/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2015 - ROLI Ltd. Permission is granted to use this software under the terms of either: a) the GPL v2 (or any later version) b) the Affero GPL v3 Details of these licenses can be found at: www.gnu.org/licenses JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.juce.com for more information. ============================================================================== */ #ifndef JUCE_MATRIX3D_H_INCLUDED #define JUCE_MATRIX3D_H_INCLUDED //============================================================================== /** A 4x4 3D transformation matrix. @see Vector3D, Quaternion, AffineTransform */ template class Matrix3D { public: /** Creates an identity matrix. */ Matrix3D() noexcept { mat[0] = (Type) 1; mat[1] = 0; mat[2] = 0; mat[3] = 0; mat[4] = 0; mat[5] = (Type) 1; mat[6] = 0; mat[7] = 0; mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0; mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = (Type) 1; } /** Creates a copy of another matrix. */ Matrix3D (const Matrix3D& other) noexcept { memcpy (mat, other.mat, sizeof (mat)); } /** Copies another matrix. */ Matrix3D& operator= (const Matrix3D& other) noexcept { memcpy (mat, other.mat, sizeof (mat)); return *this; } /** Creates a matrix from its raw 4x4 values. */ Matrix3D (const Type& m00, const Type& m10, const Type& m20, const Type& m30, const Type& m01, const Type& m11, const Type& m21, const Type& m31, const Type& m02, const Type& m12, const Type& m22, const Type& m32, const Type& m03, const Type& m13, const Type& m23, const Type& m33) noexcept { mat[0] = m00; mat[1] = m10; mat[2] = m20; mat[3] = m30; mat[4] = m01; mat[5] = m11; mat[6] = m21; mat[7] = m31; mat[8] = m02; mat[9] = m12; mat[10] = m22; mat[11] = m32; mat[12] = m03; mat[13] = m13; mat[14] = m23; mat[15] = m33; } /** Creates a matrix from an array of 16 raw values. */ Matrix3D (const Type* values) noexcept { memcpy (mat, values, sizeof (mat)); } /** Creates a matrix from a 2D affine transform. */ Matrix3D (const AffineTransform& transform) noexcept { mat[0] = transform.mat00; mat[1] = transform.mat10; mat[2] = 0; mat[3] = 0; mat[4] = transform.mat01; mat[5] = transform.mat11; mat[6] = 0; mat[7] = 0; mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0; mat[12] = transform.mat02; mat[13] = transform.mat12; mat[14] = 0; mat[15] = (Type) 1; } /** Creates a matrix from a 3D vector translation. */ Matrix3D (Vector3D vector) noexcept { mat[0] = (Type) 1; mat[1] = 0; mat[2] = 0; mat[3] = 0; mat[4] = 0; mat[5] = (Type) 1; mat[6] = 0; mat[7] = 0; mat[8] = 0; mat[9] = 0; mat[10] = (Type) 1; mat[11] = 0; mat[12] = vector.x; mat[13] = vector.y; mat[14] = vector.z; mat[15] = (Type) 1; } /** Returns a new matrix from the given frustrum values. */ static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type nearDistance, Type farDistance) noexcept { return Matrix3D ((2.0f * nearDistance) / (right - left), 0.0f, 0.0f, 0.0f, 0.0f, (2.0f * nearDistance) / (top - bottom), 0.0f, 0.0f, (right + left) / (right - left), (top + bottom) / (top - bottom), -(farDistance + nearDistance) / (farDistance - nearDistance), -1.0f, 0.0f, 0.0f, -(2.0f * farDistance * nearDistance) / (farDistance - nearDistance), 0.0f); } /** Multiplies this matrix by another. */ Matrix3D& operator*= (const Matrix3D& other) noexcept { return *this = *this * other; } /** Multiplies this matrix by another, and returns the result. */ Matrix3D operator* (const Matrix3D& other) const noexcept { const Type* const m2 = other.mat; return Matrix3D (mat[0] * m2[0] + mat[1] * m2[4] + mat[2] * m2[8] + mat[3] * m2[12], mat[0] * m2[1] + mat[1] * m2[5] + mat[2] * m2[9] + mat[3] * m2[13], mat[0] * m2[2] + mat[1] * m2[6] + mat[2] * m2[10] + mat[3] * m2[14], mat[0] * m2[3] + mat[1] * m2[7] + mat[2] * m2[11] + mat[3] * m2[15], mat[4] * m2[0] + mat[5] * m2[4] + mat[6] * m2[8] + mat[7] * m2[12], mat[4] * m2[1] + mat[5] * m2[5] + mat[6] * m2[9] + mat[7] * m2[13], mat[4] * m2[2] + mat[5] * m2[6] + mat[6] * m2[10] + mat[7] * m2[14], mat[4] * m2[3] + mat[5] * m2[7] + mat[6] * m2[11] + mat[7] * m2[15], mat[8] * m2[0] + mat[9] * m2[4] + mat[10] * m2[8] + mat[11] * m2[12], mat[8] * m2[1] + mat[9] * m2[5] + mat[10] * m2[9] + mat[11] * m2[13], mat[8] * m2[2] + mat[9] * m2[6] + mat[10] * m2[10] + mat[11] * m2[14], mat[8] * m2[3] + mat[9] * m2[7] + mat[10] * m2[11] + mat[11] * m2[15], mat[12] * m2[0] + mat[13] * m2[4] + mat[14] * m2[8] + mat[15] * m2[12], mat[12] * m2[1] + mat[13] * m2[5] + mat[14] * m2[9] + mat[15] * m2[13], mat[12] * m2[2] + mat[13] * m2[6] + mat[14] * m2[10] + mat[15] * m2[14], mat[12] * m2[3] + mat[13] * m2[7] + mat[14] * m2[11] + mat[15] * m2[15]); } /** Returns a copy of this matrix after rotation through the Y, X and then Z angles specified by the vector. */ Matrix3D rotated (Vector3D eulerAngleRadians) const noexcept { const Type cx = std::cos (eulerAngleRadians.x), sx = std::sin (eulerAngleRadians.x), cy = std::cos (eulerAngleRadians.y), sy = std::sin (eulerAngleRadians.y), cz = std::cos (eulerAngleRadians.z), sz = std::sin (eulerAngleRadians.z); return Matrix3D ((cy * cz) + (sx * sy * sz), cx * sz, (cy * sx * sz) - (cz * sy), 0.0f, (cz * sx * sy) - (cy * sz), cx * cz, (cy * cz * sx) + (sy * sz), 0.0f, cx * sy, -sx, cx * cy, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); } /** The 4x4 matrix values. These are stored in the standard OpenGL order. */ Type mat[16]; }; #endif // JUCE_MATRIX3D_H_INCLUDED