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1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
2 | /** | ||
3 | * Contains code for 4x4 matrices. | ||
4 | * \file IceMatrix4x4.h | ||
5 | * \author Pierre Terdiman | ||
6 | * \date April, 4, 2000 | ||
7 | */ | ||
8 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
9 | |||
10 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
11 | // Include Guard | ||
12 | #ifndef __ICEMATRIX4X4_H__ | ||
13 | #define __ICEMATRIX4X4_H__ | ||
14 | |||
15 | // Forward declarations | ||
16 | class PRS; | ||
17 | class PR; | ||
18 | |||
19 | #define MATRIX4X4_EPSILON (1.0e-7f) | ||
20 | |||
21 | class ICEMATHS_API Matrix4x4 | ||
22 | { | ||
23 | // void LUBackwardSubstitution( sdword *indx, float* b ); | ||
24 | // void LUDecomposition( sdword* indx, float* d ); | ||
25 | |||
26 | public: | ||
27 | //! Empty constructor. | ||
28 | inline_ Matrix4x4() {} | ||
29 | //! Constructor from 16 values | ||
30 | inline_ Matrix4x4( float m00, float m01, float m02, float m03, | ||
31 | float m10, float m11, float m12, float m13, | ||
32 | float m20, float m21, float m22, float m23, | ||
33 | float m30, float m31, float m32, float m33) | ||
34 | { | ||
35 | m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03; | ||
36 | m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13; | ||
37 | m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23; | ||
38 | m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33; | ||
39 | } | ||
40 | //! Copy constructor | ||
41 | inline_ Matrix4x4(const Matrix4x4& mat) { CopyMemory(m, &mat.m, 16*sizeof(float)); } | ||
42 | //! Destructor. | ||
43 | inline_ ~Matrix4x4() {} | ||
44 | |||
45 | //! Assign values (rotation only) | ||
46 | inline_ Matrix4x4& Set( float m00, float m01, float m02, | ||
47 | float m10, float m11, float m12, | ||
48 | float m20, float m21, float m22) | ||
49 | { | ||
50 | m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; | ||
51 | m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; | ||
52 | m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; | ||
53 | return *this; | ||
54 | } | ||
55 | //! Assign values | ||
56 | inline_ Matrix4x4& Set( float m00, float m01, float m02, float m03, | ||
57 | float m10, float m11, float m12, float m13, | ||
58 | float m20, float m21, float m22, float m23, | ||
59 | float m30, float m31, float m32, float m33) | ||
60 | { | ||
61 | m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03; | ||
62 | m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13; | ||
63 | m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23; | ||
64 | m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33; | ||
65 | return *this; | ||
66 | } | ||
67 | |||
68 | //! Copy from a Matrix4x4 | ||
69 | inline_ void Copy(const Matrix4x4& source) { CopyMemory(m, source.m, 16*sizeof(float)); } | ||
70 | |||
71 | // Row-column access | ||
72 | //! Returns a row. | ||
73 | inline_ void GetRow(const udword r, HPoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; p.w=m[r][3]; } | ||
74 | //! Returns a row. | ||
75 | inline_ void GetRow(const udword r, Point& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; } | ||
76 | //! Returns a row. | ||
77 | inline_ const HPoint& GetRow(const udword r) const { return *(const HPoint*)&m[r][0]; } | ||
78 | //! Returns a row. | ||
79 | inline_ HPoint& GetRow(const udword r) { return *(HPoint*)&m[r][0]; } | ||
80 | //! Sets a row. | ||
81 | inline_ void SetRow(const udword r, const HPoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]=p.w; } | ||
82 | //! Sets a row. | ||
