5f * ( s + c) + 0.5f);
<a name="l02113"></a>02113
<a name="l02114"></a>02114 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02115"></a>02115 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (rotateRad==0.0f);
<a name="l02116"></a>02116 <span class="preprocessor">#endif</span>
<a name="l02117"></a>02117 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02118"></a>02118 }
<a name="l02119"></a>02119
<a name="l02120"></a>02120
<a name="l02121"></a>02121 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02122"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2bab9633697a892f08d89c7aeee6daf6">02122</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a2bab9633697a892f08d89c7aeee6daf6" title="Set texture transformation translation.">CMatrix4<T>::setTextureTranslate</a> ( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y )
<a name="l02123"></a>02123 {
<a name="l02124"></a>02124 M[8] = (T)x;
<a name="l02125"></a>02125 M[9] = (T)y;
<a name="l02126"></a>02126
<a name="l02127"></a>02127 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02128"></a>02128 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (x==0.0f) && (y==0.0f);
<a name="l02129"></a>02129 <span class="preprocessor">#endif</span>
<a name="l02130"></a>02130 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02131"></a>02131 }
<a name="l02132"></a>02132
<a name="l02133"></a>02133
<a name="l02134"></a>02134 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02135"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7d999210cc7427e9d744271e50d26c3c">02135</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a7d999210cc7427e9d744271e50d26c3c" title="Set texture transformation translation, using a transposed representation.">CMatrix4<T>::setTextureTranslateTransposed</a> ( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y )
<a name="l02136"></a>02136 {
<a name="l02137"></a>02137 M[2] = (T)x;
<a name="l02138"></a>02138 M[6] = (T)y;
<a name="l02139"></a>02139
<a name="l02140"></a>02140 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02141"></a>02141 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (x==0.0f) && (y==0.0f) ;
<a name="l02142"></a>02142 <span class="preprocessor">#endif</span>
<a name="l02143"></a>02143 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02144"></a>02144 }
<a name="l02145"></a>02145
<a name="l02146"></a>02146 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02147"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aed32a7a8da9c4cee5babe8f6b4aa7dd4">02147</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aed32a7a8da9c4cee5babe8f6b4aa7dd4" title="Set texture transformation scale.">CMatrix4<T>::setTextureScale</a> ( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy )
<a name="l02148"></a>02148 {
<a name="l02149"></a>02149 M[0] = (T)sx;
<a name="l02150"></a>02150 M[5] = (T)sy;
<a name="l02151"></a>02151 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02152"></a>02152 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (sx==1.0f) && (sy==1.0f);
<a name="l02153"></a>02153 <span class="preprocessor">#endif</span>
<a name="l02154"></a>02154 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02155"></a>02155 }
<a name="l02156"></a>02156
<a name="l02157"></a>02157
<a name="l02158"></a>02158 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02159"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#adbd668867d117dc9331e68abef0af221">02159</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#adbd668867d117dc9331e68abef0af221" title="Set texture transformation scale, and recenter at (0.5,0.5)">CMatrix4<T>::setTextureScaleCenter</a>( <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy )
<a name="l02160"></a>02160 {
<a name="l02161"></a>02161 M[0] = (T)sx;
<a name="l02162"></a>02162 M[5] = (T)sy;
<a name="l02163"></a>02163 M[8] = (T)(0.5f - 0.5f * sx);
<a name="l02164"></a>02164 M[9] = (T)(0.5f - 0.5f * sy);
<a name="l02165"></a>02165
<a name="l02166"></a>02166 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02167"></a>02167 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (sx==1.0f) && (sy==1.0f);
<a name="l02168"></a>02168 <span class="preprocessor">#endif</span>
<a name="l02169"></a>02169 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02170"></a>02170 }
<a name="l02171"></a>02171
<a name="l02172"></a>02172
<a name="l02173"></a>02173 <span class="comment">// sets all matrix data members at once</span>
<a name="l02174"></a>02174 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02175"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae59fb2248865eba3026d13b9756ba1e1">02175</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ae59fb2248865eba3026d13b9756ba1e1" title="Sets all matrix data members at once.">CMatrix4<T>::setM</a>(<span class="keyword">const</span> T* data)
<a name="l02176"></a>02176 {
<a name="l02177"></a>02177 memcpy(M,data, 16*<span class="keyword">sizeof</span>(T));
<a name="l02178"></a>02178
<a name="l02179"></a>02179 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02180"></a>02180 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>;
<a name="l02181"></a>02181 <span class="preprocessor">#endif</span>
<a name="l02182"></a>02182 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>;
<a name="l02183"></a>02183 }
<a name="l02184"></a>02184
<a name="l02185"></a>02185
