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

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#pragma once
#ifndef ES_CORE_MATH_TRANSFORM4X4F_H
#define ES_CORE_MATH_TRANSFORM4X4F_H
#include "math/Vector4f.h"
#include "math/Vector3f.h"
class Transform4x4f
{
public:
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Transform4x4f() { }
Transform4x4f(const Vector4f& _r0, const Vector4f& _r1, const Vector4f& _r2, const Vector4f& _r3) : mR0(_r0), mR1(_r1), mR2(_r2), mR3(_r3) { }
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const Transform4x4f operator*(const Transform4x4f& _other) const;
const Vector3f operator*(const Vector3f& _other) const;
Transform4x4f& operator*=(const Transform4x4f& _other) { *this = *this * _other; return *this; }
inline Vector4f& r0() { return mR0; }
inline Vector4f& r1() { return mR1; }
inline Vector4f& r2() { return mR2; }
inline Vector4f& r3() { return mR3; }
inline const Vector4f& r0() const { return mR0; }
inline const Vector4f& r1() const { return mR1; }
inline const Vector4f& r2() const { return mR2; }
inline const Vector4f& r3() const { return mR3; }
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Transform4x4f& invert(const Transform4x4f& _other);
Transform4x4f& scale(const Vector3f& _scale);
Transform4x4f& rotate(const float _angle, const Vector3f& _axis);
Transform4x4f& rotateX(const float _angle);
Transform4x4f& rotateY(const float _angle);
Transform4x4f& rotateZ(const float _angle);
Transform4x4f& translate(const Vector3f& _translation);
Transform4x4f& round();
inline Vector3f& translation() { return mR3.v3(); }
inline const Vector3f& translation() const { return mR3.v3(); }
static const Transform4x4f Identity() { return { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; }
protected:
Vector4f mR0;
Vector4f mR1;
Vector4f mR2;
Vector4f mR3;
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}; // Transform4x4f
#endif // ES_CORE_MATH_TRANSFORM4X4F_H