83 | inline_ void SetRow(const udword r, const Point& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]= (r!=3) ? 0.0f : 1.0f; } | ||
84 | //! Returns a column. | ||
85 | inline_ void GetCol(const udword c, HPoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; p.w=m[3][c]; } | ||
86 | //! Returns a column. | ||
87 | inline_ void GetCol(const udword c, Point& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; } | ||
88 | //! Sets a column. | ||
89 | inline_ void SetCol(const udword c, const HPoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]=p.w; } | ||
90 | //! Sets a column. | ||
91 | inline_ void SetCol(const udword c, const Point& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]= (c!=3) ? 0.0f : 1.0f; } | ||
92 | |||
93 | // Translation | ||
94 | //! Returns the translation part of the matrix. | ||
95 | inline_ const HPoint& GetTrans() const { return GetRow(3); } | ||
96 | //! Gets the translation part of the matrix | ||
97 | inline_ void GetTrans(Point& p) const { p.x=m[3][0]; p.y=m[3][1]; p.z=m[3][2]; } | ||
98 | //! Sets the translation part of the matrix, from a Point. | ||
99 | inline_ void SetTrans(const Point& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; } | ||
100 | //! Sets the translation part of the matrix, from a HPoint. | ||
101 | inline_ void SetTrans(const HPoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; m[3][3]=p.w; } | ||
102 | //! Sets the translation part of the matrix, from floats. | ||
103 | inline_ void SetTrans(float tx, float ty, float tz) { m[3][0]=tx; m[3][1]=ty; m[3][2]=tz; } | ||
104 | |||
105 | // Scale | ||
106 | //! Sets the scale from a Point. The point is put on the diagonal. | ||
107 | inline_ void SetScale(const Point& p) { m[0][0]=p.x; m[1][1]=p.y; m[2][2]=p.z; } | ||
108 | //! Sets the scale from floats. Values are put on the diagonal. | ||
109 | inline_ void SetScale(float sx, float sy, float sz) { m[0][0]=sx; m[1][1]=sy; m[2][2]=sz; } | ||
110 | //! Scales from a Point. Each row is multiplied by a component. | ||
111 | void Scale(const Point& p) | ||
112 | { | ||
113 | m[0][0] *= p.x; m[1][0] *= p.y; m[2][0] *= p.z; | ||
114 | m[0][1] *= p.x; m[1][1] *= p.y; m[2][1] *= p.z; | ||
115 | m[0][2] *= p.x; m[1][2] *= p.y; m[2][2] *= p.z; | ||
116 | } | ||
117 | //! Scales from floats. Each row is multiplied by a value. | ||
118 | void Scale(float sx, float sy, float sz) | ||
119 | { | ||
120 | m[0][0] *= sx; m[1][0] *= sy; m[2][0] *= sz; | ||
121 | m[0][1] *= sx; m[1][1] *= sy; m[2][1] *= sz; | ||
122 | m[0][2] *= sx; m[1][2] *= sy; m[2][2] *= sz; | ||
123 | } | ||
124 | /* | ||
125 | //! Returns a row. | ||
126 | inline_ HPoint GetRow(const udword row) const { return mRow[row]; } | ||
127 | //! Sets a row. | ||
128 | inline_ Matrix4x4& SetRow(const udword row, const HPoint& p) { mRow[row] = p; return *this; } | ||
129 | //! Sets a row. | ||
130 | Matrix4x4& SetRow(const udword row, const Point& p) | ||
131 | { | ||
132 | m[row][0] = p.x; | ||
133 | m[row][1] = p.y; | ||
134 | m[row][2] = p.z; | ||
135 | m[row][3] = (row != 3) ? 0.0f : 1.0f; | ||
136 | return *this; | ||
137 | } | ||
138 | //! Returns a column. | ||
139 | HPoint GetCol(const udword col) const | ||
140 | { | ||
141 | HPoint Res; | ||
142 | Res.x = m[0][col]; | ||
143 | Res.y = m[1][col]; | ||
144 | Res.z = m[2][col]; | ||
145 | Res.w = m[3][col]; | ||
146 | return Res; | ||
147 | } | ||
148 | //! Sets a column. | ||
149 | Matrix4x4& SetCol(const udword col, const HPoint& p) | ||
150 | { | ||
151 | m[0][col] = p.x; | ||
152 | m[1][col] = p.y; | ||
153 | m[2][col] = p.z; | ||
154 | m[3][col] = p.w; | ||
155 | return *this; | ||
156 | } | ||
157 | //! Sets a column. | ||
