X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmatrix.h;h=2e1096f5f4586d7f6c05ea0620f59a5425b4b450;hp=ce21b46f1192aab039ddbdd53b391a3e4e21b43c;hb=a4549c55a6d47129bd9e42c6a49a671b759ce6d9;hpb=60ca0094db80ea88ad546c98866f73a8d152e02b diff --git a/source/matrix.h b/source/matrix.h index ce21b46f..2e1096f5 100644 --- a/source/matrix.h +++ b/source/matrix.h @@ -10,58 +10,57 @@ namespace Msp { namespace GL { -class Matrix: public LinAl::SquareMatrix +class Matrix: public LinAl::SquareMatrix { private: - typedef LinAl::SquareMatrix Base; - typedef Geometry::Angle Angle; + typedef LinAl::SquareMatrix Base; + typedef Geometry::Angle Angle; public: Matrix(); Matrix(const float *); - Matrix(const double *); - Matrix(const LinAl::Matrix &); - - 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 &); + + 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(*this)*static_cast(m); } + Matrix &operator*=(const Matrix &m) { Base::operator*=(m); return *this; } + Vector4 operator*(const Vector4 &v) const { return static_cast(*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