+++ /dev/null
-#ifndef MSP_GL_MATRIX_H_
-#define MSP_GL_MATRIX_H_
-
-#include <vector>
-#include <msp/geometry/angle.h>
-#include <msp/linal/squarematrix.h>
-#include "gl.h"
-#include "vector.h"
-
-namespace Msp {
-namespace GL {
-
-class Matrix: public LinAl::SquareMatrix<float, 4>
-{
-private:
- typedef LinAl::SquareMatrix<float, 4> Base;
- typedef Geometry::Angle<float> Angle;
-
-public:
- Matrix();
- Matrix(const float *);
- 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; }
- Matrix operator*(float s) const { return static_cast<const Base &>(*this)*s; }
- Matrix &operator*=(float s) { Base::operator*=(s); 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, float x, float y, float z) { return rotation(a, Vector3(x, y, z)); }
- static Matrix rotation(const Angle &, const Vector3 &);
- 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(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);
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif