/** @file * @author Edouard DUPIN * @copyright 2011, Edouard DUPIN, all right reserved * @license APACHE v2.0 (see license file) */ #include #pragma once #include #include namespace etk { /** * @brief Convert degree in radian * @param[in] _val Value to converted in degree * @return Angle in radian */ template T degreeToRadian(T _val) { return _val*M_PI/T(180.0); } /** * @brief Convert radian in degree * @param[in] _val Value to converted in radian * @return Angle in degree */ template T radianToDegree(T _val) { return _val*T(180.0)/M_PI; } /** * @brief Transformation matrix for vector 3D. */ class Matrix4 { public: float m_mat[4*4]; //!< matrix data public: /** * @brief configure identity of the matrix */ void identity(); /** * @brief Constructor that load identity */ Matrix4(); /** * @brief Copy constructor. * @param[in] _obj Matrix object to copy */ Matrix4(const Matrix4& _obj); /** * @brief Configuration constructor. * @param[in] _a1 1st colomn, 1 line value * @param[in] _b1 2nd colomn, 1 line value * @param[in] _c1 3rd colomn, 1 line value * @param[in] _d1 4th colomn, 1 line value * @param[in] _a2 1st colomn, 2 line value * @param[in] _b2 2nd colomn, 2 line value * @param[in] _c2 3rd colomn, 2 line value * @param[in] _d2 4th colomn, 2 line value * @param[in] _a3 1st colomn, 3 line value * @param[in] _b3 2nd colomn, 3 line value * @param[in] _c3 3rd colomn, 3 line value * @param[in] _d3 4th colomn, 3 line value * @param[in] _a4 1st colomn, 4 line value * @param[in] _b4 2nd colomn, 4 line value * @param[in] _c4 3rd colomn, 4 line value * @param[in] _d4 4th colomn, 4 line value */ Matrix4(float _a1, float _b1, float _c1, float _d1, float _a2, float _b2, float _c2, float _d2, float _a3, float _b3, float _c3, float _d3, float _a4, float _b4, float _c4, float _d4); /** * @brief Configuration constructor. * @param[in] _values vector of values */ Matrix4(float* _values); /** * @brief Operator= Asign the current object with an other object * @param[in] _obj Reference on the external object * @return Local reference of the vector asigned */ const Matrix4& operator= (const Matrix4& _obj); /** * @brief Equality compare operator with an other object. * @param[in] _obj Reference on the comparing object * @return true The Objects are identical * @return false The Objects are NOT identical */ bool operator== (const Matrix4& _obj) const; /** * @brief In-Equality compare operator with an other object. * @param[in] _obj Reference on the comparing object * @return true The Objects are NOT identical * @return false The Objects are identical */ bool operator!= (const Matrix4& _obj) const; /** * @brief Operator+= Addition an other matrix with this one * @param[in] _obj Reference on the external object * @return Local reference of the vector additionned */ const Matrix4& operator+= (const Matrix4& _obj); /** * @brief Operator+ Addition an other matrix with this one * @param[in] _obj Reference on the external object * @return New vector containing the value */ Matrix4 operator+ (const Matrix4& _obj) const; /** * @brief Operator-= Decrement an other matrix with this one * @param[in] _obj Reference on the external object * @return Local reference of the vector decremented */ const Matrix4& operator-= (const Matrix4& _obj); /** * @brief Operator- Decrement an other matrix with this one * @param[in] _obj Reference on the external object * @return New vector containing the value */ Matrix4 operator- (const Matrix4& _obj) const; /** * @brief Operator*= Multiplication an other matrix with this one * @param[in] _obj Reference on the external object * @return Local reference of the vector multiplicated */ const Matrix4& operator*= (const Matrix4& _obj); /** * @brief Operator* Multiplication an other matrix with this one * @param[in] _obj Reference on the external object * @return New vector containing the value */ Matrix4 operator* (const Matrix4& _obj) const; /** * @brief Operator* apply matrix on a vector * @param[in] _point Point value to apply the matrix * @return New vector containing the value */ vec3 operator*(const