From 373dc625f82b47096893add42c4472e4a57ab7eb Mon Sep 17 00:00:00 2001 From: Aki Date: Wed, 9 Feb 2022 22:23:03 +0100 Subject: Moved third-party libraries to a separate subdirectory --- Opcode/Ice/IceMatrix4x4.h | 455 ---------------------------------------------- 1 file changed, 455 deletions(-) delete mode 100644 Opcode/Ice/IceMatrix4x4.h (limited to 'Opcode/Ice/IceMatrix4x4.h') diff --git a/Opcode/Ice/IceMatrix4x4.h b/Opcode/Ice/IceMatrix4x4.h deleted file mode 100644 index 82ebc05..0000000 --- a/Opcode/Ice/IceMatrix4x4.h +++ /dev/null @@ -1,455 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Contains code for 4x4 matrices. - * \file IceMatrix4x4.h - * \author Pierre Terdiman - * \date April, 4, 2000 - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Include Guard -#ifndef __ICEMATRIX4X4_H__ -#define __ICEMATRIX4X4_H__ - - // Forward declarations - class PRS; - class PR; - - #define MATRIX4X4_EPSILON (1.0e-7f) - - class ICEMATHS_API Matrix4x4 - { -// void LUBackwardSubstitution( sdword *indx, float* b ); -// void LUDecomposition( sdword* indx, float* d ); - - public: - //! Empty constructor. - inline_ Matrix4x4() {} - //! Constructor from 16 values - inline_ Matrix4x4( float m00, float m01, float m02, float m03, - float m10, float m11, float m12, float m13, - float m20, float m21, float m22, float m23, - float m30, float m31, float m32, float m33) - { - m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03; - m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13; - m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23; - m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33; - } - //! Copy constructor - inline_ Matrix4x4(const Matrix4x4& mat) { CopyMemory(m, &mat.m, 16*sizeof(float)); } - //! Destructor. - inline_ ~Matrix4x4() {} - - //! Assign values (rotation only) - inline_ Matrix4x4& Set( float m00, float m01, float m02, - float m10, float m11, float m12, - float m20, float m21, float m22) - { - m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; - m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; - m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; - return *this; - } - //! Assign values - inline_ Matrix4x4& Set( float m00, float m01, float m02, float m03, - float m10, float m11, float m12, float m13, - float m20, float m21, float m22, float m23, - float m30, float m31, float m32, float m33) - { - m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03; - m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13; - m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23; - m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33; - return *this; - } - - //! Copy from a Matrix4x4 - inline_ void Copy(const Matrix4x4& source) { CopyMemory(m, source.m, 16*sizeof(float)); } - - // Row-column access - //! Returns a row. - inline_ void GetRow(const udword r, HPoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; p.w=m[r][3]; } - //! Returns a row. - inline_ void GetRow(const udword r, IcePoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; } - //! Returns a row. - inline_ const HPoint& GetRow(const udword r) const { return *(const HPoint*)&m[r][0]; } - //! Returns a row. - inline_ HPoint& GetRow(const udword r) { return *(HPoint*)&m[r][0]; } - //! Sets a row. - inline_ void SetRow(const udword r, const HPoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]=p.w; } - //! Sets a row. - inline_ void SetRow(const udword r, const IcePoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]= (r!=3) ? 