#ifndef _CTRANSFORM4F #define _CTRANSFORM4F #include "types.h" #include "Kyoto/Math/CVector3f.hpp" typedef const float (*ConstMtxPtr)[4]; class CInputStream; class CMatrix3f; class CRelAngle; class CTransform4f { public: CTransform4f(const CVector3f& m0, const CVector3f& m1, const CVector3f& m2, const CVector3f& pos) : m0(m0), posX(pos.GetX()), m1(m1), posY(pos.GetY()), m2(m2), posZ(pos.GetZ()) {} CTransform4f(float, float, float, float, float, float, float, float, float, float, float, float); CTransform4f(CInputStream& in); CTransform4f(const CMatrix3f& rotation, const CVector3f& translation); CTransform4f(const CTransform4f& other); CTransform4f& operator=(const CTransform4f& other); CVector3f GetTranslation() const { return CVector3f(posX, posY, posZ); } CVector3f GetRight() const { return CVector3f(m0.GetX(), m1.GetX(), m2.GetX()); } CVector3f GetForward() const { return CVector3f(m0.GetY(), m1.GetY(), m2.GetY()); } CVector3f GetUp() const { return CVector3f(m0.GetZ(), m1.GetZ(), m2.GetZ()); } ConstMtxPtr GetCStyleMatrix() const { return reinterpret_cast< ConstMtxPtr >(this); } CMatrix3f BuildMatrix3f() const; float Get00() const { return m0.GetX(); } float Get01() const { return m0.GetY(); } float Get02() const { return m0.GetZ(); } float Get03() const { return posX; } float Get10() const { return m1.GetX(); } float Get11() const { return m1.GetY(); } float Get12() const { return m1.GetZ(); } float Get13() const { return posY; } float Get20() const { return m2.GetX(); } float Get21() const { return m2.GetY(); } float Get22() const { return m2.GetZ(); } float Get23() const { return posZ; } CVector3f GetColumn(EDimX dim) const { return CVector3f(m0[dim], m1[dim], m2[dim]); } CVector3f GetColumn(EDimY dim) const { return CVector3f(m0[dim], m1[dim], m2[dim]); } CVector3f GetColumn(EDimZ dim) const { return CVector3f(m0[dim], m1[dim], m2[dim]); } // GetColumn__12CTransform4fCFi // GetCStyleMatrix__12CTransform4fCFv CTransform4f GetInverse() const; CTransform4f GetQuickInverse() const; CTransform4f GetRotation() const; inline const CVector3f& GetRow(EDimX dim) const { return m0; } inline const CVector3f& GetRow(EDimY dim) const { return m1; } inline const CVector3f& GetRow(EDimZ dim) const { return m2; } inline const CVector3f& GetRow(int i) const { return *(reinterpret_cast< const CVector3f* >(reinterpret_cast< const float* >(&m0) + i * 4)); } // GetUp__12CTransform4fCFv static CTransform4f LookAt(const CVector3f& pos, const CVector3f& lookPos, const CVector3f& up = CVector3f::Up()); // MakeRotationsBasedOnY__12CTransform4fFRC13CUnitVector3f CTransform4f MultiplyIgnoreTranslation(const CTransform4f& other) const; // Orthonormalize__12CTransform4fFv CVector3f Rotate(const CVector3f& in) const; void RotateLocalX(const CRelAngle& angle); void RotateLocalY(const CRelAngle& angle); void RotateLocalZ(const CRelAngle& angle); static CTransform4f RotateX(const CRelAngle&); static CTransform4f RotateY(const CRelAngle&); static CTransform4f RotateZ(const CRelAngle&); static CTransform4f Scale(float); static CTransform4f Scale(float, float, float); static CTransform4f Scale(const CVector3f&); // ScaleBy__12CTransform4fFf // SetRotation__12CTransform4fFRC12CTransform4f // SetRotation__12CTransform4fFRC9CMatrix3f CVector3f TransposeMultiply(const CVector3f& in) const { return TransposeRotate(CVector3f(in.GetX() - posX, in.GetY() - posY, in.GetZ() - posZ)); } CVector3f TransposeRotate(const CVector3f& in) const; void SetTranslation(const CVector3f& vec) { posX = vec.GetX(); posY = vec.GetY(); posZ = vec.GetZ(); } void AddTranslation(const CVector3f& vec) { posX += vec.GetX(); posY += vec.GetY(); posZ += vec.GetZ(); } void AddTranslationZ(float z) { posZ += z; } CTransform4f& operator*=(const CTransform4f& other) { *this = *this * other; return *this; } CTransform4f operator*(const CTransform4f& vec) const; CVector3f operator*(const CVector3f& vec) const; static CTransform4f FromColumns(const CVector3f&, const CVector3f&, const CVector3f&, const CVector3f&); static CTransform4f Translate(float x, float y, float z); static CTransform4f Translate(const CVector3f& vec); static const CTransform4f& Identity() { return sIdentity; } private: CVector3f m0; float posX; CVector3f m1; float posY; CVector3f m2; float posZ; static CTransform4f sIdentity; }; inline bool operator==(const CTransform4f& lhs, const CTransform4f& rhs); CHECK_SIZEOF(CTransform4f, 0x30) #endif // _CTRANSFORM4F