summaryrefslogtreecommitdiffstats
path: root/src/Matrix4.h
blob: 61ea60bfdf786490e78893827d5d20cc0b535470 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228

#pragma once



#define _USE_MATH_DEFINES  // Enable non-standard math defines (MSVC)
#include <math.h>





template <typename T>
// tolua_begin
class Matrix4
{

	TOLUA_TEMPLATE_BIND((T, float, double))

	// tolua_end

public:

	T cell[16];

	// tolua_begin

	inline Matrix4(void)
	{
		Identity();
	}

	inline Matrix4(const Matrix4 & a_Rhs)
	{
		*this = a_Rhs;
	}
	
	// tolua_end

	inline Matrix4 & operator = (const Matrix4 & a_Rhs)
	{
		for (unsigned int i = 0; i < 16; ++i)
		{
			cell[i] = a_Rhs.cell[i];
		}
		return *this;
	}
	
	// tolua_begin

	inline T & operator [] (int a_N)
	{
		ASSERT(a_N < 16);
		return cell[a_N];
	}

	inline void Identity()
	{
		cell[1]  = cell[2]  = cell[3]  = cell[4]  = 0;
		cell[6]  = cell[7]  = cell[8]  = cell[9]  = 0;
		cell[11] = cell[12] = cell[13] = cell[14] = 0;

		cell[0] = cell[5] = cell[10] = cell[15] = 1;
	}

	inline void Init(const Vector3<T> & a_Pos, T a_RX, T a_RY, T a_RZ)
	{
		Matrix4<T> t;
		t.RotateX(a_RZ);
		RotateY(a_RY);
		Concatenate(t);
		t.RotateZ(a_RX);
		Concatenate(t);
		Translate(a_Pos);
	}

	inline void RotateX(T a_RX)
	{
		T sx = (T) sin(a_RX * M_PI / 180);
		T cx = (T) cos(a_RX * M_PI / 180);

		Identity();

		cell[5] = cx;  cell[6]  = sx;
		cell[9] = -sx; cell[10] = cx;
	}

	inline void RotateY(T a_RY)
	{
		T sy = (T) sin(a_RY * M_PI / 180);
		T cy = (T) cos(a_RY * M_PI / 180);

		Identity();

		cell[0] = cy; cell[2] = -sy;
		cell[8] = sy; cell[10] = cy;
	}

	inline void RotateZ(T a_RZ)
	{
		T sz = (T) sin(a_RZ * M_PI / 180);
		T cz = (T) cos(a_RZ * M_PI / 180);

		Identity();

		cell[0] = cz;  cell[1] = sz;
		cell[4] = -sz; cell[5] = cz;
	}

	inline void Translate(const Vector3<T> & a_Pos)
	{
		cell[3]  += a_Pos.x;
		cell[7]  += a_Pos.y;
		cell[11] += a_Pos.z;
	}

	inline void SetTranslation(const Vector3<T> & a_Pos)
	{
		cell[3]  = a_Pos.x;
		cell[7]  = a_Pos.y;
		cell[11] = a_Pos.z;
	}

	inline void Concatenate(const Matrix4 & m2)
	{
		Matrix4 res;

		for (unsigned int c = 0; c < 4; ++c)
		{
			for (unsigned int r = 0; r < 4; ++r)
			{
				res.cell[r * 4 + c] = (
					cell[r * 4 + 0] * m2.cell[c + 0] +
					cell[r * 4 + 1] * m2.cell[c + 4] +
					cell[r * 4 + 2] * m2.cell[c + 8] +
					cell[r * 4 + 3] * m2.cell[c + 12]
				);
			}
		}

		*this = res;
	}

	inline Vector3<T> Transform(const Vector3<T> & v) const
	{
		T x  = cell[0] * v.x + cell[1] * v.y + cell[2]  * v.z + cell[3];
		T y  = cell[4] * v.x + cell[5] * v.y + cell[6]  * v.z + cell[7];
		T z  = cell[8] * v.x + cell[9] * v.y + cell[10] * v.z + cell[11];

		return Vector3<T>(x, y, z);
	}

	inline void Invert(void)
	{
		Matrix4 t;

		T tx = -cell[3];
		T ty = -cell[7];
		T tz = -cell[11];

		for (unsigned int h = 0; h < 3; ++h)
		{
			for (unsigned int v = 0; v < 3; ++v)
			{
				t.cell[h + v * 4] = cell[v + h * 4];
			}
		}

		for (unsigned int i = 0; i < 11; ++i)
		{
			cell[i] = t.cell[i];
		}

		cell[3]  = tx * cell[0] + ty * cell[1] + tz * cell[2];
		cell[7]  = tx * cell[4] + ty * cell[5] + tz * cell[6];
		cell[11] = tx * cell[8] + ty * cell[9] + tz * cell[10];
	}

	inline Vector3<T> GetXColumn(void) const
	{
		return Vector3<T>(cell[0], cell[1], cell[2]);
	}

	inline Vector3<T> GetYColumn(void) const
	{
		return Vector3<T>(cell[4], cell[5], cell[6]);
	}

	inline Vector3<T> GetZColumn(void) const
	{
		return Vector3<T>(cell[8], cell[9], cell[10]);
	}

	inline void SetXColumn(const Vector3<T> & a_X)
	{
		cell[0] = a_X.x;
		cell[1] = a_X.y;
		cell[2] = a_X.z;
	}

	inline void SetYColumn(const Vector3<T> & a_Y)
	{
		cell[4] = a_Y.x;
		cell[5] = a_Y.y;
		cell[6] = a_Y.z;
	}

	inline void SetZColumn(const Vector3<T> & a_Z)
	{
		cell[8]  = a_Z.x;
		cell[9]  = a_Z.y;
		cell[10] = a_Z.z;
	}
};
// tolua_end




// tolua_begin
typedef Matrix4<double> Matrix4d;
typedef Matrix4<float>  Matrix4f;
// tolua_end





hhhhhh