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[ode.git] / OPCODE / Ice / IceMatrix4x4.h
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1 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
2 /**
3 * Contains code for 4x4 matrices.
4 * \file IceMatrix4x4.h
5 * \author Pierre Terdiman
6 * \date April, 4, 2000
7 */
8 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
10 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
11 // Include Guard
12 #ifndef __ICEMATRIX4X4_H__
13 #define __ICEMATRIX4X4_H__
15 // Forward declarations
16 class PRS;
17 class PR;
19 #define MATRIX4X4_EPSILON (1.0e-7f)
21 class ICEMATHS_API Matrix4x4
23 // void LUBackwardSubstitution( sdword *indx, float* b );
24 // void LUDecomposition( sdword* indx, float* d );
26 public:
27 //! Empty constructor.
28 inline_ Matrix4x4() {}
29 //! Constructor from 16 values
30 inline_ Matrix4x4( float m00, float m01, float m02, float m03,
31 float m10, float m11, float m12, float m13,
32 float m20, float m21, float m22, float m23,
33 float m30, float m31, float m32, float m33)
35 m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
36 m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
37 m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
38 m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
40 //! Copy constructor
41 inline_ Matrix4x4(const Matrix4x4& mat) { CopyMemory(m, &mat.m, 16*sizeof(float)); }
42 //! Destructor.
43 inline_ ~Matrix4x4() {}
45 //! Assign values (rotation only)
46 template<typename trotationfloat>
47 inline_ Matrix4x4& Set( trotationfloat m00, trotationfloat m01, trotationfloat m02,
48 trotationfloat m10, trotationfloat m11, trotationfloat m12,
49 trotationfloat m20, trotationfloat m21, trotationfloat m22)
51 m[0][0] = (float)m00; m[0][1] = (float)m01; m[0][2] = (float)m02;
52 m[1][0] = (float)m10; m[1][1] = (float)m11; m[1][2] = (float)m12;
53 m[2][0] = (float)m20; m[2][1] = (float)m21; m[2][2] = (float)m22;
54 return *this;
56 //! Assign values
57 template<typename trotationfloat, typename toffsetfloat, typename textrafloat>
58 inline_ Matrix4x4& Set( trotationfloat m00, trotationfloat m01, trotationfloat m02, textrafloat m03,
59 trotationfloat m10, trotationfloat m11, trotationfloat m12, textrafloat m13,
60 trotationfloat m20, trotationfloat m21, trotationfloat m22, textrafloat m23,
61 toffsetfloat m30, toffsetfloat m31, toffsetfloat m32, textrafloat m33)
63 m[0][0] = (float)m00; m[0][1] = (float)m01; m[0][2] = (float)m02; m[0][3] = (float)m03;
64 m[1][0] = (float)m10; m[1][1] = (float)m11; m[1][2] = (float)m12; m[1][3] = (float)m13;
65 m[2][0] = (float)m20; m[2][1] = (float)m21; m[2][2] = (float)m22; m[2][3] = (float)m23;
66 m[3][0] = (float)m30; m[3][1] = (float)m31; m[3][2] = (float)m32; m[3][3] = (float)m33;
67 return *this;
70 //! Copy from a Matrix4x4
71 inline_ void Copy(const Matrix4x4& source) { CopyMemory(m, source.m, 16*sizeof(float)); }
73 // Row-column access
74 //! Returns a row.
75 inline_ void GetRow(const udword r, HPoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; p.w=m[r][3]; }
76 //! Returns a row.
77 inline_ void GetRow(const udword r, Point& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; }
78 //! Returns a row.
79 inline_ const HPoint& GetRow(const udword r) const { return *(const HPoint*)&m[r][0]; }
80 //! Returns a row.
81 inline_ HPoint& GetRow(const udword r) { return *(HPoint*)&m[r][0]; }
82 //! Sets a row.
83 inline_ void SetRow(const udword r, const HPoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]=p.w; }
84 //! Sets a row.
85 inline_ void SetRow(const udword r, const Point& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]= (r!=3) ? 0.0f : 1.0f; }
86 //! Returns a column.
87 inline_ void GetCol(const udword c, HPoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; p.w=m[3][c]; }
88 //! Returns a column.
