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GLMatrixT.hh
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40\*===========================================================================*/
41
42
43
44
45
46//=============================================================================
47//
48// CLASS GLMatrixT
49//
50//=============================================================================
51
52
53#ifndef ACG_GLMATRIX_HH
54#define ACG_GLMATRIX_HH
55
56
57//== INCLUDES =================================================================
58
59
60#include "Matrix4x4T.hh"
61#include "../Config/ACGDefines.hh"
62#include <cmath>
63
64
65namespace ACG {
66
67
68//== CLASS DEFINITION =========================================================
69
70
73enum MultiplyFrom { MULT_FROM_RIGHT, MULT_FROM_LEFT };
74
75
76
78template <class Scalar>
79class GLMatrixT : public Matrix4x4T<Scalar>
80{
81public:
82
84
85
88
90 template <class OtherScalar>
92 : Matrix4x4T<Scalar>(_rhs)
93 {}
94
96 inline GLMatrixT(const GLMatrixT<Scalar>& _rhs) = default;
97
100 inline GLMatrixT(const Scalar _array[16]) : Matrix4x4T<Scalar>(_array) {}
101
105 inline GLMatrixT(const Vec3 &col1, const Vec3 &col2, const Vec3 &col3) {
106 /*
107 * Don't try to optimize anything by hand, here. gcc -O2 does the right thing:
108 *
109 * mov %rax,-0x70(%rsp)
110 * mov %rdx,-0x68(%rsp)
111 * mov %rsi,-0x50(%rsp)
112 * lea -0x68(%rsp),%rdx
113 * mov %rax,0x8(%rsp)
114 * mov %rcx,-0x60(%rsp)
115 * lea 0x10(%rsp),%rsi
116 * movq $0x0,-0x58(%rsp)
117 * mov %rdi,-0x48(%rsp)
118 * xor %eax,%eax
119 * mov %r8,-0x40(%rsp)
120 * movq $0x0,-0x38(%rsp)
121 * mov %r9,-0x30(%rsp)
122 * mov %r10,-0x28(%rsp)
123 * mov %r11,-0x20(%rsp)
124 * movq $0x0,-0x18(%rsp)
125 * movq $0x0,-0x10(%rsp)
126 * movq $0x0,-0x8(%rsp)
127 * movq $0x0,(%rsp)
128 *
129 */
130 memcpy(this->mat_ + 0, col1.data(), sizeof(Scalar) * 3);
131 this->mat_[3] = 0;
132 memcpy(this->mat_ + 4, col2.data(), sizeof(Scalar) * 3);
133 this->mat_[7] = 0;
134 memcpy(this->mat_ + 8, col3.data(), sizeof(Scalar) * 3);
135 for (int i = 11; i < 15; ++i) this->mat_[i] = 0;
136 this->mat_[15] = 1;
137 }
138
139
142
143
145 template<typename otherScalar>
147 { Matrix4x4T<Scalar>::operator=(_rhs); return *this; }
148
150 template<typename otherScalar>
152 { Matrix4x4T<Scalar>::operator=(_rhs); return *this; }
153
154
155
157 inline void scale( Scalar _x, Scalar _y, Scalar _z,
158 MultiplyFrom _mult_from = MULT_FROM_RIGHT );
160 inline void scale( const Vec3& _v,
161 MultiplyFrom _mult_from = MULT_FROM_RIGHT ) {
162 scale(_v[0], _v[1], _v[2], _mult_from);
163 }
164
165
167 inline void translate( Scalar _x, Scalar _y, Scalar _z,
168 MultiplyFrom _mult_from = MULT_FROM_RIGHT );
170 inline void translate( const Vec3& _v,
171 MultiplyFrom _mult_from = MULT_FROM_RIGHT ) {
172 translate(_v[0], _v[1], _v[2], _mult_from);
173 }
174
175
178 void rotate( Scalar angle, Scalar x, Scalar y, Scalar z,
179 MultiplyFrom _mult_from = MULT_FROM_RIGHT );
182 void rotate( Scalar _angle, const Vec3& _axis,
183 MultiplyFrom _mult_from = MULT_FROM_RIGHT ) {
184 rotate(_angle, _axis[0], _axis[1], _axis[2], _mult_from);
185 }
186
187
188
190 inline void rotateX( Scalar _angle,