0.0f : 1.0f; } - //! Returns a column. - inline_ void GetCol(const udword c, HPoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; p.w=m[3][c]; } - //! Returns a column. - inline_ void GetCol(const udword c, IcePoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; } - //! Sets a column. - inline_ void SetCol(const udword c, const HPoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]=p.w; } - //! Sets a column. - inline_ void SetCol(const udword c, const IcePoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]= (c!=3) ? 0.0f : 1.0f; } - - // Translation - //! Returns the translation part of the matrix. - inline_ const HPoint& GetTrans() const { return GetRow(3); } - //! Gets the translation part of the matrix - inline_ void GetTrans(IcePoint& p) const { p.x=m[3][0]; p.y=m[3][1]; p.z=m[3][2]; } - //! Sets the translation part of the matrix, from a Point. - inline_ void SetTrans(const IcePoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; } - //! Sets the translation part of the matrix, from a HPoint. - inline_ void SetTrans(const HPoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; m[3][3]=p.w; } - //! Sets the translation part of the matrix, from floats. - inline_ void SetTrans(float tx, float ty, float tz) { m[3][0]=tx; m[3][1]=ty; m[3][2]=tz; } - - // Scale - //! Sets the scale from a Point. The point is put on the diagonal. - inline_ void SetScale(const IcePoint& p) { m[0][0]=p.x; m[1][1]=p.y; m[2][2]=p.z; } - //! Sets the scale from floats. Values are put on the diagonal. - inline_ void SetScale(float sx, float sy, float sz) { m[0][0]=sx; m[1][1]=sy; m[2][2]=sz; } - //! Scales from a Point. Each row is multiplied by a component. - void Scale(const IcePoint& p) - { - m[0][0] *= p.x; m[1][0] *= p.y; m[2][0] *= p.z; - m[0][1] *= p.x; m[1][1] *= p.y; m[2][1] *= p.z; - m[0][2] *= p.x; m[1][2] *= p.y; m[2][2] *= p.z; - } - //! Scales from floats. Each row is multiplied by a value. - void Scale(float sx, float sy, float sz) - { - m[0][0] *= sx; m[1][0] *= sy; m[2][0] *= sz; - m[0][1] *= sx; m[1][1] *= sy; m[2][1] *= sz; - m[0][2] *= sx; m[1][2] *= sy; m[2][2] *= sz; - } -/* - //! Returns a row. - inline_ HPoint GetRow(const udword row) const { return mRow[row]; } - //! Sets a row. - inline_ Matrix4x4& SetRow(const udword row, const HPoint& p) { mRow[row] = p; return *this; } - //! Sets a row. - Matrix4x4& SetRow(const udword row, const Point& p) - { - m[row][0] = p.x; - m[row][1] = p.y; - m[row][2] = p.z; - m[row][3] = (row != 3) ? 0.0f : 1.0f; - return *this; - } - //! Returns a column. - HPoint GetCol(const udword col) const - { - HPoint Res; - Res.x = m[0][col]; - Res.y = m[1][col]; - Res.z = m[2][col]; - Res.w = m[3][col]; - return Res; - } - //! Sets a column. - Matrix4x4& SetCol(const udword col, const HPoint& p) - { - m[0][col] = p.x; - m[1][col] = p.y; - m[2][col] = p.z; - m[3][col] = p.w; - return *this; - } - //! Sets a column. - Matrix4x4& SetCol(const udword col, const Point& p) - { - m[0][col] = p.x; - m[1][col] = p.y; - m[2][col] = p.z; - m[3][col] = (col != 3) ? 0.0f : 1.0f; - return *this; - } -*/ - //! Computes the trace. The trace is the sum of the 4 diagonal components. - inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2] + m[3][3]; } - //! Computes the trace of the upper 3x3 matrix. - inline_ float Trace3x3() const { return m[0][0] + m[1][1] + m[2][2]; } - //! Clears the matrix. - inline_ void Zero() { ZeroMemory(&m, sizeof(m)); } - //! Sets the identity matrix. - inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f; } - //! Checks for identity - inline_ bool IsIdentity() const - { - if(IR(m[0][0])!=IEEE_1_0) return false; - if(IR(m[0][1])!=0) return false; - if(IR(m[0][2])!=0) return false; - if(IR(m[0][3])!=0) return false; - - if(IR(m[1][0])!=0) return false; - if(IR(m[1][1])!=IEEE_1_0) return false; - if(IR(m[1][2])!=0) return false; - if(IR(m[1][3])!