59 lines
2.4 KiB
C++
59 lines
2.4 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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#ifndef MATRIX_H
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#define MATRIX_H
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class Matrix {
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public:
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static const int MATRIX_SIZE = 16;
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float mData[MATRIX_SIZE];
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Matrix();
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Matrix(const Matrix& src);
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// Returns true if the two matrices have the same values.
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bool equals(const Matrix& src);
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// Loads this matrix with the identity matrix.
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void identity();
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// Loads this matrix with the data from src.
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void loadWith(const Matrix& src);
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// Translates this matrix by the given amounts.
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void translate(float x, float y, float z);
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// Scales this matrix by the given amounts.
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void scale(float x, float y, float z);
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// Rotates this matrix the given angle.
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void rotate(float radians, float x, float y, float z);
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// Sets this matrix to be the result of multiplying the given matrices.
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void multiply(const Matrix& l, const Matrix& r);
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void print(const char* label);
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// Returns a new matrix representing the camera.
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static Matrix* newLookAt(float eyeX, float eyeY, float eyeZ, float centerX,
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float centerY, float centerZ, float upX, float upY, float upZ);
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// Returns a new matrix representing the perspective matrix.
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static Matrix* newFrustum(float left, float right, float bottom, float top,
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float near, float far);
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// Returns a new matrix representing the translation.
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static Matrix* newTranslate(float x, float y, float z);
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// Returns a new matrix representing the scaling.
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static Matrix* newScale(float x, float y, float z);
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// Returns a new matrix representing the rotation.
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static Matrix* newRotate(float radians, float x, float y, float z);
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// Sets the given matrix to be the result of multiplying the given matrix by the given vector.
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static void multiplyVector(float* result, const Matrix& lhs,
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const float* rhs);
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};
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#endif
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