191 MultiplyFrom _mult_from = MULT_FROM_RIGHT ) {
192 rotateXYZ( X, _angle, _mult_from );
193 }
194
196 inline void rotateY( Scalar _angle,
197 MultiplyFrom _mult_from = MULT_FROM_RIGHT ) {
198 rotateXYZ( Y, _angle, _mult_from );
199 }
200
202 inline void rotateZ( Scalar _angle,
203 MultiplyFrom _mult_from = MULT_FROM_RIGHT ) {
204 rotateXYZ( Z, _angle, _mult_from );
205 }
206
207
208
209
213 void lookAt(const Vec3& eye,
214 const Vec3& center,
215 const Vec3& up);
216
218 void inverse_lookAt(const Vec3& eye,
219 const Vec3& center,
220 const Vec3& up);
221
222
233 void perspective(Scalar fovY, Scalar aspect,
234 Scalar near_plane, Scalar far_plane);
235
237 void inverse_perspective(Scalar fovY, Scalar aspect,
238 Scalar near_plane,Scalar far_plane);
239
241 void frustum(Scalar left, Scalar right,
242 Scalar bottom, Scalar top,
243 Scalar near_plane, Scalar far_plane);
244
246 void inverse_frustum(Scalar left,Scalar right,
247 Scalar bottom, Scalar top,
248 Scalar near_plane, Scalar far_plane);
249
251 void ortho(Scalar left, Scalar right,
252 Scalar bottom, Scalar top,
253 Scalar near_plane, Scalar far_plane);
254
256 void inverse_ortho(Scalar left, Scalar right,
257 Scalar bottom, Scalar top,
258 Scalar near_plane, Scalar far_plane);
259
260
261
264
267
269 bool isPerspective() const;
270
272 bool isOrtho() const;
273
276
277 //----------------------------------------------------- overloaded operators
278
279 GLMatrixT& operator+= ( const Matrix4x4T<Scalar>& _rhs) {
280 Matrix4x4T<Scalar>::operator+=(_rhs); return *this;
281 }
282 GLMatrixT& operator-= ( const Matrix4x4T<Scalar>& _rhs) {
283 Matrix4x4T<Scalar>::operator-=(_rhs); return *this;
284 }
285 GLMatrixT& operator*= ( const Matrix4x4T<Scalar>& _rhs) {
286 Matrix4x4T<Scalar>::operator*=(_rhs); return *this;
287 }
288 GLMatrixT& leftMult(const Matrix4x4T<Scalar>& _rhs) {
289 Matrix4x4T<Scalar>::leftMult(_rhs); return *this;
290 }
291
292 GLMatrixT operator+ (const Matrix4x4T<Scalar>& _rhs) const {
293 return GLMatrixT<Scalar>(*this) += _rhs;
294 }
295 GLMatrixT operator- (const Matrix4x4T<Scalar>& _rhs) const {
296 return GLMatrixT<Scalar>(*this) -= _rhs;
297 }
298 GLMatrixT operator*(const Matrix4x4T<Scalar>& _rhs) const {
299 return GLMatrixT<Scalar>(*this) *= _rhs;
300 }
301
302 template <typename T>
303 inline VectorT<T,4> operator*(const VectorT<T,4>& _v) const {
305 }
306
307
308
309private:
310
311 enum Axis { X, Y, Z };
312 void rotateXYZ( Axis _axis, Scalar _angle, MultiplyFrom _mult_from );
313};
314
315
316
317
318//=============================================================================
319
320
325
326
327//=============================================================================
328} // namespace ACG
329//=============================================================================
330#if defined(INCLUDE_TEMPLATES) && !defined(ACG_GLMATRIX_C)
331#define ACG_GLMATRIX_TEMPLATES
332#include "GLMatrixT_impl.hh"
333#endif
334//=============================================================================
335#endif // ACG_GLMATRIX_HH defined
336//=============================================================================
337
4x4 matrix implementing OpenGL commands.
