/******************************************************************************** * * * D o u b l e - P r e c i s i o n 4 x 4 M a t r i x * * * ********************************************************************************* * Copyright (C) 1994,2024 by Jeroen van der Zijp. All Rights Reserved. * ********************************************************************************* * This library is free software; you can redistribute it and/or modify * * it under the terms of the GNU Lesser General Public License as published by * * the Free Software Foundation; either version 3 of the License, or * * (at your option) any later version. * * * * This library 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 Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public License * * along with this program. If not, see * ********************************************************************************/ #ifndef FXMAT4D_H #define FXMAT4D_H namespace FX { class FXQuatd; class FXMat3d; /// Double-precision 4x4 matrix class FXAPI FXMat4d { protected: FXVec4d m[4]; public: /// Default constructor; value is not initialized FXMat4d(){} /// Initialize matrix from scalar FXMat4d(FXdouble s); /// Initialize with 3x3 rotation and scaling matrix FXMat4d(const FXMat3d& s); /// Initialize matrix from another matrix FXMat4d(const FXMat4d& s); /// Initialize matrix from array FXMat4d(const FXdouble s[]); /// Initialize diagonal matrix FXMat4d(FXdouble a,FXdouble b,FXdouble c,FXdouble d); /// Initialize matrix from components FXMat4d(FXdouble a00,FXdouble a01,FXdouble a02,FXdouble a03, FXdouble a10,FXdouble a11,FXdouble a12,FXdouble a13, FXdouble a20,FXdouble a21,FXdouble a22,FXdouble a23, FXdouble a30,FXdouble a31,FXdouble a32,FXdouble a33); /// Initialize matrix from four vectors FXMat4d(const FXVec4d& a,const FXVec4d& b,const FXVec4d& c,const FXVec4d& d); /// Initialize matrix from quaternion FXMat4d(const FXQuatd& quat); /// Assignment from scalar FXMat4d& operator=(FXdouble s); /// Assignment FXMat4d& operator=(const FXMat3d& s); FXMat4d& operator=(const FXMat4d& s); /// Assignment from quaternion FXMat4d& operator=(const FXQuatd& quat); /// Assignment from array FXMat4d& operator=(const FXdouble s[]); /// Set value from scalar FXMat4d& set(FXdouble s); /// Set value from 3x3 rotation and scaling matrix FXMat4d& set(const FXMat3d& s); /// Set value from another matrix FXMat4d& set(const FXMat4d& s); /// Set value from array FXMat4d& set(const FXdouble s[]); /// Set diagonal matrix FXMat4d& set(FXdouble a,FXdouble b,FXdouble c,FXdouble d); /// Set value from components FXMat4d& set(FXdouble a00,FXdouble a01,FXdouble a02,FXdouble a03, FXdouble a10,FXdouble a11,FXdouble a12,FXdouble a13, FXdouble a20,FXdouble a21,FXdouble a22,FXdouble a23, FXdouble a30,FXdouble a31,FXdouble a32,FXdouble a33); /// Set value from four vectors FXMat4d& set(const FXVec4d& a,const FXVec4d& b,const FXVec4d& c,const FXVec4d& d); /// Set value from quaternion FXMat4d& set(const FXQuatd& quat); /// Assignment operators FXMat4d& operator+=(const FXMat4d& w); FXMat4d& operator-=(const FXMat4d& w); FXMat4d& operator*=(const FXMat4d& w); FXMat4d& operator*=(FXdouble w); FXMat4d& operator/=(FXdouble w); /// Indexing FXVec4d& operator[](FXint i){return m[i];} const FXVec4d& operator[](FXint i) const {return m[i];} /// Conversion operator FXdouble*(){return m[0];} operator const FXdouble*() const {return m[0];} /// Unary minus FXMat4d operator-() const; /// Set to identity matrix FXMat4d& identity(); /// Return true if identity matrix FXbool isIdentity() const; /// Set orthographic projection from view volume FXMat4d& setOrtho(FXdouble xlo,FXdouble xhi,FXdouble ylo,FXdouble yhi,FXdouble zlo,FXdouble