#ifndef CTRANSFORM_HPP #define CTRANSFORM_HPP #include "Global.hpp" #include "CMatrix3f.hpp" #include "CMatrix4f.hpp" #include "CVector3f.hpp" class ZE_ALIGN(16) CTransform { public: ZE_DECLARE_ALIGNED_ALLOCATOR(); CTransform() : m_basis(false) {} CTransform(const CMatrix3f& basis, const CVector3f& offset=CVector3f::skZero) : m_basis(basis), m_origin(offset) {} inline CTransform operator*(const CTransform& rhs) const {return CTransform(m_basis * rhs.m_basis, m_origin + (m_basis * rhs.m_origin));} inline CTransform inverse() const { CMatrix3f inv = m_basis.inverted(); return CTransform(inv, inv * -m_origin); } inline void translate(const CVector3f& position) { m_basis = CMatrix3f::skIdentityMatrix3f; m_origin = position; } inline CVector3f operator*(const CVector3f& other) const {return m_origin + m_basis * other;} inline void toMatrix4f(CMatrix4f& mat) const { #if __SSE__ mat.vec[0].mVec128 = m_basis[0].mVec128; mat.m[0][3] = 0.0f; mat.vec[1].mVec128 = m_basis[1].mVec128; mat.m[1][3] = 0.0f; mat.vec[2].mVec128 = m_basis[2].mVec128; mat.m[2][3] = 0.0f; mat.vec[3].mVec128 = m_origin.mVec128; mat.m[3][3] = 1.0f; #else mat.m[0][0] = m_basis[0][0]; mat.m[0][1] = m_basis[0][1]; mat.m[0][2] = m_basis[0][2]; mat.m[0][3] = 0.0f; mat.m[1][0] = m_basis[1][0]; mat.m[1][1] = m_basis[1][1]; mat.m[1][2] = m_basis[1][2]; mat.m[1][3] = 0.0f; mat.m[2][0] = m_basis[2][0]; mat.m[2][1] = m_basis[2][1]; mat.m[2][2] = m_basis[2][2]; mat.m[2][3] = 0.0f; mat.m[3][0] = m_origin[0]; mat.m[3][1] = m_origin[1]; mat.m[3][2] = m_origin[2]; mat.m[3][3] = 1.0f; #endif } CMatrix3f m_basis; CVector3f m_origin; }; static inline CTransform CTransformFromScaleVector(const CVector3f& scale) { return CTransform(CMatrix3f(scale)); } CTransform CTransformFromEditorEuler(const CVector3f& eulerVec); CTransform CTransformFromAxisAngle(const CVector3f& axis, float angle); #endif // CTRANSFORM_HPP