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/* ----------------------------------------------------------------------- *
* This file is part of GEL, http://www.imm.dtu.dk/GEL
* Copyright (C) the authors and DTU Informatics
* For license and list of authors, see ../../doc/intro.pdf
* ----------------------------------------------------------------------- */
/** @file Mat4x4f.h
* @brief 4x4 float matrix class
*/
#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
{
/** \brief 4x4 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(1.0f,0.0f,0.0f,0.0f),
Vec4f(0.0f,1.0f,0.0f,0.0f),
Vec4f(0.0f,0.0f,1.0f,0.0f),
Vec4f(0.0f,0.0f,0.0f,1.0f));
}
/** Compute inverse assuming that the upper-left 3x3 sub-matrix is
orthonormal (which is the case if the transformation is only
a concatenation of rotations and translations).
*/
inline Mat4x4f invert_ortho(const Mat4x4f& m)
{
Vec3f rx(m[0][0], m[1][0], m[2][0]);
Vec3f ry(m[0][1], m[1][1], m[2][1]);
Vec3f rz(m[0][2], m[1][2], m[2][2]);
Vec3f t(m[0][3], m[1][3], m[2][3]);
return Mat4x4f(Vec4f(rx, -dot(t, rx)),
Vec4f(ry, -dot(t, ry)),
Vec4f(rz, -dot(t, rz)),
Vec4f(0.0f, 0.0f, 0.0f, 1.0f));
}
}
#endif