233 lines
5.8 KiB
C++
233 lines
5.8 KiB
C++
#ifndef RAYLIB_CPP_INCLUDE_MATRIX_HPP_
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#define RAYLIB_CPP_INCLUDE_MATRIX_HPP_
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#include "./raylib.hpp"
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#include "./raylib-cpp-utils.hpp"
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#include "./raymath.hpp"
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#ifndef RAYLIB_CPP_NO_MATH
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#include <cmath>
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#endif
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namespace raylib {
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/**
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* Matrix type (OpenGL style 4x4 - right handed, column major)
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*/
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class Matrix : public ::Matrix {
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public:
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Matrix(const ::Matrix& mat) : ::Matrix{
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mat.m0, mat.m4, mat.m8, mat.m12,
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mat.m1, mat.m5, mat.m9, mat.m13,
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mat.m2, mat.m6, mat.m10, mat.m14,
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mat.m3, mat.m7, mat.m11, mat.m15} {
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// Nothing.
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}
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Matrix(
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float m0 = 0, float m4 = 0, float m8 = 0, float m12 = 0,
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float m1 = 0, float m5 = 0, float m9 = 0, float m13 = 0,
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float m2 = 0, float m6 = 0, float m10 = 0, float m14 = 0,
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float m3 = 0, float m7 = 0, float m11 = 0, float m15 = 0) :
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::Matrix{
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m0, m4, m8, m12,
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m1, m5, m9, m13,
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m2, m6, m10, m14,
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m3, m7, m11, m15} {
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// Nothing.
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}
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GETTERSETTER(float, M0, m0)
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GETTERSETTER(float, M1, m1)
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GETTERSETTER(float, M2, m2)
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GETTERSETTER(float, M3, m3)
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GETTERSETTER(float, M4, m4)
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GETTERSETTER(float, M5, m5)
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GETTERSETTER(float, M6, m6)
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GETTERSETTER(float, M7, m7)
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GETTERSETTER(float, M8, m8)
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GETTERSETTER(float, M9, m9)
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GETTERSETTER(float, M10, m10)
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GETTERSETTER(float, M11, m11)
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GETTERSETTER(float, M12, m12)
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GETTERSETTER(float, M13, m13)
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GETTERSETTER(float, M14, m14)
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GETTERSETTER(float, M15, m15)
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Matrix& operator=(const ::Matrix& matrix) {
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set(matrix);
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return *this;
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}
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Matrix& operator=(const Matrix& matrix) {
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set(matrix);
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return *this;
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}
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bool operator==(const ::Matrix& other) {
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return m0 == other.m0
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&& m1 == other.m1
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&& m2 == other.m2
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&& m3 == other.m3
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&& m4 == other.m4
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&& m5 == other.m5
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&& m6 == other.m6
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&& m7 == other.m7
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&& m8 == other.m8
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&& m9 == other.m9
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&& m10 == other.m10
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&& m11 == other.m11
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&& m12 == other.m12
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&& m13 == other.m13
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&& m14 == other.m14
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&& m15 == other.m15;
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}
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bool operator!=(const ::Matrix& other) {
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return !(*this == other);
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}
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#ifndef RAYLIB_CPP_NO_MATH
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/**
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* Returns the trace of the matrix (sum of the values along the diagonal)
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*/
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inline float Trace() const {
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return ::MatrixTrace(*this);
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}
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/**
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* Transposes provided matrix
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*/
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inline Matrix Transpose() const {
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return ::MatrixTranspose(*this);
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}
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inline Matrix Invert() const {
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return ::MatrixInvert(*this);
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}
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static Matrix Identity() {
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return ::MatrixIdentity();
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}
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Matrix Add(const ::Matrix& right) {
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return ::MatrixAdd(*this, right);
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}
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Matrix operator+(const ::Matrix& matrix) {
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return ::MatrixAdd(*this, matrix);
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}
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Matrix Subtract(const ::Matrix& right) {
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return ::MatrixSubtract(*this, right);
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}
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Matrix operator-(const ::Matrix& matrix) {
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return ::MatrixSubtract(*this, matrix);
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}
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static Matrix Translate(float x, float y, float z) {
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return ::MatrixTranslate(x, y, z);
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}
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static Matrix Rotate(Vector3 axis, float angle) {
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return ::MatrixRotate(axis, angle);
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}
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static Matrix RotateXYZ(Vector3 angle) {
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return ::MatrixRotateXYZ(angle);
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}
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static Matrix RotateX(float angle) {
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return ::MatrixRotateX(angle);
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}
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static Matrix RotateY(float angle) {
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return ::MatrixRotateY(angle);
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}
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static Matrix RotateZ(float angle) {
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return ::MatrixRotateZ(angle);
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}
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static Matrix Scale(float x, float y, float z) {
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return ::MatrixScale(x, y, z);
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}
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Matrix Multiply(const ::Matrix& right) const {
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return ::MatrixMultiply(*this, right);
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}
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Matrix operator*(const ::Matrix& matrix) {
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return ::MatrixMultiply(*this, matrix);
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}
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static Matrix Frustum(double left, double right, double bottom, double top,
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double near, double far) {
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return ::MatrixFrustum(left, right, bottom, top, near, far);
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}
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static Matrix Perspective(double fovy, double aspect, double near, double far) {
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return ::MatrixPerspective(fovy, aspect, near, far);
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}
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static Matrix Ortho(double left, double right, double bottom, double top,
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double near, double far) {
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return ::MatrixOrtho(left, right, bottom, top, near, far);
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}
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static Matrix LookAt(Vector3 eye, Vector3 target, Vector3 up) {
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return ::MatrixLookAt(eye, target, up);
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}
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inline float16 ToFloatV() const {
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return ::MatrixToFloatV(*this);
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}
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operator float16() {
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return ToFloatV();
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}
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/**
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* Set shader uniform value (matrix 4x4)
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*/
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inline Matrix& SetShaderValue(const ::Shader& shader, int uniformLoc) {
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::SetShaderValueMatrix(shader, uniformLoc, *this);
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return *this;
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}
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inline static Matrix GetCamera(const ::Camera& camera) {
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return ::GetCameraMatrix(camera);
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}
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inline static Matrix GetCamera(const ::Camera2D& camera) {
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return ::GetCameraMatrix2D(camera);
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}
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#endif
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private:
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void set(const ::Matrix& mat) {
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m0 = mat.m0;
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m1 = mat.m1;
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m2 = mat.m2;
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m3 = mat.m3;
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m4 = mat.m4;
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m5 = mat.m5;
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m6 = mat.m6;
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m7 = mat.m7;
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m8 = mat.m8;
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m9 = mat.m9;
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m10 = mat.m10;
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m11 = mat.m11;
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m12 = mat.m12;
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m13 = mat.m13;
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m14 = mat.m14;
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m15 = mat.m15;
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}
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};
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} // namespace raylib
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using RMatrix = raylib::Matrix;
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#endif // RAYLIB_CPP_INCLUDE_MATRIX_HPP_
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