89 inline_ void GetCol(const udword c, Point& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; }
90 //! Sets a column.
91 inline_ void SetCol(const udword c, const HPoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]=p.w; }
92 //! Sets a column.
93 inline_ void SetCol(const udword c, const Point& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]= (c!=3) ? 0.0f : 1.0f; }
95 // Translation
96 //! Returns the translation part of the matrix.
97 inline_ const HPoint& GetTrans() const { return GetRow(3); }
98 //! Gets the translation part of the matrix
99 inline_ void GetTrans(Point& p) const { p.x=m[3][0]; p.y=m[3][1]; p.z=m[3][2]; }
100 //! Sets the translation part of the matrix, from a Point.
101 inline_ void SetTrans(const Point& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; }
102 //! Sets the translation part of the matrix, from a HPoint.
103 inline_ void SetTrans(const HPoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; m[3][3]=p.w; }
104 //! Sets the translation part of the matrix, from floats.
105 inline_ void SetTrans(float tx, float ty, float tz) { m[3][0]=tx; m[3][1]=ty; m[3][2]=tz; }
107 // Scale
108 //! Sets the scale from a Point. The point is put on the diagonal.
109 inline_ void SetScale(const Point& p) { m[0][0]=p.x; m[1][1]=p.y; m[2][2]=p.z; }
110 //! Sets the scale from floats. Values are put on the diagonal.
111 inline_ void SetScale(float sx, float sy, float sz) { m[0][0]=sx; m[1][1]=sy; m[2][2]=sz; }
112 //! Scales from a Point. Each row is multiplied by a component.
113 void Scale(const Point& p)
115 m[0][0] *= p.x; m[1][0] *= p.y; m[2][0] *= p.z;
116 m[0][1] *= p.x; m[1][1] *= p.y; m[2][1] *= p.z;
117 m[0][2] *= p.x; m[1][2] *= p.y; m[2][2] *= p.z;
119 //! Scales from floats. Each row is multiplied by a value.
120 void Scale(float sx, float sy, float sz)
122 m[0][0] *= sx; m[1][0] *= sy; m[2][0] *= sz;
123 m[0][1] *= sx; m[1][1] *= sy; m[2][1] *= sz;
124 m[0][2] *= sx; m[1][2] *= sy; m[2][2] *= sz;
127 //! Returns a row.
128 inline_ HPoint GetRow(const udword row) const { return mRow[row]; }
129 //! Sets a row.
130 inline_ Matrix4x4& SetRow(const udword row, const HPoint& p) { mRow[row] = p; return *this; }
131 //! Sets a row.
132 Matrix4x4& SetRow(const udword row, const Point& p)
134 m[row][0] = p.x;
135 m[row][1] = p.y;
136 m[row][2] = p.z;
137 m[row][3] = (row != 3) ? 0.0f : 1.0f;
138 return *this;
140 //! Returns a column.
141 HPoint GetCol(const udword col) const
143 HPoint Res;
144 Res.x = m[0][col];
145 Res.y = m[1][col];
146 Res.z = m[2][col];
147 Res.w = m[3][col];
148 return Res;
150 //! Sets a column.
151 Matrix4x4& SetCol(const udword col, const HPoint& p)
153 m[0][col] = p.x;
154 m[1][col] = p.y;
155 m[2][col] = p.z;
156 m[3][col] = p.w;
157 return *this;
159 //! Sets a column.
160 Matrix4x4& SetCol(const udword col, const Point& p)
162 m[0][col] = p.x;
163 m[1][col] = p.y;
164 m[2][col] = p.z;
165 m[3][col] = (col != 3) ? 0.0f : 1.0f;
166 return *this;
169 //! Computes the trace. The trace is the sum of the 4 diagonal components.
170 inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2] + m[3][3]; }
171 //! Computes the trace of the upper 3x3 matrix.
172 inline_ float Trace3x3() const { return m[0][0] + m[1][1] + m[2][2]; }
173 //! Clears the matrix.
174 inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
175 //! Sets the identity matrix.
