Added MeshInfos demo Added MD5Mesh/MD5Anim loader support Added Node class Fixed ResourceParams not being exported Added support for skeletal animation (Animation/Mesh/Joint/SkeletalMesh/Skeleton) Meshes are now only stored with VertexStruct_XYZ_Normal_UV_Tangent type Moved Sequence declaration to Sequence.hpp -Animation: Renamed Create to Create[Keyframe|Skeletal] -AxisAlignedBox: Added Contains method Added GetCorner method Added GetCube method Added Transform method -Cube/Rect: Added GetPosition method Added GetSize method (Almost) Fixed ExtendTo method Fixed GetCenter method -File: Added GetDirectory static function Added GetPath method Renamed GetDirectoryPath method to GetDirectory -Math module: Fixed constructor/methods taking a non-const array GetNormal/Normalize methods now takes an optionnal integer pointer (returning length) Made all classes default constructor trivial Inverse, MakeIdentity, MakeZero, Normalize, Set methods now returns reference to object -Matrix4: Modified methods to avoid copies Removed COW (Too much overhead) Removed Concatenate[Affine] static function -Mesh: Renamed Create to Create[Keyframe|Skeletal|Static] Renamed Skin to Material -MeshParams: No longer takes declaration argument Renamed loadAnimations to animated Storage default to BufferStorage_Hardware if supported and BufferStorage_Software otherwise -OpenGL: Added glGetBooleanv function Added glIsEnabled function -Quaternion: Added ComputeW method Added Conjugate method -Renderer: Added IsEnabled static function Fixed GetLineWidth function not being static Removed SetVertexDeclaration -RenderWindow: Made CopyTo[Image|Texture] method constant -Resource Fixed RemoveResourceListener crash -ResourceLoader: Loaders are now used in a LIFO context -Stream: Renamed GetLine method to ReadLine -String: Fixed Simplified -Utility module Added configuration define for strict resource parsing -VertexBuffer Now takes a VertexDeclaration pointer -VertexDeclaration No longer throw an error when getting a non-existing element Former-commit-id: f7358c1231d6af48b799d2f24f077a001e16785b
135 lines
4.8 KiB
C++
135 lines
4.8 KiB
C++
// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Mathematics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_MATRIX4_HPP
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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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template<typename T> class NzEulerAngles;
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template<typename T> class NzQuaternion;
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template<typename T> class NzVector2;
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template<typename T> class NzVector3;
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template<typename T> class NzVector4;
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template<typename T>
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class NzMatrix4
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{
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public:
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NzMatrix4() = default;
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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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//NzMatrix4(const NzMatrix3<T>& matrix);
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NzMatrix4(const T matrix[16]);
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template<typename U> explicit NzMatrix4(const NzMatrix4<U>& matrix);
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NzMatrix4(const NzMatrix4& matrix) = default;
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~NzMatrix4() = default;
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NzMatrix4& ApplyScale(const NzVector3<T>& scale);
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NzMatrix4& Concatenate(const NzMatrix4& matrix);
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NzMatrix4& ConcatenateAffine(const NzMatrix4& matrix);
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T GetDeterminant() const;
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bool GetInverse(NzMatrix4* dest) const;
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bool GetInverseAffine(NzMatrix4* dest) 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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void GetTransposed(NzMatrix4* dest) const;
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bool HasNegativeScale() const;
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bool HasScale() const;
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NzMatrix4& Inverse(bool* succeeded = nullptr);
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NzMatrix4& InverseAffine(bool* succeeded = nullptr);
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bool IsAffine() const;
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NzMatrix4& MakeIdentity();
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NzMatrix4& MakeLookAt(const NzVector3<T>& eye, const NzVector3<T>& target, const NzVector3<T>& up = NzVector3<T>::Up());
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NzMatrix4& MakeOrtho(T left, T top, T width, T height, T zNear = -1.0, T zFar = 1.0);
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NzMatrix4& MakePerspective(T angle, T ratio, T zNear, T zFar);
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NzMatrix4& MakeRotation(const NzQuaternion<T>& rotation);
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NzMatrix4& MakeScale(const NzVector3<T>& scale);
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NzMatrix4& MakeTranslation(const NzVector3<T>& translation);
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NzMatrix4& MakeTransform(const NzVector3<T>& translation, const NzVector3<T>& scale, const NzQuaternion<T>& rotation);
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NzMatrix4& MakeZero();
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NzMatrix4& 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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NzMatrix4& Set(const T matrix[16]);
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//NzMatrix4(const NzMatrix3<T>& matrix);
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NzMatrix4& Set(const NzMatrix4& matrix);
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NzMatrix4& Set(NzMatrix4&& matrix);
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template<typename U> NzMatrix4& Set(const NzMatrix4<U>& matrix);
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NzMatrix4& SetRotation(const NzQuaternion<T>& rotation);
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NzMatrix4& SetScale(const NzVector3<T>& scale);
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NzMatrix4& SetTranslation(const NzVector3<T>& translation);
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NzString ToString() const;
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NzVector2<T> Transform(const NzVector2<T>& vector, T z = 0.0, T w = 1.0) const;
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NzVector3<T> Transform(const NzVector3<T>& vector, T w = 1.0) const;
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NzVector4<T> Transform(const NzVector4<T>& vector) const;
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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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T& operator()(unsigned int x, unsigned int y);
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const T& operator()(unsigned int x, unsigned int y) const;
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NzMatrix4& operator=(const NzMatrix4& matrix) = default;
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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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NzVector3<T> operator*(const NzVector3<T>& vector) const;
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NzVector4<T> operator*(const NzVector4<T>& vector) const;
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NzMatrix4 operator*(T scalar) const;
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NzMatrix4& operator*=(const NzMatrix4& matrix);
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NzMatrix4& operator*=(T scalar);
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bool operator==(const NzMatrix4& mat) const;
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bool operator!=(const NzMatrix4& mat) const;
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static NzMatrix4 Identity();
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static NzMatrix4 LookAt(const NzVector3<T>& eye, const NzVector3<T>& target, const NzVector3<T>& up = 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 Transform(const NzVector3<T>& translation, const NzVector3<T>& scale, const NzQuaternion<T>& rotation);
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static NzMatrix4 Zero();
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T m11, m12, m13, m14,
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m21, m22, m23, m24,
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m31, m32, m33, m34,
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m41, m42, m43, m44;
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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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#include <Nazara/Math/Matrix4.inl>
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#endif // NAZARA_MATRIX4_HPP
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