#pragma once #ifndef ES_CORE_MATH_TRANSFORM4X4F_H #define ES_CORE_MATH_TRANSFORM4X4F_H #include #include 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 // ES_CORE_MATH_TRANSFORM4X4F_H