176 inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f; }
177 //! Checks for identity
178 inline_ bool IsIdentity() const
180 if(IR(m[0][0])!=IEEE_1_0) return false;
181 if(IR(m[0][1])!=0) return false;
182 if(IR(m[0][2])!=0) return false;
183 if(IR(m[0][3])!=0) return false;
185 if(IR(m[1][0])!=0) return false;
186 if(IR(m[1][1])!=IEEE_1_0) return false;
187 if(IR(m[1][2])!=0) return false;
188 if(IR(m[1][3])!=0) return false;
190 if(IR(m[2][0])!=0) return false;
191 if(IR(m[2][1])!=0) return false;
192 if(IR(m[2][2])!=IEEE_1_0) return false;
193 if(IR(m[2][3])!=0) return false;
195 if(IR(m[3][0])!=0) return false;
196 if(IR(m[3][1])!=0) return false;
197 if(IR(m[3][2])!=0) return false;
198 if(IR(m[3][3])!=IEEE_1_0) return false;
199 return true;
202 //! Checks matrix validity
203 inline_ BOOL IsValid() const
205 for(udword j=0;j<4;j++)
207 for(udword i=0;i<4;i++)
209 if(!IsValidFloat(m[j][i])) return FALSE;
212 return TRUE;
215 //! Sets a rotation matrix around the X axis.
216 void RotX(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[1][1] = m[2][2] = Cos; m[2][1] = -Sin; m[1][2] = Sin; }
217 //! Sets a rotation matrix around the Y axis.
218 void RotY(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[2][2] = Cos; m[2][0] = Sin; m[0][2] = -Sin; }
219 //! Sets a rotation matrix around the Z axis.
220 void RotZ(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[1][1] = Cos; m[1][0] = -Sin; m[0][1] = Sin; }
222 //! Makes a rotation matrix about an arbitrary axis
223 Matrix4x4& Rot(float angle, Point& p1, Point& p2);
225 //! Transposes the matrix.
226 void Transpose()
228 TSwap(m[1][0], m[0][1]);
229 TSwap(m[2][0], m[0][2]);
230 TSwap(m[3][0], m[0][3]);
231 TSwap(m[1][2], m[2][1]);
232 TSwap(m[1][3], m[3][1]);
233 TSwap(m[2][3], m[3][2]);
236 //! Computes a cofactor. Used for matrix inversion.
237 float CoFactor(udword row, udword col) const;
238 //! Computes the determinant of the matrix.
239 float Determinant() const;
240 //! Inverts the matrix. Determinant must be different from zero, else matrix can't be inverted.
241 Matrix4x4& Invert();
242 // Matrix& ComputeAxisMatrix(Point& axis, float angle);
244 // Cast operators
245 //! Casts a Matrix4x4 to a Matrix3x3.
246 inline_ operator Matrix3x3() const
248 return Matrix3x3(
249 m[0][0], m[0][1], m[0][2],
250 m[1][0], m[1][1], m[1][2],
251 m[2][0], m[2][1], m[2][2]);
253 //! Casts a Matrix4x4 to a Quat.
254 operator Quat() const;
255 //! Casts a Matrix4x4 to a PR.