158 | Matrix4x4& SetCol(const udword col, const Point& p) | ||
159 | { | ||
160 | m[0][col] = p.x; | ||
161 | m[1][col] = p.y; | ||
162 | m[2][col] = p.z; | ||
163 | m[3][col] = (col != 3) ? 0.0f : 1.0f; | ||
164 | return *this; | ||
165 | } | ||
166 | */ | ||
167 | //! Computes the trace. The trace is the sum of the 4 diagonal components. | ||
168 | inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2] + m[3][3]; } | ||
169 | //! Computes the trace of the upper 3x3 matrix. | ||
170 | inline_ float Trace3x3() const { return m[0][0] + m[1][1] + m[2][2]; } | ||
171 | //! Clears the matrix. | ||
172 | inline_ void Zero() { ZeroMemory(&m, sizeof(m)); } | ||
173 | //! Sets the identity matrix. | ||
174 | inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f; } | ||
175 | //! Checks for identity | ||
176 | inline_ bool IsIdentity() const | ||
177 | { | ||
178 | if(IR(m[0][0])!=IEEE_1_0) return false; | ||
179 | if(IR(m[0][1])!=0) return false; | ||
180 | if(IR(m[0][2])!=0) return false; | ||
181 | if(IR(m[0][3])!=0) return false; | ||
182 | |||
183 | if(IR(m[1][0])!=0) return false; | ||
184 | if(IR(m[1][1])!=IEEE_1_0) return false; | ||
185 | if(IR(m[1][2])!=0) return false; | ||
186 | if(IR(m[1][3])!=0) return false; | ||
187 | |||
188 | if(IR(m[2][0])!=0) return false; | ||
189 | if(IR(m[2][1])!=0) return false; | ||
190 | if(IR(m[2][2])!=IEEE_1_0) return false; | ||
191 | if(IR(m[2][3])!=0) return false; | ||
192 | |||
193 | if(IR(m[3][0])!=0) return false; | ||
194 | if(IR(m[3][1])!=0) return false; | ||
195 | if(IR(m[3][2])!=0) return false; | ||
196 | if(IR(m[3][3])!=IEEE_1_0) return false; | ||
197 | return true; | ||
198 | } | ||
199 | |||
200 | //! Checks matrix validity | ||
201 | inline_ BOOL IsValid() const | ||
202 | { | ||
203 | for(udword j=0;j<4;j++) | ||
204 | { | ||
205 | for(udword i=0;i<4;i++) | ||
206 | { | ||
207 | if(!IsValidFloat(m[j][i])) return FALSE; | ||
208 | } | ||
209 | } | ||
210 | return TRUE; | ||
211 | } | ||
212 | |||
213 | //! Sets a rotation matrix around the X axis. | ||
214 | void RotX(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[1][1] = m[2][2] = Cos; m[2][1] = -Sin; m[1][2] = Sin; } | ||
215 | //! Sets a rotation matrix around the Y axis. | ||
216 | void RotY(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[2][2] = Cos; m[2][0] = Sin; m[0][2] = -Sin; } | ||
217 | //! Sets a rotation matrix around the Z axis. | ||
218 | void RotZ(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[1][1] = Cos; m[1][0] = -Sin; m[0][1] = Sin; } | ||
219 | |||
220 | //! Makes a rotation matrix about an arbitrary axis | ||
221 | Matrix4x4& Rot(float angle, Point& p1, Point& p2); | ||
222 | |||
223 | //! Transposes the matrix. | ||
224 | void Transpose() | ||
225 | { | ||
226 | IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]); | ||
227 | IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]); | ||
228 | IR(m[3][0]) ^= IR(m[0][3]); IR(m[0][3]) ^= IR(m[3][0]); IR(m[3][0]) ^= IR(m[0][3]); | ||
229 | IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]); | ||
230 | IR(m[1][3]) ^= IR(m[3][1]); IR(m[3][1]) ^= IR(m[1][3]); IR(m[1][3]) ^= IR(m[3][1]); | ||
231 | IR(m[2][3]) ^= IR(m[3][2]); IR(m[3][2]) ^= IR(m[2][3]); IR(m[2][3]) ^= IR(m[3][2]); | ||
232 | } | ||
233 | |||
234 | //! Computes a cofactor. Used for matrix inversion. | ||
235 | float CoFactor(udword row, udword col) const; | ||
236 | //! Computes the determinant of the matrix. | ||
237 | float Determinant() const; | ||
238 | //! Inverts the matrix. Determinant must be different from zero, else matrix can't be inverted. | ||
239 | Matrix4x4& Invert(); | ||
240 | // Matrix& ComputeAxisMatrix(Point& axis, float angle); | ||