Definition GLMatrixT.hh:80
void rotate(Scalar angle, Scalar x, Scalar y, Scalar z, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
void scale(Scalar _x, Scalar _y, Scalar _z, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
multiply self with scaling matrix (x,y,z)
void frustum(Scalar left, Scalar right, Scalar bottom, Scalar top, Scalar near_plane, Scalar far_plane)
multiply self with a perspective projection matrix
bool isOrtho() const
check if the matrix is an orthographic projection matrix
GLMatrixT< Scalar > & operator=(const Matrix4x4T< otherScalar > &_rhs)
assignement from other matrix type
Definition GLMatrixT.hh:151
GLMatrixT()
constructor: uninitialized values
Definition GLMatrixT.hh:87
void rotateX(Scalar _angle, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
multiply self with a rotation matrix (angle in degree, x-axis)
Definition GLMatrixT.hh:190
VectorT< Scalar, 2 > extract_planes_ortho() const
extract near and far clipping planes from an orthographic projection matrix
void inverse_ortho(Scalar left, Scalar right, Scalar bottom, Scalar top, Scalar near_plane, Scalar far_plane)
multiply self from left with inverse orthographic projection matrix
void scale(const Vec3 &_v, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
multiply self with scaling matrix (x,y,z)
Definition GLMatrixT.hh:160
void translate(const Vec3 &_v, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
multiply self with translation matrix (x,y,z)
Definition GLMatrixT.hh:170
GLMatrixT(const Matrix4x4T< OtherScalar > &_rhs)
construct from other matrix type
Definition GLMatrixT.hh:91
void inverse_frustum(Scalar left, Scalar right, Scalar bottom, Scalar top, Scalar near_plane, Scalar far_plane)
multiply self from left with inverse of perspective projection matrix
void rotate(Scalar _angle, const Vec3 &_axis, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
Definition GLMatrixT.hh:182
void lookAt(const Vec3 &eye, const Vec3 &center, const Vec3 &up)
void rotateY(Scalar _angle, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
multiply self with a rotation matrix (angle in degree, y-axis)
Definition GLMatrixT.hh:196
void perspective(Scalar fovY, Scalar aspect, Scalar near_plane, Scalar far_plane)
multiply self with a perspective projection matrix
void ortho(Scalar left, Scalar right, Scalar bottom, Scalar top, Scalar near_plane, Scalar far_plane)
multiply self with orthographic projection matrix
VectorT< Scalar, 2 > extract_planes_perspective() const
extract near and far clipping planes from a perspective projection matrix
void translate(Scalar _x, Scalar _y, Scalar _z, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
multiply self with translation matrix (x,y,z)
GLMatrixT(const Scalar _array[16])
Definition GLMatrixT.hh:100
GLMatrixT(const GLMatrixT< Scalar > &_rhs)=default
copy constructor
void rotateZ(Scalar _angle, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
multiply self with a rotation matrix (angle in degree, z-axis)
Definition GLMatrixT.hh:202
void inverse_lookAt(const Vec3 &eye, const Vec3 &center, const Vec3 &up)
multiply self from left with inverse lookAt matrix
void inverse_perspective(Scalar fovY, Scalar aspect, Scalar near_plane, Scalar far_plane)
multiply self from left with inverse of perspective projection matrix
GLMatrixT< Scalar > & operator=(const GLMatrixT< otherScalar > &_rhs)
assignement from other matrix type
Definition GLMatrixT.hh:146
VectorT< Scalar, 2 > extract_planes() const
detect type of projection matrix and extract near and far clipping planes
~GLMatrixT()
destructor
Definition GLMatrixT.hh:141
bool isPerspective() const
check if the matrix is a perspective projection matrix
GLMatrixT(const Vec3 &col1, const Vec3 &col2, const Vec3 &col3)
Definition GLMatrixT.hh:105
Matrix4x4T & operator*=(const Matrix4x4T< Scalar > &_rhs)
self *= _rhs
Matrix4x4T & leftMult(const Matrix4x4T< Scalar > &_rhs)
multiply from left: self = _rhs * self
Matrix4x4T & operator+=(const Matrix4x4T< Scalar > &_rhs)
self += _rhs
Matrix4x4T operator*(const Matrix4x4T< Scalar > &inst) const
self * _rhs
Matrix4x4T & operator-=(const Matrix4x4T< Scalar > &_rhs)
self -= _rhs
Matrix4x4T< Scalar > & operator=(const Matrix4x4T< otherScalar > &_rhs)
assignment from other matrix type
Scalar * data()
access to Scalar array
Definition Vector11T.hh:201
Namespace providing different geometric functions concerning angles.
GLMatrixT< float > GLMatrixf
typedef
Definition GLMatrixT.hh:322
GLMatrixT< double > GLMatrixd
typedef
Definition GLMatrixT.hh:324
MultiplyFrom
Definition GLMatrixT.hh:73