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#ifndef __CGLA_MAT4X4D_H__
#define __CGLA_MAT4X4D_H__

#include "ExceptionStandard.h"
#include "CGLA.h"
#include "Vec3d.h"
#include "Vec3Hf.h"
#include "Vec4d.h"
#include "ArithSqMat4x4Float.h"


namespace CGLA {


  /** Four by four float matrix.
      This class is useful for transformations such as perspective projections 
      or translation where 3x3 matrices do not suffice. */
  class Mat4x4d: public ArithSqMat4x4Float<Vec4d, Mat4x4d>
    {
    public:
  
      /// Construct a Mat4x4d from four Vec4d vectors
      Mat4x4d(Vec4d _a, Vec4d _b, Vec4d _c, Vec4d _d): 
        ArithSqMat4x4Float<Vec4d, Mat4x4d> (_a,_b,_c,_d) {}
  
      /// Construct the nan matrix
      Mat4x4d() {}

      /// Construct a matrix with identical elements.
      explicit Mat4x4d(double a): ArithSqMat4x4Float<Vec4d, Mat4x4d> (a) {}
    };

  /// Create a rotation _matrix. Rotates about one of the major axes.
  Mat4x4d rotation_Mat4x4d(CGLA::Axis axis, float angle);

  /// Create a translation matrix
  Mat4x4d translation_Mat4x4d(const Vec3d&);

  /// Create a scaling matrix.
  Mat4x4d scaling_Mat4x4d(const Vec3d&);

  /// Create an identity matrix.
  inline Mat4x4d identity_Mat4x4d()
    {
      return Mat4x4d(Vec4d(1,0,0,0), 
                     Vec4d(0,1,0,0), 
                     Vec4d(0,0,1,0), 
                     Vec4d(0,0,0,1));
    }
}
#endif