241 | |||
242 | // Cast operators | ||
243 | //! Casts a Matrix4x4 to a Matrix3x3. | ||
244 | inline_ operator Matrix3x3() const | ||
245 | { | ||
246 | return Matrix3x3( | ||
247 | m[0][0], m[0][1], m[0][2], | ||
248 | m[1][0], m[1][1], m[1][2], | ||
249 | m[2][0], m[2][1], m[2][2]); | ||
250 | } | ||
251 | //! Casts a Matrix4x4 to a Quat. | ||
252 | operator Quat() const; | ||
253 | //! Casts a Matrix4x4 to a PR. | ||
254 | operator PR() const; | ||
255 | |||
256 | // Arithmetic operators | ||
257 | //! Operator for Matrix4x4 Plus = Matrix4x4 + Matrix4x4; | ||
258 | inline_ Matrix4x4 operator+(const Matrix4x4& mat) const | ||
259 | { | ||
260 | return Matrix4x4( | ||
261 | m[0][0]+mat.m[0][0], m[0][1]+mat.m[0][1], m[0][2]+mat.m[0][2], m[0][3]+mat.m[0][3], | ||
262 | m[1][0]+mat.m[1][0], m[1][1]+mat.m[1][1], m[1][2]+mat.m[1][2], m[1][3]+mat.m[1][3], | ||
263 | m[2][0]+mat.m[2][0], m[2][1]+mat.m[2][1], m[2][2]+mat.m[2][2], m[2][3]+mat.m[2][3], | ||
264 | m[3][0]+mat.m[3][0], m[3][1]+mat.m[3][1], m[3][2]+mat.m[3][2], m[3][3]+mat.m[3][3]); | ||
265 | } | ||
266 | |||
267 | //! Operator for Matrix4x4 Minus = Matrix4x4 - Matrix4x4; | ||
268 | inline_ Matrix4x4 operator-(const Matrix4x4& mat) const | ||
269 | { | ||
270 | return Matrix4x4( | ||
271 | m[0][0]-mat.m[0][0], m[0][1]-mat.m[0][1], m[0][2]-mat.m[0][2], m[0][3]-mat.m[0][3], | ||
272 | m[1][0]-mat.m[1][0], m[1][1]-mat.m[1][1], m[1][2]-mat.m[1][2], m[1][3]-mat.m[1][3], | ||
273 | m[2][0]-mat.m[2][0], m[2][1]-mat.m[2][1], m[2][2]-mat.m[2][2], m[2][3]-mat.m[2][3], | ||
274 | m[3][0]-mat.m[3][0], m[3][1]-mat.m[3][1], m[3][2]-mat.m[3][2], m[3][3]-mat.m[3][3]); | ||
275 | } | ||
276 | |||
277 | //! Operator for Matrix4x4 Mul = Matrix4x4 * Matrix4x4; | ||
278 | inline_ Matrix4x4 operator*(const Matrix4x4& mat) const | ||
279 | { | ||
280 | return Matrix4x4( | ||
281 | m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0] + m[0][3]*mat.m[3][0], | ||
282 | m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1] + m[0][3]*mat.m[3][1], | ||
283 | m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2] + m[0][3]*mat.m[3][2], | ||
284 | m[0][0]*mat.m[0][3] + m[0][1]*mat.m[1][3] + m[0][2]*mat.m[2][3] + m[0][3]*mat.m[3][3], | ||
285 | |||
286 | m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0] + m[1][3]*mat.m[3][0], | ||
287 | m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1] + m[1][3]*mat.m[3][1], | ||
288 | m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2] + m[1][3]*mat.m[3][2], | ||
289 | m[1][0]*mat.m[0][3] + m[1][1]*mat.m[1][3] + m[1][2]*mat.m[2][3] + m[1][3]*mat.m[3][3], | ||
290 | |||
291 | m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0] + m[2][3]*mat.m[3][0], | ||
292 | m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1] + m[2][3]*mat.m[3][1], | ||
293 | m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2] + m[2][3]*mat.m[3][2], | ||
294 | m[2][0]*mat.m[0][3] + m[2][1]*mat.m[1][3] + m[2][2]*mat.m[2][3] + m[2][3]*mat.m[3][3], | ||
295 | |||
296 | m[3][0]*mat.m[0][0] + m[3][1]*mat.m[1][0] + m[3][2]*mat.m[2][0] + m[3][3]*mat.m[3][0], | ||
297 | m[3][0]*mat.m[0][1] + m[3][1]*mat.m[1][1] + m[3][2]*mat.m[2][1] + m[3][3]*mat.m[3][1], | ||
298 | m[3][0]*mat.m[0][2] + m[3][1]*mat.m[1][2] + m[3][2]*mat.m[2][2] + m[3][3]*mat.m[3][2], | ||
299 | m[3][0]*mat.m[0][3] + m[3][1]*mat.m[1][3] + m[3][2]*mat.m[2][3] + m[3][3]*mat.m[3][3]); | ||
300 | } | ||
301 | |||
302 | //! Operator for HPoint Mul = Matrix4x4 * HPoint; | ||
303 | inline_ HPoint operator*(const HPoint& v) const { return HPoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v, GetRow(3)|v); } | ||
304 | |||
