prime/include/Kyoto/Math/CTransform4f.hpp

120 lines
4.6 KiB
C++

#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);
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