#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: Transform4x4f() { } Transform4x4f(const Vector4f& _r0, const Vector4f& _r1, const Vector4f& _r2, const Vector4f& _r3) : mR0(_r0), mR1(_r1), mR2(_r2), mR3(_r3) { } 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; } 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; }; // Transform4x4f #endif // ES_CORE_MATH_TRANSFORM4X4F_H