305 | //! Operator for Point Mul = Matrix4x4 * Point; | ||
306 | inline_ Point operator*(const Point& v) const | ||
307 | { | ||
308 | return Point( m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z + m[0][3], | ||
309 | m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z + m[1][3], | ||
310 | m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z + m[2][3] ); | ||
311 | } | ||
312 | |||
313 | //! Operator for Matrix4x4 Scale = Matrix4x4 * float; | ||
314 | inline_ Matrix4x4 operator*(float s) const | ||
315 | { | ||
316 | return Matrix4x4( | ||
317 | m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s, | ||
318 | m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s, | ||
319 | m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s, | ||
320 | m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s); | ||
321 | } | ||
322 | |||
323 | //! Operator for Matrix4x4 Scale = float * Matrix4x4; | ||
324 | inline_ friend Matrix4x4 operator*(float s, const Matrix4x4& mat) | ||
325 | { | ||
326 | return Matrix4x4( | ||
327 | s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2], s*mat.m[0][3], | ||
328 | s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2], s*mat.m[1][3], | ||
329 | s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2], s*mat.m[2][3], | ||
330 | s*mat.m[3][0], s*mat.m[3][1], s*mat.m[3][2], s*mat.m[3][3]); | ||
331 | } | ||
332 | |||
333 | //! Operator for Matrix4x4 Div = Matrix4x4 / float; | ||
334 | inline_ Matrix4x4 operator/(float s) const | ||
335 | { | ||
336 | if(s) s = 1.0f / s; | ||
337 | |||
338 | return Matrix4x4( | ||
339 | m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s, | ||
340 | m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s, | ||
341 | m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s, | ||
342 | m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s); | ||
343 | } | ||
344 | |||
345 | //! Operator for Matrix4x4 Div = float / Matrix4x4; | ||
346 | inline_ friend Matrix4x4 operator/(float s, const Matrix4x4& mat) | ||
347 | { | ||
348 | return Matrix4x4( | ||
349 | s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2], s/mat.m[0][3], | ||
350 | s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2], s/mat.m[1][3], | ||
351 | s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2], s/mat.m[2][3], | ||
352 | s/mat.m[3][0], s/mat.m[3][1], s/mat.m[3][2], s/mat.m[3][3]); | ||
353 | } | ||
354 | |||
355 | //! Operator for Matrix4x4 += Matrix4x4; | ||
356 | inline_ Matrix4x4& operator+=(const Matrix4x4& mat) | ||
357 | { | ||
358 | m[0][0]+=mat.m[0][0]; m[0][1]+=mat.m[0][1]; m[0][2]+=mat.m[0][2]; m[0][3]+=mat.m[0][3]; | ||
359 | m[1][0]+=mat.m[1][0]; m[1][1]+=mat.m[1][1]; m[1][2]+=mat.m[1][2]; m[1][3]+=mat.m[1][3]; | ||
360 | m[2][0]+=mat.m[2][0]; m[2][1]+=mat.m[2][1]; m[2][2]+=mat.m[2][2]; m[2][3]+=mat.m[2][3]; | ||
361 | m[3][0]+=mat.m[3][0]; m[3][1]+=mat.m[3][1]; m[3][2]+=mat.m[3][2]; m[3][3]+=mat.m[3][3]; | ||
362 | return *this; | ||
363 | } | ||
364 | |||
365 | //! Operator for Matrix4x4 -= Matrix4x4; | ||
366 | inline_ Matrix4x4& operator-=(const Matrix4x4& mat) | ||
367 | { | ||
368 | m[0][0]-=mat.m[0][0]; m[0][1]-=mat.m[0][1]; m[0][2]-=mat.m[0][2]; m[0][3]-=mat.m[0][3]; | ||
369 | m[1][0]-=mat.m[1][0]; m[1][1]-=mat.m[1][1]; m[1][2]-=mat.m[1][2]; m[1][3]-=mat.m[1][3]; | ||
370 | m[2][0]-=mat.m[2][0]; m[2][1]-=mat.m[2][1]; m[2][2]-=mat.m[2][2]; m[2][3]-=mat.m[2][3]; | ||
371 | m[3][0]-=mat.m[3][0]; m[3][1]-=mat.m[3][1]; m[3][2]-=mat.m[3][2]; m[3][3]-=mat.m[3][3]; | ||
372 | return *this; | ||
373 | } | ||
374 | |||
375 | //! Operator for Matrix4x4 *= Matrix4x4; | ||
376 | Matrix4x4& operator*=(const Matrix4x4& mat) | ||