256 operator PR() const;
258 // Arithmetic operators
259 //! Operator for Matrix4x4 Plus = Matrix4x4 + Matrix4x4;
260 inline_ Matrix4x4 operator+(const Matrix4x4& mat) const
262 return Matrix4x4(
263 m[0][0]+mat.m[0][0], m[0][1]+mat.m[0][1], m[0][2]+mat.m[0][2], m[0][3]+mat.m[0][3],
264 m[1][0]+mat.m[1][0], m[1][1]+mat.m[1][1], m[1][2]+mat.m[1][2], m[1][3]+mat.m[1][3],
265 m[2][0]+mat.m[2][0], m[2][1]+mat.m[2][1], m[2][2]+mat.m[2][2], m[2][3]+mat.m[2][3],
266 m[3][0]+mat.m[3][0], m[3][1]+mat.m[3][1], m[3][2]+mat.m[3][2], m[3][3]+mat.m[3][3]);
269 //! Operator for Matrix4x4 Minus = Matrix4x4 - Matrix4x4;
270 inline_ Matrix4x4 operator-(const Matrix4x4& mat) const
272 return Matrix4x4(
273 m[0][0]-mat.m[0][0], m[0][1]-mat.m[0][1], m[0][2]-mat.m[0][2], m[0][3]-mat.m[0][3],
274 m[1][0]-mat.m[1][0], m[1][1]-mat.m[1][1], m[1][2]-mat.m[1][2], m[1][3]-mat.m[1][3],
275 m[2][0]-mat.m[2][0], m[2][1]-mat.m[2][1], m[2][2]-mat.m[2][2], m[2][3]-mat.m[2][3],
276 m[3][0]-mat.m[3][0], m[3][1]-mat.m[3][1], m[3][2]-mat.m[3][2], m[3][3]-mat.m[3][3]);
279 //! Operator for Matrix4x4 Mul = Matrix4x4 * Matrix4x4;
280 inline_ Matrix4x4 operator*(const Matrix4x4& mat) const
282 return Matrix4x4(
283 m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0] + m[0][3]*mat.m[3][0],
284 m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1] + m[0][3]*mat.m[3][1],
285 m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2] + m[0][3]*mat.m[3][2],
286 m[0][0]*mat.m[0][3] + m[0][1]*mat.m[1][3] + m[0][2]*mat.m[2][3] + m[0][3]*mat.m[3][3],
288 m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0] + m[1][3]*mat.m[3][0],
289 m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1] + m[1][3]*mat.m[3][1],
290 m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2] + m[1][3]*mat.m[3][2],
291 m[1][0]*mat.m[0][3] + m[1][1]*mat.m[1][3] + m[1][2]*mat.m[2][3] + m[1][3]*mat.m[3][3],
293 m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0] + m[2][3]*mat.m[3][0],
294 m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1] + m[2][3]*mat.m[3][1],
295 m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2] + m[2][3]*mat.m[3][2],
296 m[2][0]*mat.m[0][3] + m[2][1]*mat.m[1][3] + m[2][2]*mat.m[2][3] + m[2][3]*mat.m[3][3],
298 m[3][0]*mat.m[0][0] + m[3][1]*mat.m[1][0] + m[3][2]*mat.m[2][0] + m[3][3]*mat.m[3][0],
299 m[3][0]*mat.m[0][1] + m[3][1]*mat.m[1][1] + m[3][2]*mat.m[2][1] + m[3][3]*mat.m[3][1],
300 m[3][0]*mat.m[0][2] + m[3][1]*mat.m[1][2] + m[3][2]*mat.m[2][2] + m[3][3]*mat.m[3][2],
301 m[3][0]*mat.m[0][3] + m[3][1]*mat.m[1][3] + m[3][2]*mat.m[2][3] + m[3][3]*mat.m[3][3]);
304 //! Operator for HPoint Mul = Matrix4x4 * HPoint;
305 inline_ HPoint operator*(const HPoint& v) const { return HPoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v, GetRow(3)|v); }
307 //! Operator for Point Mul = Matrix4x4 * Point;
308 inline_ Point operator*(const Point& v) const
310 return Point( m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z + m[0][3],
311 m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z + m[1][3],
312 m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z + m[2][3] );
315 //! Operator for Matrix4x4 Scale = Matrix4x4 * float;
316 inline_ Matrix4x4 operator*(float s) const
318 return Matrix4x4(
319 m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
320 m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
321 m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
322 m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
325 //! Operator for Matrix4x4 Scale = float * Matrix4x4;
326 inline_ friend Matrix4x4 operator*(float s, const Matrix4x4& mat)
328 return Matrix4x4(
329 s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2], s*mat.m[0][3],
330 s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2], s*mat.m[1][3],
331 s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2], s*mat.m[2][3],
332 s*mat.m[3][0], s*mat.m[3][1], s*mat.m[3][2], s*mat.m[3][3]);
335 //! Operator for Matrix4x4 Div = Matrix4x4 / float;
336 inline_ Matrix4x4 operator/(float s) const
338 if(s) s = 1.0f / s;
340 return Matrix4x4(
341 m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
342 m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
343 m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
344 m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
347 //! Operator for Matrix4x4 Div = float / Matrix4x4;
