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#ifndef __CGLA_MAT4X4_H__
#define __CGLA_MAT4X4_H__
#include "ExceptionStandard.h"
#include "CGLA.h"
#include "Vec3f.h"
#include "Vec3Hf.h"
#include "Vec4f.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 Mat4x4f: public ArithSqMat4x4Float<Vec4f, Mat4x4f>
{
public:
/// Construct a Mat4x4f from four Vec4f vectors
Mat4x4f(Vec4f _a, Vec4f _b, Vec4f _c, Vec4f _d):
ArithSqMat4x4Float<Vec4f, Mat4x4f> (_a,_b,_c,_d) {}
/// Construct the NaN matrix
Mat4x4f() {}
/// Construct a matrix with identical elements.
explicit Mat4x4f(float a) : ArithSqMat4x4Float<Vec4f, Mat4x4f> (a) {}
};
/// Create a rotation _matrix. Rotates about one of the major axes.
Mat4x4f rotation_Mat4x4f(CGLA::Axis axis, float angle);
/// Create a translation matrix
Mat4x4f translation_Mat4x4f(const Vec3f&);
/// Create a scaling matrix.
Mat4x4f scaling_Mat4x4f(const Vec3f&);
/// Create an identity matrix.
inline Mat4x4f identity_Mat4x4f()
{
return Mat4x4f(Vec4f(1,0,0,0),
Vec4f(0,1,0,0),
Vec4f(0,0,1,0),
Vec4f(0,0,0,1));
}
}
#endif