377 | { | ||
378 | HPoint TempRow; | ||
379 | |||
380 | GetRow(0, TempRow); | ||
381 | m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0]; | ||
382 | m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1]; | ||
383 | m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2]; | ||
384 | m[0][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3]; | ||
385 | |||
386 | GetRow(1, TempRow); | ||
387 | m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0]; | ||
388 | m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1]; | ||
389 | m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2]; | ||
390 | m[1][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3]; | ||
391 | |||
392 | GetRow(2, TempRow); | ||
393 | m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0]; | ||
394 | m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1]; | ||
395 | m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2]; | ||
396 | m[2][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3]; | ||
397 | |||
398 | GetRow(3, TempRow); | ||
399 | m[3][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0]; | ||
400 | m[3][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1]; | ||
401 | m[3][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2]; | ||
402 | m[3][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3]; | ||
403 | |||
404 | return *this; | ||
405 | } | ||
406 | |||
407 | //! Operator for Matrix4x4 *= float; | ||
408 | inline_ Matrix4x4& operator*=(float s) | ||
409 | { | ||
410 | m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s; | ||
411 | m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s; | ||
412 | m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s; | ||
413 | m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s; | ||
414 | return *this; | ||
415 | } | ||
416 | |||
417 | //! Operator for Matrix4x4 /= float; | ||
418 | inline_ Matrix4x4& operator/=(float s) | ||
419 | { | ||
420 | if(s) s = 1.0f / s; | ||
421 | m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s; | ||
422 | m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s; | ||
423 | m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s; | ||
424 | m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s; | ||
425 | return *this; | ||
426 | } | ||
427 | |||
428 | inline_ const HPoint& operator[](int row) const { return *(const HPoint*)&m[row][0]; } | ||
429 | inline_ HPoint& operator[](int row) { return *(HPoint*)&m[row][0]; } | ||
430 | |||
431 | public: | ||
432 | |||
433 | float m[4][4]; | ||
434 | }; | ||
435 | |||
436 | //! Quickly rotates & translates a vector, using the 4x3 part of a 4x4 matrix | ||
437 | inline_ void TransformPoint4x3(Point& dest, const Point& source, const Matrix4x4& rot) | ||
438 | { | ||
439 | dest.x = rot.m[3][0] + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0]; | ||
440 | dest.y = rot.m[3][1] + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1]; | ||
441 | dest.z = rot.m[3][2] + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2]; | ||
442 | } | ||
443 | |||
444 | //! Quickly rotates a vector, using the 3x3 part of a 4x4 matrix | ||
445 | inline_ void TransformPoint3x3(Point& dest, const Point& source, const Matrix4x4& rot) | ||
446 | { | ||
447 | dest.x = source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0]; | ||
448 | dest.y = source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1]; | ||
449 | dest.z = source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2]; | ||
450 | } | ||
451 | |||
452 | ICEMATHS_API void InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src); | ||
453 | |||
454 | #endif // __ICEMATRIX4X4_H__ | ||
455 | |||