namespace Msp {
namespace GL {
-class Matrix: public LinAl::SquareMatrix<double, 4>
+class Matrix: public LinAl::SquareMatrix<float, 4>
{
private:
- typedef LinAl::SquareMatrix<double, 4> Base;
- typedef Geometry::Angle<double> Angle;
+ typedef LinAl::SquareMatrix<float, 4> Base;
+ typedef Geometry::Angle<float> Angle;
public:
Matrix();
Matrix(const float *);
- Matrix(const double *);
- Matrix(const LinAl::Matrix<double, 4, 4> &);
-
- const double *data() const { return &Base::operator()(0, 0); }
-
- void multiply(const Matrix &);
- void translate(double x, double y, double z) { translate(Vector3(x, y, z)); }
- void translate(const Vector3 &);
- void rotate(const Angle &a, double x, double y, double z) { rotate(a, Vector3(x, y, z)); }
- void rotate(const Angle &, const Vector3 &);
- void rotate(double a, double x, double y, double z) { rotate(Angle::from_radians(a), Vector3(x, y, z)); }
- void rotate(double a, const Vector3 &x) { rotate(Angle::from_radians(a), x); }
- void rotate_deg(double a, double x, double y, double z) { rotate(Angle::from_degrees(a), Vector3(x, y, z)); }
- void rotate_deg(double a, const Vector3 & x) { rotate(Angle::from_degrees(a), x); }
- void scale(double s) { scale(Vector3(s, s, s)); }
- void scale(double x, double y, double z) { scale(Vector3(x, y, z)); }
- void scale(const Vector3 &);
-
- Matrix operator*(const Matrix &) const;
- Matrix &operator*=(const Matrix &);
- Vector4 operator*(const Vector4 &) const;
- Vector3 operator*(const Vector3 &) const;
- double operator[](unsigned) const;
-
- static Matrix translation(double x, double y, double z) { return translation(Vector3(x, y, z)); }
+ Matrix(const LinAl::Matrix<float, 4, 4> &);
+
+ const float *data() const { return &Base::operator()(0, 0); }
+
+ Matrix &multiply(const Matrix &m) { return operator*=(m); }
+ Matrix &translate(float x, float y, float z) { return translate(Vector3(x, y, z)); }
+ Matrix &translate(const Vector3 &);
+ Matrix &rotate(const Angle &a, float x, float y, float z) { return rotate(a, Vector3(x, y, z)); }
+ Matrix &rotate(const Angle &, const Vector3 &);
+ Matrix &rotate(float a, float x, float y, float z) { return rotate(Angle::from_radians(a), Vector3(x, y, z)); }
+ Matrix &rotate(float a, const Vector3 &x) { return rotate(Angle::from_radians(a), x); }
+ Matrix &rotate_deg(float a, float x, float y, float z) { return rotate(Angle::from_degrees(a), Vector3(x, y, z)); }
+ Matrix &rotate_deg(float a, const Vector3 & x) { return rotate(Angle::from_degrees(a), x); }
+ Matrix &scale(float s) { return scale(Vector3(s, s, s)); }
+ Matrix &scale(float x, float y, float z) { return scale(Vector3(x, y, z)); }
+ Matrix &scale(const Vector3 &);
+
+ Matrix operator*(const Matrix &m) const { return static_cast<const Base &>(*this)*static_cast<const Base &>(m); }
+ Matrix &operator*=(const Matrix &m) { Base::operator*=(m); return *this; }
+ Vector4 operator*(const Vector4 &v) const { return static_cast<const Base &>(*this)*v; }
+ Vector3 operator*(const Vector3 &v) const { return ((*this)*compose(v, 1.0f)).slice<3>(0); }
+ float operator[](unsigned) const;
+
+ static Matrix translation(float x, float y, float z) { return translation(Vector3(x, y, z)); }
static Matrix translation(const Vector3 &);
- static Matrix rotation(const Angle &a, double x, double y, double z) { return rotation(a, Vector3(x, y, z)); }
+ static Matrix rotation(const Angle &a, float x, float y, float z) { return rotation(a, Vector3(x, y, z)); }
static Matrix rotation(const Angle &, const Vector3 &);
- static Matrix rotation(double a, double x, double y, double z) { return rotation(Angle::from_radians(a), Vector3(x, y, z)); }
- static Matrix rotation(double a, const Vector3 &x) { return rotation(Angle::from_radians(a), x); }
- static Matrix rotation_deg(double a, double x, double y, double z) { return rotation(Angle::from_degrees(a), Vector3(x, y, z)); }
- static Matrix rotation_deg(double a, const Vector3 &x) { return rotation(Angle::from_degrees(a), x); }
- static Matrix scaling(double s) { return scaling(Vector3(s, s, s)); }
- static Matrix scaling(double x, double y, double z) { return scaling(Vector3(x, y, z)); }
+ static Matrix rotation(float a, float x, float y, float z) { return rotation(Angle::from_radians(a), Vector3(x, y, z)); }
+ static Matrix rotation(float a, const Vector3 &x) { return rotation(Angle::from_radians(a), x); }
+ static Matrix rotation_deg(float a, float x, float y, float z) { return rotation(Angle::from_degrees(a), Vector3(x, y, z)); }
+ static Matrix rotation_deg(float a, const Vector3 &x) { return rotation(Angle::from_degrees(a), x); }
+ static Matrix scaling(float s) { return scaling(Vector3(s, s, s)); }
+ static Matrix scaling(float x, float y, float z) { return scaling(Vector3(x, y, z)); }
static Matrix scaling(const Vector3 &);
- static Matrix ortho(double, double, double, double, double, double);
- static Matrix ortho_centered(double, double);
- static Matrix ortho_bottomleft(double, double);
- static Matrix ortho_topleft(double, double);
- static Matrix frustum(double, double, double, double, double, double);
- static Matrix frustum_centered(double, double, double, double);
- static Matrix perspective(const Angle &, double, double, double);
+ static Matrix ortho(float, float, float, float, float, float);
+ static Matrix ortho_centered(float, float);
+ static Matrix ortho_bottomleft(float, float);
+ static Matrix ortho_topleft(float, float);
+ static Matrix frustum(float, float, float, float, float, float);
+ static Matrix frustum_centered(float, float, float, float);
+ static Matrix perspective(const Angle &, float, float, float);
};
class MatrixStack