/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef TETRAEDGE_TE_TE_MATRIX4X4_H #define TETRAEDGE_TE_TE_MATRIX4X4_H #include "math/matrix4.h" #include "tetraedge/te/te_vector3f32.h" namespace Tetraedge { class TeTRS; /** * A 4x4 matrix, but stored in *column-major* order to match * OpenGL (and the original engine) */ class TeMatrix4x4 { public: TeMatrix4x4(); TeMatrix4x4(const Math::Matrix<4, 4> &matrix); void setToIdentity(); float &operator()(int row, int col) { return *(_data + col * 4 + row); } const float &operator()(int row, int col) const { return *(_data + col * 4 + row); } bool operator==(const TeMatrix4x4 &other) const; bool operator!=(const TeMatrix4x4 &other) const { return !operator==(other); } //TeMatrix4x4 &operator*=(const TeMatrix4x4 &mul); TeVector3f32 operator*(const TeVector3f32 &mul) const; void scale(const TeVector3f32 &vec); void translate(const TeVector3f32 &vec); void rotate(const TeQuaternion &rot); TeVector3f32 translation() const; TeVector3f32 mult3x3(const TeVector3f32 &vec) const; TeVector3f32 mult4x3(const TeVector3f32 &vec) const; Common::String toString() const; Math::Matrix<4, 4> toScummVMMatrix() const; void setValue(int row, int col, float val) { operator()(row, col) = val; } TeMatrix4x4 transpose() const; TeMatrix4x4 meshScale(float factor) const; void meshAdd(const TeMatrix4x4 &other); bool inverse(); static TeMatrix4x4 fromTRS(const TeTRS &trs); const float *getData() const { return _data; } float *getData() { return _data; } void deserialize(Common::ReadStream &stream); void serialize(Common::WriteStream &stream) const; private: float _data[16]; }; TeMatrix4x4 operator*(const TeMatrix4x4 &left, const TeMatrix4x4 &right); } // end namespace Tetraedge #endif // TETRAEDGE_TE_TE_MATRIX4X4_H