vec3& _point) const; /** * @brief Transpose the current matix (usefull for OpenGL display) */ void transpose(); /** * @brief Scale the current Matrix. * @param[in] _vect Scale vector to apply. */ void scale(const vec3& _vect); /** * @brief Scale the current Matrix. * @param[in] _sx Scale X value to apply. * @param[in] _sy Scale Y value to apply. * @param[in] _sz Scale Z value to apply. */ void scale(float _sx, float _sy, float _sz); /** * @brief Makes a rotation matrix about an arbitrary axis. * @param[in] _vect vector to apply the angle. * @param[in] _angleRad angle to apply. */ void rotate(const vec3& _vect, float _angleRad=0.0); /** * @brief Makes a translation of the matrix * @param[in] _vect Translation to apply. */ void translate(const vec3& _vect); /** * @brief Computes a cofactor. Used for matrix inversion. * @param[in] _row Id of raw. * @param[in] _col Id of colomn. * @return the coFactorValue. */ float coFactor(int32_t _row, int32_t _col) const; /** * @brief Computes the determinant of the matrix. * @return The determinent Value. */ float determinant() const; /** * @brief Inverts the matrix. * @note The determinant must be != 0, otherwithe the matrix can't be inverted. * @return The inverted matrix. */ Matrix4 invert(); }; /** * @brief Create projection matrix with the box parameter (camera view in -z axis) * @param[in] _xmin X minimum size of the frustum * @param[in] _xmax X maximum size of the frustum * @param[in] _ymin Y minimum size of the frustum * @param[in] _ymax Y maximum size of the frustum * @param[in] _zNear Z minimum size of the frustum * @param[in] _zFar Z maximum size of the frustum * @return New matrix of the transformation requested */ Matrix4 matFrustum(float _xmin, float _xmax, float _ymin, float _ymax, float _zNear, float _zFar); /** * @brief Create projection matrix with human repensentation view (camera view in -z axis) * @param[in] _foxy Focal in radian of the camera * @param[in] _aspect aspect ratio of the camera * @param[in] _zNear Z near size of the camera * @param[in] _zFar Z far size of the camera * @return New matrix of the transformation requested */ Matrix4 matPerspective(float _foxy, float _aspect, float _zNear, float _zFar); /** * @brief Create orthogonal projection matrix with the box parameter (camera view in -z axis) * @param[in] _left left size of the camera * @param[in] _right Right size of the camera * @param[in] _bottom Buttom size of the camera * @param[in] _top Top Size of the camera * @param[in] _nearVal Z near size of the camera * @param[in] _farVal Z far size of the camera * @return New matrix of the transformation requested */ Matrix4 matOrtho(float _left, float _right, float _bottom, float _top, float _nearVal, float _farVal); /** * @brief Create a matrix 3D with a simple translation * @param[in] _translate 3 dimention translation * @return New matrix of the transformation requested */ Matrix4 matTranslate(vec3 _translate); /** * @brief Create a matrix 3D with a simple scale * @param[in] _scale 3 dimention scale * @return New matrix of the transformation requested */ Matrix4 matScale(vec3 _scale); /** * @brief Create a matrix 3D with a simple rotation * @param[in] _normal vector aroud witch apply the rotation * @param[in] _angleRad Radian angle to set at the matrix * @return New matrix of the transformation requested */ Matrix4 matRotate(vec3 _normal, float _angleRad=0.0); //! @not_in_doc Matrix4 matRotate2(vec3 _vect); /** * @brief Create projection matrix with camera property (camera view in -z axis) * @param[in] _eye Optical center of the camera * @param[in] _target Point of where the camera is showing * @param[in] _up Up vector of the camera * @return New matrix of the transformation requested */ Matrix4 matLookAt(const vec3& _eye, const vec3& _target, const vec3& _up); //! @not_in_doc std::ostream& operator <<(std::ostream& _os, const etk::Matrix4& _obj); }; // To siplify the writing of the code ==> this permit to have the same name with the glsl language... using mat4 = etk::Matrix4; //!< Matrix naming like openGl shader