NazaraEngine/include/Nazara/Math/Matrix4.hpp

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5.9 KiB
C++

// Copyright (C) 2021 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Math module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_MATH_MATRIX4_HPP
#define NAZARA_MATH_MATRIX4_HPP
///FIXME: Matrices column-major, difficile de bosser avec (Tout passer en row-major et transposer dans les shaders ?)
#include <Nazara/Core/TypeTag.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Math/Config.hpp>
#include <cstddef>
#include <string>
namespace Nz
{
struct SerializationContext;
template<typename T> class EulerAngles;
template<typename T> class Quaternion;
template<typename T> class Vector2;
template<typename T> class Vector3;
template<typename T> class Vector4;
template<typename T>
class Matrix4
{
public:
Matrix4() = default;
Matrix4(T r11, T r12, T r13, T r14,
T r21, T r22, T r23, T r24,
T r31, T r32, T r33, T r34,
T r41, T r42, T r43, T r44);
//Matrix4(const Matrix3<T>& matrix);
Matrix4(const T matrix[16]);
template<typename U> explicit Matrix4(const Matrix4<U>& matrix);
Matrix4(const Matrix4& matrix) = default;
~Matrix4() = default;
Matrix4& ApplyRotation(const Quaternion<T>& rotation);
Matrix4& ApplyScale(const Vector3<T>& scale);
Matrix4& ApplyTranslation(const Vector3<T>& translation);
Matrix4& Concatenate(const Matrix4& matrix);
Matrix4& ConcatenateAffine(const Matrix4& matrix);
void Decompose(Vector3<T>& translation, Quaternion<T>& rotation, Vector3<T>& scale);
Vector4<T> GetColumn(unsigned int column) const;
T GetDeterminant() const;
T GetDeterminantAffine() const;
bool GetInverse(Matrix4* dest) const;
bool GetInverseAffine(Matrix4* dest) const;
Quaternion<T> GetRotation() const;
//Matrix3 GetRotationMatrix() const;
Vector4<T> GetRow(unsigned int row) const;
Vector3<T> GetScale() const;
Vector3<T> GetSquaredScale() const;
Vector3<T> GetTranslation() const;
void GetTransposed(Matrix4* dest) const;
bool HasNegativeScale() const;
bool HasScale() const;
Matrix4& Inverse(bool* succeeded = nullptr);
Matrix4& InverseAffine(bool* succeeded = nullptr);
bool IsAffine() const;
bool IsIdentity() const;
Matrix4& MakeIdentity();
Matrix4& MakeLookAt(const Vector3<T>& eye, const Vector3<T>& target, const Vector3<T>& up = Vector3<T>::Up());
Matrix4& MakeOrtho(T left, T right, T top, T bottom, T zNear = -1.0, T zFar = 1.0);
Matrix4& MakePerspective(RadianAngle<T> angle, T ratio, T zNear, T zFar);
Matrix4& MakeRotation(const Quaternion<T>& rotation);
Matrix4& MakeScale(const Vector3<T>& scale);
Matrix4& MakeTranslation(const Vector3<T>& translation);
Matrix4& MakeTransform(const Vector3<T>& translation, const Quaternion<T>& rotation);
Matrix4& MakeTransform(const Vector3<T>& translation, const Quaternion<T>& rotation, const Vector3<T>& scale);
Matrix4& MakeViewMatrix(const Vector3<T>& translation, const Quaternion<T>& rotation);
Matrix4& MakeZero();
Matrix4& Set(T r11, T r12, T r13, T r14,
T r21, T r22, T r23, T r24,
T r31, T r32, T r33, T r34,
T r41, T r42, T r43, T r44);
//Matrix4(const Matrix3<T>& matrix);
template<typename U> Matrix4& Set(const Matrix4<U>& matrix);
Matrix4& SetRotation(const Quaternion<T>& rotation);
Matrix4& SetScale(const Vector3<T>& scale);
Matrix4& SetTranslation(const Vector3<T>& translation);
std::string ToString() const;
Vector2<T> Transform(const Vector2<T>& vector, T z = 0.0, T w = 1.0) const;
Vector3<T> Transform(const Vector3<T>& vector, T w = 1.0) const;
Vector4<T> Transform(const Vector4<T>& vector) const;
Matrix4& Transpose();
T& operator()(std::size_t x, std::size_t y);
T operator()(std::size_t x, std::size_t y) const;
T& operator[](std::size_t i);
T operator[](std::size_t i) const;
Matrix4& operator=(const Matrix4& matrix) = default;
Matrix4 operator*(const Matrix4& matrix) const;
Vector2<T> operator*(const Vector2<T>& vector) const;
Vector3<T> operator*(const Vector3<T>& vector) const;
Vector4<T> operator*(const Vector4<T>& vector) const;
Matrix4 operator*(T scalar) const;
Matrix4& operator*=(const Matrix4& matrix);
Matrix4& operator*=(T scalar);
bool operator==(const Matrix4& mat) const;
bool operator!=(const Matrix4& mat) const;
static Matrix4 Concatenate(const Matrix4& left, const Matrix4& right);
static Matrix4 ConcatenateAffine(const Matrix4& left, const Matrix4& right);
static Matrix4 Identity();
static Matrix4 LookAt(const Vector3<T>& eye, const Vector3<T>& target, const Vector3<T>& up = Vector3<T>::Up());
static Matrix4 Ortho(T left, T right, T top, T bottom, T zNear = -1.0, T zFar = 1.0);
static Matrix4 Perspective(RadianAngle<T> angle, T ratio, T zNear, T zFar);
static Matrix4 Rotate(const Quaternion<T>& rotation);
static Matrix4 Scale(const Vector3<T>& scale);
static Matrix4 Translate(const Vector3<T>& translation);
static Matrix4 Transform(const Vector3<T>& translation, const Quaternion<T>& rotation);
static Matrix4 Transform(const Vector3<T>& translation, const Quaternion<T>& rotation, const Vector3<T>& scale);
static Matrix4 ViewMatrix(const Vector3<T>& translation, const Quaternion<T>& rotation);
static Matrix4 Zero();
T m11, m12, m13, m14,
m21, m22, m23, m24,
m31, m32, m33, m34,
m41, m42, m43, m44;
};
using Matrix4d = Matrix4<double>;
using Matrix4f = Matrix4<float>;
template<typename T> bool Serialize(SerializationContext& context, const Matrix4<T>& matrix, TypeTag<Matrix4<T>>);
template<typename T> bool Unserialize(SerializationContext& context, Matrix4<T>* matrix, TypeTag<Matrix4<T>>);
}
template<typename T> std::ostream& operator<<(std::ostream& out, const Nz::Matrix4<T>& matrix);
template<typename T> Nz::Matrix4<T> operator*(T scale, const Nz::Matrix4<T>& matrix);
#include <Nazara/Math/Matrix4.inl>
#endif // NAZARA_MATH_MATRIX4_HPP