<a name="l02186"></a>02186 <span class="comment">// sets if the matrix is definitely identity matrix</span>
<a name="l02187"></a>02187 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02188"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87f7195337a2bf7a49978c2ec1100c0a">02188</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a87f7195337a2bf7a49978c2ec1100c0a" title="Sets if the matrix is definitely identity matrix.">CMatrix4<T>::setDefinitelyIdentityMatrix</a>( <span class="keywordtype">bool</span> isDefinitelyIdentityMatrix)
<a name="l02189"></a>02189 {
<a name="l02190"></a>02190 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02191"></a>02191 <span class="preprocessor"></span> definitelyIdentityMatrix = isDefinitelyIdentityMatrix;
<a name="l02192"></a>02192 <span class="preprocessor">#endif</span>
<a name="l02193"></a>02193 <span class="preprocessor"></span> }
<a name="l02194"></a>02194
<a name="l02195"></a>02195
<a name="l02196"></a>02196 <span class="comment">// gets if the matrix is definitely identity matrix</span>
<a name="l02197"></a>02197 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02198"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab91cb550bdacbc7b79a47d5b4ee5f4fa">02198</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ab91cb550bdacbc7b79a47d5b4ee5f4fa" title="Gets if the matrix is definitely identity matrix.">CMatrix4<T>::getDefinitelyIdentityMatrix</a>()<span class="keyword"> const</span>
<a name="l02199"></a>02199 <span class="keyword"> </span>{
<a name="l02200"></a>02200 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02201"></a>02201 <span class="preprocessor"></span> <span class="keywordflow">return</span> definitelyIdentityMatrix;
<a name="l02202"></a>02202 <span class="preprocessor">#else</span>
<a name="l02203"></a>02203 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l02204"></a>02204 <span class="preprocessor">#endif</span>
<a name="l02205"></a>02205 <span class="preprocessor"></span> }
<a name="l02206"></a>02206
<a name="l02207"></a>02207
<a name="l02209"></a>02209 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02210"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5342bc1ac46e8bf7e287f1d58ec702c2">02210</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a5342bc1ac46e8bf7e287f1d58ec702c2" title="Compare two matrices using the equal method.">CMatrix4<T>::equals</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4<T></a>& other, <span class="keyword">const</span> T tolerance)<span class="keyword"> const</span>
<a name="l02211"></a>02211 <span class="keyword"> </span>{
<a name="l02212"></a>02212 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span>
<a name="l02213"></a>02213 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix && other.definitelyIdentityMatrix)
<a name="l02214"></a>02214 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l02215"></a>02215 <span class="preprocessor">#endif</span>
<a name="l02216"></a>02216 <span class="preprocessor"></span> <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i < 16; ++i)
<a name="l02217"></a>02217 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#abf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a>(M[i],other.M[i], tolerance))
<a name="l02218"></a>02218 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l02219"></a>02219
<a name="l02220"></a>02220 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l02221"></a>02221 }
<a name="l02222"></a>02222
<a name="l02223"></a>02223
<a name="l02224"></a>02224 <span class="comment">// Multiply by scalar.</span>
<a name="l02225"></a>02225 <span class="keyword">template</span> <<span class="keyword">class</span> T>
<a name="l02226"></a><a class="code" href="namespaceirr_1_1core.html#abb387ec6f0f654c7ee704345bdded96c">02226</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="namespaceirr_1_1core.html#abb387ec6f0f654c7ee704345bdded96c">operator*</a>(<span class="keyword">const</span> T scalar, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& mat)
<a name="l02227"></a>02227 {
<a name="l02228"></a>02228 <span class="keywordflow">return</span> mat*scalar;
<a name="l02229"></a>02229 }
<a name="l02230"></a>02230
<a name="l02231"></a>02231
<a name="l02233"></a><a class="code" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65">02233</a> <span class="keyword">typedef</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<f32></a> <a class="code" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65" title="Typedef for f32 matrix.">matrix4</a>;
<a name="l02234"></a>02234
<a name="l02236"></a>02236 <a class="code" href="_irr_compile_config_8h.html#aa93137544a73eaa2563931a1e665862d" title="Set FPU settings.">IRRLICHT_API</a> <span class="keyword">extern</span> <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">matrix4</a> <a class="code" href="namespaceirr_1_1core.html#ac4561f3920d3fbfbfff74c9bed1f2713" title="global const identity matrix">IdentityMatrix</a>;
<a name="l02237"></a>02237
<a name="l02238"></a>02238 } <span class="comment">// end namespace core</span>
<a name="l02239"></a>02239 } <span class="comment">// end namespace irr</span>
<a name="l02240"></a>02240
<a name="l02241"></a>02241 <span class="preprocessor">#endif</span>
<a name="l02242"></a>02242 <span class="preprocessor"></span>
</pre></div></div>
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