267 lines
6.4 KiB
C++
267 lines
6.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_MATRIX_H
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#define HPL_MATRIX_H
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#include "hpl1/engine/math/Vector3.h"
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namespace hpl {
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template<class T>
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class cMatrix {
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public:
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// The ways to reference the matrix
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// format is [row][col]
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union {
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T m[4][4];
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T v[16];
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};
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//////////////////////////////////////////
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// Constructors
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/////////////////////////////////////////
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inline cMatrix() {
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}
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//-----------------------------------------------------------------------
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inline cMatrix(T *pA) {
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FromVec(pA);
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}
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//-----------------------------------------------------------------------
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inline cMatrix(double *pA) {
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m[0][0] = (T)pA[0];
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m[0][1] = (T)pA[1];
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m[0][2] = (T)pA[2];
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m[0][3] = (T)pA[3];
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m[1][0] = (T)pA[4];
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m[1][1] = (T)pA[5];
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m[1][2] = (T)pA[6];
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m[1][3] = (T)pA[7];
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m[2][0] = (T)pA[8];
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m[2][1] = (T)pA[9];
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m[2][2] = (T)pA[10];
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m[2][3] = (T)pA[11];
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m[3][0] = (T)pA[12];
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m[3][1] = (T)pA[13];
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m[3][2] = (T)pA[14];
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m[3][3] = (T)pA[15];
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}
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//-----------------------------------------------------------------------
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inline constexpr cMatrix(
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T a00, T a01, T a02, T a03,
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T a10, T a11, T a12, T a13,
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T a20, T a21, T a22, T a23,
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T a30, T a31, T a32, T a33) : m{
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{a00, a01, a02, a03},
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{a10, a11, a12, a13},
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{a20, a21, a22, a23},
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{a30, a31, a32, a33}} {
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}
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static const cMatrix<T> Identity;
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static const cMatrix<T> Zero;
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//-----------------------------------------------------------------------
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inline bool operator==(const cMatrix<T> &aMtx) const {
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if (m[0][0] == aMtx.m[0][0] &&
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m[0][1] == aMtx.m[0][1] &&
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m[0][2] == aMtx.m[0][2] &&
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m[0][3] == aMtx.m[0][3] &&
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m[1][0] == aMtx.m[1][0] &&
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m[1][1] == aMtx.m[1][1] &&
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m[1][2] == aMtx.m[1][2] &&
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m[1][3] == aMtx.m[1][3] &&
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m[2][0] == aMtx.m[2][0] &&
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m[2][1] == aMtx.m[2][1] &&
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m[2][2] == aMtx.m[2][2] &&
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m[2][3] == aMtx.m[2][3] &&
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m[3][0] == aMtx.m[3][0] &&
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m[3][1] == aMtx.m[3][1] &&
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m[3][2] == aMtx.m[3][2] &&
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m[3][3] == aMtx.m[3][3]) {
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------
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inline bool operator!=(const cMatrix<T> &aMtx) {
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return !(*this == aMtx);
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}
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//-----------------------------------------------------------------------
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inline void FromVec(const T *pA) {
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m[0][0] = pA[0];
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m[0][1] = pA[1];
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m[0][2] = pA[2];
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m[0][3] = pA[3];
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m[1][0] = pA[4];
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m[1][1] = pA[5];
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m[1][2] = pA[6];
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m[1][3] = pA[7];
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m[2][0] = pA[8];
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m[2][1] = pA[9];
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m[2][2] = pA[10];
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m[2][3] = pA[11];
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m[3][0] = pA[12];
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m[3][1] = pA[13];
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m[3][2] = pA[14];
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m[3][3] = pA[15];
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}
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//-----------------------------------------------------------------------
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inline void FromTranspose(const T *pA) {
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m[0][0] = pA[0];
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m[1][0] = pA[1];
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m[2][0] = pA[2];
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m[3][0] = pA[3];
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m[0][1] = pA[4];
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m[1][1] = pA[5];
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m[2][1] = pA[6];
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m[3][1] = pA[7];
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m[0][2] = pA[8];
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m[1][2] = pA[9];
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m[2][2] = pA[10];
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m[3][2] = pA[11];
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m[0][3] = pA[12];
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m[1][3] = pA[13];
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m[2][3] = pA[14];
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m[3][3] = pA[15];
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}
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//-----------------------------------------------------------------------
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inline cVector3<T> GetRight() const {
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/* @todo ??? */
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return cVector3<T>(m[0][0], m[0][1], m[0][2]);
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}
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inline void SetRight(const cVector3<T> &avVec) {
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m[0][0] = avVec.x;
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m[0][1] = avVec.y;
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m[0][2] = avVec.z;
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}
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//-----------------------------------------------------------------------
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inline cVector3<T> GetUp() const {
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/* @todo ??? */
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return cVector3<T>(m[1][0], m[1][1], m[1][2]);
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}
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inline void SetUp(const cVector3<T> &avVec) {
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m[1][0] = avVec.x;
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m[1][1] = avVec.y;
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m[1][2] = avVec.z;
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}
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//-----------------------------------------------------------------------
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inline cVector3<T> GetForward() const {
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/* @todo ??? */
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return cVector3<T>(m[2][0], m[2][1], m[2][2]);
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}
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inline void SetForward(const cVector3<T> &avVec) {
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m[2][0] = avVec.x;
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m[2][1] = avVec.y;
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m[2][2] = avVec.z;
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}
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//-----------------------------------------------------------------------
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inline cVector3<T> GetTranslation() const {
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/* @todo ??? */
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return cVector3<T>(m[0][3], m[1][3], m[2][3]);
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}
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inline void SetTranslation(const cVector3<T> &avTrans) {
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m[0][3] = avTrans.x;
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m[1][3] = avTrans.y;
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m[2][3] = avTrans.z;
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}
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//-----------------------------------------------------------------------
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inline cMatrix<T> GetRotation() const {
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return cMatrix<T>(m[0][0], m[0][1], m[0][2], 0,
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m[1][0], m[1][1], m[1][2], 0,
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m[2][0], m[2][1], m[2][2], 0,
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0, 0, 0, 1);
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}
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//-----------------------------------------------------------------------
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inline cMatrix<T> GetTranspose() const {
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return cMatrix<T>(m[0][0], m[1][0], m[2][0], m[3][0],
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m[0][1], m[1][1], m[2][1], m[3][1],
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m[0][2], m[1][2], m[2][2], m[3][2],
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m[0][3], m[1][3], m[2][3], m[3][3]);
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}
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//-----------------------------------------------------------------------
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tString ToString() {
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char buf[512];
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snprintf(buf, 512, "[%f : %f : %f : %f] [%f : %f : %f : %f] [%f : %f : %f : %f] [%f : %f : %f : %f]",
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m[0][0], m[0][1], m[0][2], m[0][3],
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m[1][0], m[1][1], m[1][2], m[1][3],
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m[2][0], m[2][1], m[2][2], m[2][3],
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m[3][0], m[3][1], m[3][2], m[3][3]);
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return buf;
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}
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tString ToFileString() {
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char buf[512];
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snprintf(buf, 512, "%g %g %g %g %g %g %g %g %g %g %g %g %g %g %g %g",
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m[0][0], m[0][1], m[0][2], m[0][3],
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m[1][0], m[1][1], m[1][2], m[1][3],
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m[2][0], m[2][1], m[2][2], m[2][3],
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m[3][0], m[3][1], m[3][2], m[3][3]);
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return buf;
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}
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};
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} // namespace hpl
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#endif // HPL_MATRIX_H
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