=0) return false; - - if(IR(m[2][0])!=0) return false; - if(IR(m[2][1])!=0) return false; - if(IR(m[2][2])!=IEEE_1_0) return false; - if(IR(m[2][3])!=0) return false; - - if(IR(m[3][0])!=0) return false; - if(IR(m[3][1])!=0) return false; - if(IR(m[3][2])!=0) return false; - if(IR(m[3][3])!=IEEE_1_0) return false; - return true; - } - - //! Checks matrix validity - inline_ BOOL IsValid() const - { - for(udword j=0;j<4;j++) - { - for(udword i=0;i<4;i++) - { - if(!IsValidFloat(m[j][i])) return FALSE; - } - } - return TRUE; - } - - //! Sets a rotation matrix around the X axis. - void RotX(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[1][1] = m[2][2] = Cos; m[2][1] = -Sin; m[1][2] = Sin; } - //! Sets a rotation matrix around the Y axis. - void RotY(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[2][2] = Cos; m[2][0] = Sin; m[0][2] = -Sin; } - //! Sets a rotation matrix around the Z axis. - void RotZ(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[1][1] = Cos; m[1][0] = -Sin; m[0][1] = Sin; } - - //! Makes a rotation matrix about an arbitrary axis - Matrix4x4& Rot(float angle, IcePoint& p1, IcePoint& p2); - - //! Transposes the matrix. - void Transpose() - { - IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]); - IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]); - IR(m[3][0]) ^= IR(m[0][3]); IR(m[0][3]) ^= IR(m[3][0]); IR(m[3][0]) ^= IR(m[0][3]); - IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]); - IR(m[1][3]) ^= IR(m[3][1]); IR(m[3][1]) ^= IR(m[1][3]); IR(m[1][3]) ^= IR(m[3][1]); - IR(m[2][3]) ^= IR(m[3][2]); IR(m[3][2]) ^= IR(m[2][3]); IR(m[2][3]) ^= IR(m[3][2]); - } - - //! Computes a cofactor. Used for matrix inversion. - float CoFactor(udword row, udword col) const; - //! Computes the determinant of the matrix. - float Determinant() const; - //! Inverts the matrix. Determinant must be different from zero, else matrix can't be inverted. - Matrix4x4& Invert(); -// Matrix& ComputeAxisMatrix(Point& axis, float angle); - - // Cast operators - //! Casts a Matrix4x4 to a Matrix3x3. - inline_ operator Matrix3x3() const - { - return Matrix3x3( - m[0][0], m[0][1], m[0][2], - m[1][0], m[1][1], m[1][2], - m[2][0], m[2][1], m[2][2]); - } - //! Casts a Matrix4x4 to a Quat. - operator Quat() const; - //! Casts a Matrix4x4 to a PR. - operator PR() const; - - // Arithmetic operators - //! Operator for Matrix4x4 Plus = Matrix4x4 + Matrix4x4; - inline_ Matrix4x4 operator+(const Matrix4x4& mat) const - { - return Matrix4x4( - m[0][0]+mat.m[0][0], m[0][1]+mat.m[0][1], m[0][2]+mat.m[0][2], m[0][3]+mat.m[0][3], - m[1][0]+mat.m[1][0], m[1][1]+mat.m[1][1], m[1][2]+mat.m[1][2], m[1][3]+mat.m[1][3], - m[2][0]+mat.m[2][0], m[2][1]+mat.m[2][1], m[2][2]+mat.m[2][2], m[2][3]+mat.m[2][3], - m[3][0]+mat.m[3][0], m[3][1]+mat.m[3][1], m[3][2]+mat.m[3][2], m[3][3]+mat.m[3][3]); - } - - //! Operator for Matrix4x4 Minus = Matrix4x4 - Matrix4x4; - inline_ Matrix4x4 operator-(const Matrix4x4& mat) const - { - return Matrix4x4( - m[0][0]-mat.m[0][0], m[0][1]-mat.m[0][1], m[0][2]-mat.m[0][2], m[0][3]-mat.m[0][3], - m[1][0]-mat.m[1][0], m[1][1]-mat.m[1][1], m[1][2]-mat.m[1][2], m[1][3]-mat.m[1][3], - m[2][0]-mat.m[2][0], m[2][1]-mat.m[2][1], m[2][2]-mat.m[2][2], m[2][3]-mat.m[2][3], - m[3][0]-mat.m[3][0], m[3][1]-mat.m[3][1], m[3][2]-mat.m[3][2], m[3][3]-mat.m[3][3]); - } - - //! Operator for Matrix4x4 Mul = Matrix4x4 * Matrix4x4; - inline_ Matrix4x4 operator*(const Matrix4x4& mat) const - { - return