zhi); /// Get view volume from orthographic projection void getOrtho(FXdouble& xlo,FXdouble& xhi,FXdouble& ylo,FXdouble& yhi,FXdouble& zlo,FXdouble& zhi) const; /// Set to inverse orthographic projection FXMat4d& setInverseOrtho(FXdouble xlo,FXdouble xhi,FXdouble ylo,FXdouble yhi,FXdouble zlo,FXdouble zhi); /// Set to perspective projection from view volume FXMat4d& setFrustum(FXdouble xlo,FXdouble xhi,FXdouble ylo,FXdouble yhi,FXdouble zlo,FXdouble zhi); /// Get view volume from perspective projection void getFrustum(FXdouble& xlo,FXdouble& xhi,FXdouble& ylo,FXdouble& yhi,FXdouble& zlo,FXdouble& zhi) const; /// Set to inverse perspective projection from view volume FXMat4d& setInverseFrustum(FXdouble xlo,FXdouble xhi,FXdouble ylo,FXdouble yhi,FXdouble zlo,FXdouble zhi); /// Multiply by left-hand matrix FXMat4d& left(); /// Multiply by rotation matrix FXMat4d& rot(const FXMat3d& r); /// Multiply by rotation about unit-quaternion FXMat4d& rot(const FXQuatd& q); /// Multiply by rotation c,s about unit axis FXMat4d& rot(const FXVec3d& v,FXdouble c,FXdouble s); /// Multiply by rotation of phi about unit axis FXMat4d& rot(const FXVec3d& v,FXdouble phi); /// Multiply by x-rotation FXMat4d& xrot(FXdouble c,FXdouble s); FXMat4d& xrot(FXdouble phi); /// Multiply by y-rotation FXMat4d& yrot(FXdouble c,FXdouble s); FXMat4d& yrot(FXdouble phi); /// Multiply by z-rotation FXMat4d& zrot(FXdouble c,FXdouble s); FXMat4d& zrot(FXdouble phi); /// Look at FXMat4d& look(const FXVec3d& from,const FXVec3d& to,const FXVec3d& up); /// Multiply by translation FXMat4d& trans(FXdouble tx,FXdouble ty,FXdouble tz); FXMat4d& trans(const FXVec3d& v); /// Multiply by scaling FXMat4d& scale(FXdouble sx,FXdouble sy,FXdouble sz); FXMat4d& scale(const FXVec3d& v); FXMat4d& scale(FXdouble s); /// Mirror-matrix with plane normal n FXMat4d& mirror(const FXVec3d& n); /// Determinant FXdouble det() const; /// Transpose FXMat4d transpose() const; /// Invert FXMat4d invert() const; /// Invert affine matrix FXMat4d affineInvert() const; /// Invert rigid body transform matrix FXMat4d rigidInvert() const; /// Return normal-transformation matrix FXMat3d normalMatrix() const; /// Destructor ~FXMat4d(){} }; /// Matrix times vector extern FXAPI FXVec3d operator*(const FXMat4d& m,const FXVec3d& v); extern FXAPI FXVec4d operator*(const FXMat4d& m,const FXVec4d& v); /// Vector times matrix extern FXAPI FXVec3d operator*(const FXVec3d& v,const FXMat4d& m); extern FXAPI FXVec4d operator*(const FXVec4d& v,const FXMat4d& m); /// Matrix and matrix addition extern FXAPI FXMat4d operator+(const FXMat4d& a,const FXMat4d& b); extern FXAPI FXMat4d operator-(const FXMat4d& a,const FXMat4d& b); /// Matrix and matrix multiply extern FXAPI FXMat4d operator*(const FXMat4d& a,const FXMat4d& b); /// Scaling extern FXAPI FXMat4d operator*(FXdouble x,const FXMat4d& a); extern FXAPI FXMat4d operator*(const FXMat4d& a,FXdouble x); extern FXAPI FXMat4d operator/(const FXMat4d& a,FXdouble x); extern FXAPI FXMat4d operator/(FXdouble x,const FXMat4d& a); /// Equality tests extern FXAPI FXbool operator==(const FXMat4d& a,const FXMat4d& b); extern FXAPI FXbool operator!=(const FXMat4d& a,const FXMat4d& b); extern FXAPI FXbool operator==(const FXMat4d& a,FXdouble n); extern FXAPI FXbool operator!=(const FXMat4d& a,FXdouble n); extern FXAPI FXbool operator==(FXdouble n,const FXMat4d& a); extern FXAPI FXbool operator!=(FXdouble n,const FXMat4d& a); /// Orthogonalize matrix extern FXAPI FXMat4d orthogonalize(const FXMat4d& m); /// Save matrix to a stream extern FXAPI FXStream& operator<<(FXStream& store,const FXMat4d& m); /// Load matrix from a stream extern FXAPI FXStream& operator>>(FXStream& store,FXMat4d& m); } #endif