348 inline_ friend Matrix4x4 operator/(float s, const Matrix4x4& mat)
350 return Matrix4x4(
351 s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2], s/mat.m[0][3],
352 s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2], s/mat.m[1][3],
353 s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2], s/mat.m[2][3],
354 s/mat.m[3][0], s/mat.m[3][1], s/mat.m[3][2], s/mat.m[3][3]);
357 //! Operator for Matrix4x4 += Matrix4x4;
358 inline_ Matrix4x4& operator+=(const Matrix4x4& mat)
360 m[0][0]+=mat.m[0][0]; m[0][1]+=mat.m[0][1]; m[0][2]+=mat.m[0][2]; m[0][3]+=mat.m[0][3];
361 m[1][0]+=mat.m[1][0]; m[1][1]+=mat.m[1][1]; m[1][2]+=mat.m[1][2]; m[1][3]+=mat.m[1][3];
362 m[2][0]+=mat.m[2][0]; m[2][1]+=mat.m[2][1]; m[2][2]+=mat.m[2][2]; m[2][3]+=mat.m[2][3];
363 m[3][0]+=mat.m[3][0]; m[3][1]+=mat.m[3][1]; m[3][2]+=mat.m[3][2]; m[3][3]+=mat.m[3][3];
364 return *this;
367 //! Operator for Matrix4x4 -= Matrix4x4;
368 inline_ Matrix4x4& operator-=(const Matrix4x4& mat)
370 m[0][0]-=mat.m[0][0]; m[0][1]-=mat.m[0][1]; m[0][2]-=mat.m[0][2]; m[0][3]-=mat.m[0][3];
371 m[1][0]-=mat.m[1][0]; m[1][1]-=mat.m[1][1]; m[1][2]-=mat.m[1][2]; m[1][3]-=mat.m[1][3];
372 m[2][0]-=mat.m[2][0]; m[2][1]-=mat.m[2][1]; m[2][2]-=mat.m[2][2]; m[2][3]-=mat.m[2][3];
373 m[3][0]-=mat.m[3][0]; m[3][1]-=mat.m[3][1]; m[3][2]-=mat.m[3][2]; m[3][3]-=mat.m[3][3];
374 return *this;
377 //! Operator for Matrix4x4 *= Matrix4x4;
378 Matrix4x4& operator*=(const Matrix4x4& mat)
380 HPoint TempRow;
382 GetRow(0, TempRow);
383 m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
384 m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
385 m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
386 m[0][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
388 GetRow(1, TempRow);
389 m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
390 m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
391 m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
392 m[1][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
394 GetRow(2, TempRow);
395 m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
396 m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
397 m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
398 m[2][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
400 GetRow(3, TempRow);
401 m[3][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
402 m[3][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
403 m[3][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
404 m[3][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
406 return *this;
409 //! Operator for Matrix4x4 *= float;
410 inline_ Matrix4x4& operator*=(float s)
412 m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
413 m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
414 m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
415 m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
416 return *this;
419 //! Operator for Matrix4x4 /= float;
420 inline_ Matrix4x4& operator/=(float s)
422 if(s) s = 1.0f / s;
423 m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
424 m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
425 m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
426 m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
427 return *this;
430 inline_ const HPoint& operator[](int row) const { return *(const HPoint*)&m[row][0]; }
431 inline_ HPoint& operator[](int row) { return *(HPoint*)&m[row][0]; }
433 public:
435 float m[4][4];
438 //! Quickly rotates & translates a vector, using the 4x3 part of a 4x4 matrix
439 inline_ void TransformPoint4x3(Point& dest, const Point& source, const Matrix4x4& rot)
441 dest.x = rot.m[3][0] + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
442 dest.y = rot.m[3][1] + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
443 dest.z = rot.m[3][2] + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
446 //! Quickly rotates a vector, using the 3x3 part of a 4x4 matrix
447 inline_ void TransformPoint3x3(Point& dest, const Point& source, const Matrix4x4& rot)
449 dest.x = source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
450 dest.y = source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
451 dest.z = source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
454 ICEMATHS_API void InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src);
456 #endif // __ICEMATRIX4X4_H__