Matrix4x4( - m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0] + m[0][3]*mat.m[3][0], - m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1] + m[0][3]*mat.m[3][1], - m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2] + m[0][3]*mat.m[3][2], - m[0][0]*mat.m[0][3] + m[0][1]*mat.m[1][3] + m[0][2]*mat.m[2][3] + m[0][3]*mat.m[3][3], - - m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0] + m[1][3]*mat.m[3][0], - m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1] + m[1][3]*mat.m[3][1], - m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2] + m[1][3]*mat.m[3][2], - m[1][0]*mat.m[0][3] + m[1][1]*mat.m[1][3] + m[1][2]*mat.m[2][3] + m[1][3]*mat.m[3][3], - - m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0] + m[2][3]*mat.m[3][0], - m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1] + m[2][3]*mat.m[3][1], - m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2] + m[2][3]*mat.m[3][2], - m[2][0]*mat.m[0][3] + m[2][1]*mat.m[1][3] + m[2][2]*mat.m[2][3] + m[2][3]*mat.m[3][3], - - m[3][0]*mat.m[0][0] + m[3][1]*mat.m[1][0] + m[3][2]*mat.m[2][0] + m[3][3]*mat.m[3][0], - m[3][0]*mat.m[0][1] + m[3][1]*mat.m[1][1] + m[3][2]*mat.m[2][1] + m[3][3]*mat.m[3][1], - m[3][0]*mat.m[0][2] + m[3][1]*mat.m[1][2] + m[3][2]*mat.m[2][2] + m[3][3]*mat.m[3][2], - m[3][0]*mat.m[0][3] + m[3][1]*mat.m[1][3] + m[3][2]*mat.m[2][3] + m[3][3]*mat.m[3][3]); - } - - //! Operator for HPoint Mul = Matrix4x4 * HPoint; - inline_ HPoint operator*(const HPoint& v) const { return HPoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v, GetRow(3)|v); } - - //! Operator for Point Mul = Matrix4x4 * Point; - inline_ IcePoint operator*(const IcePoint& v) const - { - return IcePoint( m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z + m[0][3], - m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z + m[1][3], - m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z + m[2][3] ); - } - - //! Operator for Matrix4x4 Scale = Matrix4x4 * float; - inline_ Matrix4x4 operator*(float s) const - { - return Matrix4x4( - m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s, - m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s, - m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s, - m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s); - } - - //! Operator for Matrix4x4 Scale = float * Matrix4x4; - inline_ friend Matrix4x4 operator*(float s, const Matrix4x4& mat) - { - return Matrix4x4( - s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2], s*mat.m[0][3], - s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2], s*mat.m[1][3], - s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2], s*mat.m[2][3], - s*mat.m[3][0], s*mat.m[3][1], s*mat.m[3][2], s*mat.m[3][3]); - } - - //! Operator for Matrix4x4 Div = Matrix4x4 / float; - inline_ Matrix4x4 operator/(float s) const - { - if(s) s = 1.0f / s; - - return Matrix4x4( - m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s, - m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s, - m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s, - m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s); - } - - //! Operator for Matrix4x4 Div = float / Matrix4x4; - inline_ friend Matrix4x4 operator/(float s, const Matrix4x4& mat) - { - return Matrix4x4( - s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2], s/mat.m[0][3], - s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2], s/mat.m[1][3], - s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2], s/mat.m[2][3], - s/mat.m[3][0], s/mat.m[3][1], s/mat.m[3][2], s/mat.m[3][3]); - } - - //! Operator for Matrix4x4 += Matrix4x4; - inline_ Matrix4x4& operator+=(const Matrix4x4& mat) - { - m[0][0]+=mat.m[0][0]; m[0][1]+=mat.m[0][1]; m[0][2]+=mat.m[0][2]; m[0][3]+=mat.m[0][3]; - m[1][0]+=mat.m[1][0]; m[1][1]+=mat.m[1][1]; m[1][2]+=mat.m[1][2]; m[1][3]+=mat.m[1][3]; - m[2][0]+=mat.m[2][0]; m[2][1]+=mat.m[2][1]; m[2][2]+=mat.m[2][2]; m[2][3]+=mat.m[2][3]; - m[3][0]+=mat.m[3][0]; m[3][1]+=mat.m[3][1]; m[3][2]+=mat.m[3][2]; m[3][3]+=mat.m[3][3]; - return *this; - } - - //! Operator for Matrix4x4 -= Matrix4x4; - inline_ Matrix4x4& operator-=(const Matrix4x4& mat) - { - m[0][0]-=mat.m[0][0]; m[0][1]-=mat.m[0][1]; m[0][2]-=mat.m[0][2]; m[0][3]-=mat.m[0][3]; - m[1][0]-=mat.m[1][0]; m[1][1]-=mat.m[1][1]; m[1][2]-=mat.m[1][2]; m[1][3]-=mat.m[1][3]; - m[2][0]-=mat.m[2][0]; m[2][1]-=mat.m[2][1]; m[2][2]-=mat.m[2][2]; m[2][3]-=mat.m[2][3]; - m[3][0]-=mat.m[3][0]; m[3][1]-=mat.m[3][1]; m[3][2]-=mat.m[3][2]; m[3][3]-=mat.m[3][3]; - return *this; - } - - //! Operator for Matrix4x4 *= Matrix4x4; - Matrix4x4& operator*=(const Matrix4x4& mat) - { - HPoint TempRow; - - GetRow(0, TempRow); - m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0]; - m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1]; - m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2]; - m[0][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3]; - - GetRow(1, TempRow); - m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0]; - m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1]; - m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2]; - m[1][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3]; - - GetRow(2, TempRow); - m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0]; - m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1]; - m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2]; - m[2][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3]; - - GetRow(3, TempRow); - m[3][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0]; - m[3][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1]; - m[3][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2]; - m[3][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3]; - - return *this; - } - - //! Operator for Matrix4x4 *= float; - inline_ Matrix4x4& operator*=(float s) - { - m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s; - m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s; - m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s; - m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s; - return *this; - } - - //! Operator for Matrix4x4 /= float; - inline_ Matrix4x4& operator/=(float s) - { - if(s) s = 1.0f / s; - m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s; - m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s; - m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s; - m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s; - return *this; - } - - inline_ const HPoint& operator[](int row) const { return *(const HPoint*)&m[row][0]; } - inline_ HPoint& operator[](int row) { return *(HPoint*)&m[row][0]; } - - public: - - float m[4][4]; - }; - - //! Quickly rotates & translates a vector, using the 4x3 part of a 4x4 matrix - inline_ void TransformPoint4x3(IcePoint& dest, const IcePoint& source, const Matrix4x4& rot) - { - dest.x = rot.m[3][0] + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0]; - dest.y = rot.m[3][1] + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1]; - dest.z = rot.m[3][2] + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2]; - } - - //! Quickly rotates a vector, using the 3x3 part of a 4x4 matrix - inline_ void TransformPoint3x3(IcePoint& dest, const IcePoint& source, const Matrix4x4& rot) - { - dest.x = source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0]; - dest.y = source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1]; - dest.z = source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2]; - } - - ICEMATHS_API void InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src); - -#endif // __ICEMATRIX4X4_H__ - -- cgit v1.1