bullet3/LinearMath/Matrix.h
2006-05-25 19:18:29 +00:00

208 lines
6.2 KiB
C++

// Bullet Continuous Collision Detection and Physics Library
// Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
//
// Matrix.h
//
// Copyright (c) 2006 Simon Hobbs
//
// This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
#ifndef BULLET_MATRIX_H
#define BULLET_MATRIX_H
#ifdef WIN32
#include "Vector.h"
#include "Memory2.h"
class Quat;
#include <malloc.h>
////////////////////////////////////////////////////////////////////////////////
/// Matrix33
__declspec(align(16)) class Matrix33
{
private:
Vector3 m_rows[3];
public:
BULLET_ALIGNED_NEW_AND_DELETE
// constructors
Matrix33();
Matrix33(const Vector3& x, const Vector3& y, const Vector3& z);
// explicit constructors
explicit Matrix33(const Quat& q);
explicit Matrix33(const Maths::ZeroTag&);
explicit Matrix33(const Maths::IdentityTag&);
explicit Matrix33(const Maths::RotateXTag&, float radians);
explicit Matrix33(const Maths::RotateYTag&, float radians);
explicit Matrix33(const Maths::RotateZTag&, float radians);
explicit Matrix33(const Maths::ScaleTag&, const Vector3& scale);
explicit Matrix33(const Maths::SkewTag&, const Vector3& v);
// assignment
const Matrix33& operator=(const Matrix33& m);
// assignment to constant
const Matrix33& operator=(const Maths::ZeroTag&);
const Matrix33& operator=(const Maths::IdentityTag&);
// element access
Vector3& operator[](int row);
const Vector3& operator[](int row) const;
Vector3& GetAxisX();
const Vector3& GetAxisX() const;
void SetAxisX(const Vector3& v);
Vector3& GetAxisY();
const Vector3& GetAxisY() const;
void SetAxisY(const Vector3& v);
Vector3& GetAxisZ();
const Vector3& GetAxisZ() const;
void SetAxisZ(const Vector3& v);
// operations
void operator*=(const Matrix33& a);
void operator*=(const Scalar& s);
void operator+=(const Matrix33& a);
void operator-=(const Matrix33& a);
friend const Vector3 operator*(const Vector3& v, const Matrix33& m);
friend const Vector3 operator*(const Matrix33& m, const Vector3& vT);
friend const Matrix33 operator*(const Matrix33& a, const Matrix33& b);
friend const Matrix33 operator*(const Matrix33& m, const Scalar& s);
friend const Matrix33 operator+(const Matrix33& a, const Matrix33& b);
friend const Matrix33 operator-(const Matrix33& a, const Matrix33& b);
friend const Matrix33 Transpose(const Matrix33& m);
friend const Matrix33 Inv(const Matrix33& m);
friend const Scalar Det(const Matrix33& m);
};
////////////////////////////////////////////////////////////////////////////////
// Matrix44
__declspec(align(16)) class Matrix44
{
private:
Vector4 m_rows[4];
public:
// constructors
Matrix44();
Matrix44(const Vector4& x, const Vector4& y, const Vector4& z, const Vector4& w);
// explicit constructors
explicit Matrix44(const Maths::ZeroTag&);
explicit Matrix44(const Maths::IdentityTag&);
explicit Matrix44(const Maths::RotateXTag&, float radians);
explicit Matrix44(const Maths::RotateYTag&, float radians);
explicit Matrix44(const Maths::RotateZTag&, float radians);
// assignment
const Matrix44& operator=(const Matrix44& m);
// assignment to constant
const Matrix44& operator=(const Maths::ZeroTag&);
const Matrix44& operator=(const Maths::IdentityTag&);
// element access
Vector4& operator[](int row);
const Vector4& operator[](int row) const;
// operations
void operator*=(const Matrix44& a);
void operator*=(const Scalar& s);
void operator+=(const Matrix44& a);
void operator-=(const Matrix44& a);
friend const Vector3 operator*(const Vector3& v, const Matrix44& m);
friend const Point3 operator*(const Point3& v, const Matrix44& m);
friend const Vector4 operator*(const Vector4& v, const Matrix44& m);
friend const Matrix44 operator*(const Matrix44& a, const Matrix44& b);
friend const Matrix44 operator*(const Scalar& s, const Matrix44& m);
friend const Matrix44 operator*(const Matrix44& m, const Scalar& s);
friend const Matrix44 operator+(const Matrix44& a, const Matrix44& b);
friend const Matrix44 operator-(const Matrix44& a, const Matrix44& b);
friend const Matrix44 Transpose(const Matrix44& m);
friend const Matrix44 Inv(const Matrix44& m);
};
////////////////////////////////////////////////////////////////////////////////
// Transform
__declspec(align(16)) class Transform
{
private:
Matrix33 m_rotation;
Point3 m_translation;
public:
// constructors
Transform();
Transform(const Matrix33& xyz, const Point3& w);
Transform(const Vector3& x, const Vector3& y, const Vector3& z, const Point3& w);
// explicit constructors
explicit Transform(const Maths::IdentityTag&);
// assignment
const Transform& operator=(const Transform& m);
// assignment to constant
const Transform& operator=(const Maths::IdentityTag&);
// element access
Matrix33& GetRotation();
const Matrix33& GetRotation() const;
void SetRotation(const Matrix33& m);
void SetRotation(const Quat& q);
Point3& GetTranslation();
const Point3& GetTranslation() const;
void SetTranslation(const Point3& p);
Vector3& GetAxisX();
const Vector3& GetAxisX() const;
Vector3& GetAxisY();
const Vector3& GetAxisY() const;
Vector3& GetAxisZ();
const Vector3& GetAxisZ() const;
// operations
friend const Vector3 operator*(const Vector3& v, const Transform& m);
friend const Point3 operator*(const Point3& v, const Transform& m);
friend const Transform operator*(const Transform& v, const Transform& m);
friend const Transform Inv(const Transform& m);
};
#include "matrix.inl"
#endif //#ifdef WIN32
#endif //BULLET_MATRIX_H