Refactored mathematics module
Added AABBs Added code examples Added experimental support for texture arrays (1D/2D) Added initialisers (new way of initialising modules) Added global headers (Plus a global header generator script) Added pattern support for directory Added support for spinlocks critical section on Windows Added NzRenderWindow::SetFramerateLimit Core project now includes Mathematics files Fixed color implementation using double Fixed declaration needing renderer include Fixed MLT not clearing nextFree(File/Line) after Free Fixed move operators not being noexcept Fixed thread-safety (Now working correctly - If I'm lucky) Moved Resource to core New interface for modules New interface for the renderer Put some global functions to anonymous namespace Removed empty modules Renamed ThreadCondition to ConditionVariable Replaced redirect to cerr log option by duplicate to cout Setting mouse position relative to a window will make this window ignore the event Shaders sending methods no longer takes the uniform variable name (it's using ID instead) Using new OpenGL 4.3 header
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@@ -8,8 +8,9 @@
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#define NAZARA_MATRIX4_HPP
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#include <Nazara/Core/String.hpp>
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#include <Nazara/Math/Config.hpp>
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#if NAZARA_THREADSAFETY_MATRIX4
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#if NAZARA_MATH_THREADSAFE && NAZARA_THREADSAFETY_MATRIX4
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#include <Nazara/Core/ThreadSafety.hpp>
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#else
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#include <Nazara/Core/ThreadSafetyOff.hpp>
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@@ -26,18 +27,21 @@ template<typename T> class NzMatrix4
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public:
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NzMatrix4();
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NzMatrix4(T r11, T r12, T r13, T r14,
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T r21, T r22, T r23, T r24,
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T r31, T r32, T r33, T r34,
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T r41, T r42, T r43, T r44);
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T r21, T r22, T r23, T r24,
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T r31, T r32, T r33, T r34,
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T r41, T r42, T r43, T r44);
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NzMatrix4(const T matrix[16]);
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//NzMatrix4(const NzMatrix3<T>& matrix);
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template<typename U> explicit NzMatrix4(const NzMatrix4<U>& matrix);
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NzMatrix4(const NzMatrix4& matrix);
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NzMatrix4(NzMatrix4&& matrix);
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NzMatrix4(NzMatrix4&& matrix) noexcept;
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~NzMatrix4();
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NzMatrix4 Concatenate(const NzMatrix4& matrix) const;
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T GetDeterminant() const;
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NzMatrix4 GetInverse() const;
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NzQuaternion<T> GetRotation() const;
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//NzMatrix3 GetRotationMatrix() const;
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NzVector3<T> GetScale() const;
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NzVector3<T> GetTranslation() const;
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@@ -46,23 +50,30 @@ template<typename T> class NzMatrix4
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bool HasNegativeScale() const;
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bool HasScale() const;
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bool IsAffine() const;
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bool IsDefined() const;
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void MakeIdentity();
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void MakeLookAt(const NzVector3<T>& eye, const NzVector3<T>& center, const NzVector3<T>& up);
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void MakeOrtho(T left, T top, T width, T height, T zNear = -1.0, T zFar = 1.0);
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void MakePerspective(T angle, T ratio, T zNear, T zFar);
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void MakeRotation(const NzQuaternion<T>& rotation);
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void MakeScale(const NzVector3<T>& scale);
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void MakeTranslation(const NzVector3<T>& translation);
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void MakeZero();
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void Set(T r11, T r12, T r13, T r14,
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T r21, T r22, T r23, T r24,
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T r31, T r32, T r33, T r34,
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T r41, T r42, T r43, T r44);
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T r21, T r22, T r23, T r24,
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T r31, T r32, T r33, T r34,
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T r41, T r42, T r43, T r44);
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void Set(const T matrix[16]);
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//NzMatrix4(const NzMatrix3<T>& matrix);
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void Set(const NzMatrix4& matrix);
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void Set(NzMatrix4&& matrix);
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template<typename U> void Set(const NzMatrix4<U>& matrix);
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void SetIdentity();
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void SetLookAt(const NzVector3<T>& eye, const NzVector3<T>& center, const NzVector3<T>& up);
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void SetOrtho(T left, T top, T width, T height, T zNear = -1.0, T zFar = 1.0);
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void SetPerspective(T angle, T ratio, T zNear, T zFar);
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void SetRotation(const NzQuaternion<T>& rotation);
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void SetScale(const NzVector3<T>& scale);
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void SetTranslation(const NzVector3<T>& translation);
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void SetZero();
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NzString ToString() const;
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@@ -72,6 +83,8 @@ template<typename T> class NzMatrix4
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NzMatrix4& Transpose();
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operator NzString() const;
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operator T*();
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operator const T*() const;
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@@ -79,7 +92,7 @@ template<typename T> class NzMatrix4
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const T& operator()(unsigned int x, unsigned int y) const;
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NzMatrix4& operator=(const NzMatrix4& matrix);
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NzMatrix4& operator=(NzMatrix4&& matrix);
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NzMatrix4& operator=(NzMatrix4&& matrix) noexcept;
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NzMatrix4 operator*(const NzMatrix4& matrix) const;
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NzVector2<T> operator*(const NzVector2<T>& vector) const;
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@@ -90,12 +103,16 @@ template<typename T> class NzMatrix4
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NzMatrix4& operator*=(const NzMatrix4& matrix);
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NzMatrix4& operator*=(T scalar);
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static NzMatrix4 Concatenate(const NzMatrix4& m1, const NzMatrix4& m2);
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static NzMatrix4 ConcatenateAffine(const NzMatrix4& m1, const NzMatrix4& m2);
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static NzMatrix4 Identity();
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static NzMatrix4 LookAt(const NzVector3<T>& eye, const NzVector3<T>& center, const NzVector3<T>& up);
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static NzMatrix4 Ortho(T left, T top, T width, T height, T zNear = -1.0, T zFar = 1.0);
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static NzMatrix4 Perspective(T angle, T ratio, T zNear, T zFar);
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static NzMatrix4 Rotate(const NzQuaternion<T>& rotation);
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static NzMatrix4 Scale(const NzVector3<T>& scale);
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static NzMatrix4 Translate(const NzVector3<T>& translation);
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static NzMatrix4 Zero();
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struct SharedMatrix
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{
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@@ -112,11 +129,13 @@ template<typename T> class NzMatrix4
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void EnsureOwnership();
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void ReleaseMatrix();
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SharedMatrix* m_sharedMatrix;
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SharedMatrix* m_sharedMatrix = nullptr;
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};
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template<typename T> std::ostream& operator<<(std::ostream& out, const NzMatrix4<T>& matrix);
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template<typename T> NzMatrix4<T> operator*(T scale, const NzMatrix4<T>& matrix);
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typedef NzMatrix4<double> NzMatrix4d;
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typedef NzMatrix4<float> NzMatrix4f;
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