prime/include/Kyoto/Math/CTransform4f.hpp

149 lines
5.0 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 CUnitVector3f;
class CTransform4f {
public:
CTransform4f(const CVector3f& m0, const CVector3f& m1, const CVector3f& m2, const CVector3f& pos);
CTransform4f(const float _m00, const float _m01, const float _m02, const float _m03,
const float _m10, const float _m11, const float _m12, const float _m13,
const float _m20, const float _m21, const float _m22, const float _m23)
: m00(_m00)
, m01(_m01)
, m02(_m02)
, m03(_m03)
, m10(_m10)
, m11(_m11)
, m12(_m12)
, m13(_m13)
, m20(_m20)
, m21(_m21)
, m22(_m22)
, m23(_m23) {}
CTransform4f(CInputStream& in);
CTransform4f(const CMatrix3f& rotation, const CVector3f& translation);
CTransform4f(const CTransform4f& other);
CTransform4f& operator=(const CTransform4f& other);
CVector3f GetTranslation() const { return CVector3f(m03, m13, m23); }
CVector3f GetRight() const { return CVector3f(m00, m10, m20); }
const CVector3f GetForward() const { return CVector3f(m01, m11, m21); }
CVector3f GetUp() const { return CVector3f(m02, m12, m22); }
ConstMtxPtr GetCStyleMatrix() const { return reinterpret_cast< ConstMtxPtr >(this); }
CMatrix3f BuildMatrix3f() const;
const float Get00() const { return m00; }
const float Get01() const { return m01; }
const float Get02() const { return m02; }
const float Get03() const { return m03; }
const float Get10() const { return m10; }
const float Get11() const { return m11; }
const float Get12() const { return m12; }
const float Get13() const { return m13; }
const float Get20() const { return m20; }
const float Get21() const { return m21; }
const float Get22() const { return m22; }
const float Get23() const { return m23; }
const CVector3f GetColumn(EDimX dim) const { return CVector3f(m00, m10, m20); }
const CVector3f GetColumn(EDimY dim) const { return CVector3f(m01, m11, m21); }
const CVector3f GetColumn(EDimZ dim) const { return CVector3f(m02, m12, m22); }
void ScaleBy(const float scale);
// GetCStyleMatrix__12CTransform4fCFv
CTransform4f GetInverse() const;
CTransform4f GetQuickInverse() const;
CTransform4f GetRotation() const;
inline const CVector3f& GetRow(EDimX dim) const {
return *reinterpret_cast< const CVector3f* >(&m00);
}
inline const CVector3f& GetRow(EDimY dim) const {
return *reinterpret_cast< const CVector3f* >(&m10);
}
inline const CVector3f& GetRow(EDimZ dim) const {
return *reinterpret_cast< const CVector3f* >(&m20);
}
inline const CVector3f& GetRow(int i) const {
return *(reinterpret_cast< const CVector3f* >(reinterpret_cast< const float* >(&m00) + i * 4));
}
// GetUp__12CTransform4fCFv
static CTransform4f LookAt(const CVector3f& pos, const CVector3f& lookPos,
const CVector3f& up = CVector3f::Up());
static CTransform4f MakeRotationsBasedOnY(const CUnitVector3f& yRot);
CTransform4f MultiplyIgnoreTranslation(const CTransform4f& other) const;
void Orthonormalize();
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&);
// SetRotation__12CTransform4fFRC12CTransform4f
// SetRotation__12CTransform4fFRC9CMatrix3f
CVector3f TransposeMultiply(const CVector3f& in) const {
return TransposeRotate(CVector3f(in.GetX() - m03, in.GetY() - m13, in.GetZ() - m23));
}
CVector3f TransposeRotate(const CVector3f& in) const;
void SetTranslation(const CVector3f& vec) {
m03 = vec.GetX();
m13 = vec.GetY();
m23 = vec.GetZ();
}
void AddTranslation(const CVector3f& vec) {
m03 += vec.GetX();
m13 += vec.GetY();
m23 += vec.GetZ();
}
void AddTranslationZ(float z) { m23 += 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:
float m00;
float m01;
float m02;
float m03;
float m10;
float m11;
float m12;
float m13;
float m20;
float m21;
float m22;
float m23;
static const CTransform4f sIdentity;
};
bool operator==(const CTransform4f& lhs, const CTransform4f& rhs);
CHECK_SIZEOF(CTransform4f, 0x30)
#endif // _CTRANSFORM4F