ES-DE/es-core/src/math/Transform4x4f.h

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#ifndef _TRANSFORM4X4F_H_
#define _TRANSFORM4X4F_H_
#include <math/Matrix4x4f.h>
#include <math/Vector3f.h>
class Transform4x4f : public Matrix4x4f
{
public:
Transform4x4f() { }
Transform4x4f(const Matrix4x4f& m) : Matrix4x4f(m) { }
Transform4x4f(const Vector4f& r0, const Vector4f& r1, const Vector4f& r2, const Vector4f& r3) : Matrix4x4f(r0, r1, r2, r3) { }
const Transform4x4f operator*(const Matrix4x4f& other) const
{
const float* tm = (float*)this;
const float* om = (float*)&other;
return
{
{
tm[ 0] * om[ 0] + tm[ 1] * om[ 4] + tm[ 2] * om[ 8],
tm[ 0] * om[ 1] + tm[ 1] * om[ 5] + tm[ 2] * om[ 9],
tm[ 0] * om[ 2] + tm[ 1] * om[ 6] + tm[ 2] * om[10],
0
},
{
tm[ 4] * om[ 0] + tm[ 5] * om[ 4] + tm[ 6] * om[ 8],
tm[ 4] * om[ 1] + tm[ 5] * om[ 5] + tm[ 6] * om[ 9],
tm[ 4] * om[ 2] + tm[ 5] * om[ 6] + tm[ 6] * om[10],
0
},
{
tm[ 8] * om[ 0] + tm[ 9] * om[ 4] + tm[10] * om[ 8],
tm[ 8] * om[ 1] + tm[ 9] * om[ 5] + tm[10] * om[ 9],
tm[ 8] * om[ 2] + tm[ 9] * om[ 6] + tm[10] * om[10],
0
},
{
tm[ 0] * om[12] + tm[ 4] * om[13] + tm[ 8] * om[14] + tm[12],
tm[ 1] * om[12] + tm[ 5] * om[13] + tm[ 9] * om[14] + tm[13],
tm[ 2] * om[12] + tm[ 6] * om[13] + tm[10] * om[14] + tm[14],
1
}
};
}
const Transform4x4f operator*(const Matrix3x3f& other) const
{
const float* tm = (float*)this;
const float* om = (float*)&other;
return
{
{
tm[ 0] * om[0] + tm[ 1] * om[3] + tm[ 2] * om[6],
tm[ 0] * om[1] + tm[ 1] * om[4] + tm[ 2] * om[7],
tm[ 0] * om[2] + tm[ 1] * om[5] + tm[ 2] * om[8],
0
},
{
tm[ 4] * om[0] + tm[ 5] * om[3] + tm[ 6] * om[6],
tm[ 4] * om[1] + tm[ 5] * om[4] + tm[ 6] * om[7],
tm[ 4] * om[2] + tm[ 5] * om[5] + tm[ 6] * om[8],
0
},
{
tm[ 8] * om[0] + tm[ 9] * om[3] + tm[10] * om[6],
tm[ 8] * om[1] + tm[ 9] * om[4] + tm[10] * om[7],
tm[ 8] * om[2] + tm[ 9] * om[5] + tm[10] * om[8],
0
},
{
tm[12],
tm[13],
tm[14],
1
}
};
}
const Vector3f operator*(const Vector3f& other) const
{
const float* tm = (float*)this;
const float* ov = (float*)&other;
return
{
tm[ 0] * ov[0] + tm[ 4] * ov[1] + tm[ 8] * ov[2] + tm[12],
tm[ 1] * ov[0] + tm[ 5] * ov[1] + tm[ 9] * ov[2] + tm[13],
tm[ 2] * ov[0] + tm[ 6] * ov[1] + tm[10] * ov[2] + tm[14]
};
}
Transform4x4f& operator*=(const Matrix4x4f& other) { *this = *this * other; return *this; }
Transform4x4f& operator*=(const Matrix3x3f& other) { *this = *this * other; return *this; }
inline Vector3f& translation() { return mR3.v3(); }
inline const Vector3f& translation() const { return mR3.v3(); }
inline Transform4x4f& translate(const Vector3f& translation)
{
float* tm = (float*)this;
const float* tv = (float*)&translation;
tm[12] += tm[ 0] * tv[0] + tm[ 4] * tv[1] + tm[ 8] * tv[2];
tm[13] += tm[ 1] * tv[0] + tm[ 5] * tv[1] + tm[ 9] * tv[2];
tm[14] += tm[ 2] * tv[0] + tm[ 6] * tv[1] + tm[10] * tv[2];
return *this;
}
inline Transform4x4f& round()
{
float* tm = (float*)this;
tm[12] = (int)(tm[12] + 0.5f);
tm[13] = (int)(tm[13] + 0.5f);
return *this;
}
};
#endif