ppsspp/math/lin/matrix4x4.h
2012-10-30 13:20:55 +01:00

142 lines
3.4 KiB
C++

#ifndef _MATH_LIN_MATRIX4X4_H
#define _MATH_LIN_MATRIX4X4_H
#include "math/lin/vec3.h"
class Quaternion;
class Matrix4x4 {
public:
float xx, xy, xz, xw;
float yx, yy, yz, yw;
float zx, zy, zz, zw;
float wx, wy, wz, ww;
const Vec3 right() const {return Vec3(xx, xy, xz);}
const Vec3 up() const {return Vec3(yx, yy, yz);}
const Vec3 front() const {return Vec3(zx, zy, zz);}
const Vec3 move() const {return Vec3(wx, wy, wz);}
void setRight(const Vec3 &v) {
xx = v.x; xy = v.y; xz = v.z;
}
void setUp(const Vec3 &v) {
yx = v.x; yy = v.y; yz = v.z;
}
void setFront(const Vec3 &v) {
zx = v.x; zy = v.y; zz = v.z;
}
void setMove(const Vec3 &v) {
wx = v.x; wy = v.y; wz = v.z;
}
const float &operator[](int i) const {
return *(((const float *)this) + i);
}
float &operator[](int i) {
return *(((float *)this) + i);
}
Matrix4x4 operator * (const Matrix4x4 &other) const ;
void operator *= (const Matrix4x4 &other) {
*this = *this * other;
}
const float *getReadPtr() const {
return (const float *)this;
}
void empty() {
memset(this, 0, 16 * sizeof(float));
}
void setScaling(const float f) {
empty();
xx=yy=zz=f; ww=1.0f;
}
void setScaling(const Vec3 f) {
empty();
xx=f.x;
yy=f.y;
zz=f.z;
ww=1.0f;
}
void setIdentity() {
setScaling(1.0f);
}
void setTranslation(const Vec3 &trans) {
setIdentity();
wx = trans.x;
wy = trans.y;
wz = trans.z;
}
Matrix4x4 inverse() const;
Matrix4x4 simpleInverse() const;
Matrix4x4 transpose() const;
void setRotationX(const float a) {
empty();
float c=cosf(a);
float s=sinf(a);
xx = 1.0f;
yy = c; yz = s;
zy = -s; zz = c;
ww = 1.0f;
}
void setRotationY(const float a) {
empty();
float c=cosf(a);
float s=sinf(a);
xx = c; xz = -s;
yy = 1.0f;
zx = s; zz = c ;
ww = 1.0f;
}
void setRotationZ(const float a) {
empty();
float c=cosf(a);
float s=sinf(a);
xx = c; xy = s;
yx = -s; yy = c;
zz = 1.0f;
ww = 1.0f;
}
void setRotationAxisAngle(const Vec3 &axis, float angle);
void setRotation(float x,float y, float z);
void setProjection(float near_plane, float far_plane, float fov_horiz, float aspect = 0.75f);
void setProjectionD3D(float near_plane, float far_plane, float fov_horiz, float aspect = 0.75f);
void setProjectionInf(float near_plane, float fov_horiz, float aspect = 0.75f);
void setOrtho(float left, float right, float bottom, float top, float near, float far);
void setShadow(float Lx, float Ly, float Lz, float Lw) {
float Pa=0;
float Pb=1;
float Pc=0;
float Pd=0;
//P = normalize(Plane);
float d = (Pa*Lx + Pb*Ly + Pc*Lz + Pd*Lw);
xx=Pa * Lx + d; xy=Pa * Ly; xz=Pa * Lz; xw=Pa * Lw;
yx=Pb * Lx; yy=Pb * Ly + d; yz=Pb * Lz; yw=Pb * Lw;
zx=Pc * Lx; zy=Pc * Ly; zz=Pc * Lz + d; zw=Pc * Lw;
wx=Pd * Lx; wy=Pd * Ly; wz=Pd * Lz; ww=Pd * Lw + d;
}
void setViewLookAt(const Vec3 &from, const Vec3 &at, const Vec3 &worldup);
void setViewLookAtD3D(const Vec3 &from, const Vec3 &at, const Vec3 &worldup);
void setViewFrame(const Vec3 &pos, const Vec3 &right, const Vec3 &forward, const Vec3 &up);
void stabilizeOrtho() {
/*
front().normalize();
right().normalize();
up() = front() % right();
right() = up() % front();
*/
}
void toText(char *buffer, int len) const;
void print() const;
static Matrix4x4 fromPRS(const Vec3 &position, const Quaternion &normal, const Vec3 &scale);
};
#endif // _MATH_LIN_MATRIX4X4_H