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225 lines
4.9 KiB
C++
225 lines
4.9 KiB
C++
#ifndef MATRIX4D_H_
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#define MATRIX4D_H_
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#include "Vector3f.h"
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#define M_ROWS 4
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#define M_COLS 4
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#define M_LENGTH (M_ROWS * M_COLS)
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/**
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* @class Matrix4D
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*
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* This class represents a 4x4 matrix and contains methods
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* to operate on it
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*
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* @author Nuno Almeida (nuno.alm@ua.pt)
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* Adapted - Miguel Abreu
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*/
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class Matrix4D {
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public:
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float content[M_LENGTH]; // content of the matrix, vector-like
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/**
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* Default constructor returns the identity matrix
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*/
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Matrix4D();
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/**
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* Constructor returns a matrix from a vector of floats
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*/
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Matrix4D(const float[]);
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/**
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* Copy constructor
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*/
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Matrix4D(const Matrix4D& other);
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/**
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* Constructor returns a translation matrix
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*/
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Matrix4D(const Vector3f& v);
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/**
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* Destructor
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*/
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~Matrix4D();
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/**
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* Sets a value in some position (vector-like)
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*/
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void set(unsigned i, float value);
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/**
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* Sets a value in some position (matrix-like)
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*/
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void set(unsigned i, unsigned j, float value);
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/**
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* Gets a value from some position (vector-like)
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*/
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float get(unsigned i) const;
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/**
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* Gets a value from some position (matrix-like)
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*/
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float get(unsigned i, unsigned j) const;
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/**
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* Assigns another matrix to this one
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*
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* @param other Another matrix
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*/
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void operator=(const Matrix4D& other);
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/**
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* Gets the sum of another vector with this one
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*
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* @param other Another matrix
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*/
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Matrix4D operator+(const Matrix4D& other) const;
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/**
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* Sums this matrix to another
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*
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* @param other Another matrix
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* @return Sum of this matrix with another
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*/
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void operator+=(const Matrix4D& other);
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/**
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* Gets the subtraction of another vector from this one
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*
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* @param other Another matrix
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*/
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Matrix4D operator-(const Matrix4D&) const;
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/**
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* Subtracts another matrix from this one
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*
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* @param other Another matrix
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* @return This matrix minus another
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*/
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void operator-=(const Matrix4D& other);
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/**
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* Multiplies two matrices
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*
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* @param other Another matrix
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* @return Multiplication matrix
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*/
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Matrix4D operator*(const Matrix4D& other) const;
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/**
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* Multiplies a matrix with a vector
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*
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* @param other Another matrix
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* @return Multiplication vector
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*/
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Vector3f operator*(const Vector3f& other) const;
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/**
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* Checks whether this matrix is equal to another
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*
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* @param other Another matrix
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* @return true/false
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*/
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bool operator==(const Matrix4D&) const;
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/**
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* Gets the content of the position i (in vector representation) of this
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* matrix
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*
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* @param pos Position
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* @return Value in the position
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*/
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float& operator[](const unsigned pos);
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/**
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* Gets the translation vector from this matrix
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*
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* @return Translation vector
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*/
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Vector3f toVector3f() const;
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/**
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* Gets the transpose of this matrix
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*
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* @return Transpose
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*/
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Matrix4D transpose();
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/**
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* Gets the inverse of this matrix (m.abreu@2020)
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*
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* @param inverse_out inverse matrix
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* @return true if it exists
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*/
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bool inverse(Matrix4D& inverse_out) const;
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/**
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* Gets the inverse of this matrix, (m.abreu@2020)
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* assuming that it represents an affine transformation with only translation and rotation
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* This method creates a new matrix
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*
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* @return inverse matrix
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*/
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Matrix4D inverse_tranformation_matrix() const;
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/**
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* Gets the inverse of this matrix, (m.abreu@2020)
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* assuming that it represents an affine transformation with only translation and rotation
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* This method overwrites the given matrix
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*
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* @param inverse_out inverse matrix output
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*/
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void inverse_tranformation_matrix(Matrix4D& inverse_out) const;
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/**
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* Gets the rotation matrix around x-axis
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*
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* @param angle Angle (degrees)
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*/
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static Matrix4D rotationX(float angle);
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/**
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* Gets the rotation matrix around y-axis
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*
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* @param angle Angle (degrees)
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*/
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static Matrix4D rotationY(float angle);
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/**
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* Gets the rotation matrix around z-axis
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*
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* @param angle Angle (degrees)
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*/
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static Matrix4D rotationZ(float angle);
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/**
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* Gets the rotation matrix around an arbitrary axis
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*
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* @param axis Axis (x, y and z)
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* @param angle Angle (degrees)
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*/
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static Matrix4D rotation(Vector3f axis, float angle);
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/**
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* Gets the translation matrix
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*
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* @param x x-axis coordinate
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* @param y y-axis coordinate
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* @param z z-axis coordinate
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*/
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static Matrix4D translation(Vector3f v) {
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return translation(v.getX(), v.getY(), v.getZ());
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}
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static Matrix4D translation(float x, float y, float z);
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};
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#endif // MATRIX4D_H_
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