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matrix4x4.h
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
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40 #ifndef _matrix4x4_h
41 #define _matrix4x4_h
42 
43 #include "matrix3x3.h"
44 #include "plane.h"
45 
46 namespace Ogre
47 {
48  class Matrix4;
49 }
50 
51 namespace Mezzanine
52 {
53  ///////////////////////////////////////////////////////////////////////////////
54  /// @class Matrix4x4
55  /// @headerfile matrix4x4.h
56  /// @brief A 4x4 matrix math class for the representation of full transforms.
57  /// @details 4x4 matricies are commonly used by graphics subsystems.
58  ///////////////////////////////////////
60  {
61  public:
62  ///////////////////////////////////////////////////////////////////////////////
63  // Public Data Members
64 
65  /// @brief The bigger Matrix. Fo' Reals.
66  Real Matrix[4][4];
67 
68  ///////////////////////////////////////////////////////////////////////////////
69  // Construction and Destruction
70 
71  /// @brief Non-Initialization constructor.
72  Matrix4x4();
73  /// @brief Explict Initialization constructor.
74  /// @details Provides initialization for every number in the matrix.
75  Matrix4x4(const Real& XX, const Real& XY, const Real& XZ, const Real& XW, const Real& YX, const Real& YY, const Real& YZ, const Real& YW,
76  const Real& ZX, const Real& ZY, const Real& ZZ, const Real& ZW, const Real& WX, const Real& WY, const Real& WZ, const Real& WW);
77  /// @brief Ogre Matrix Initialization constructor.
78  /// @param Mat The Ogre Matrix to build this Matrix from.
79  Matrix4x4(const Ogre::Matrix4& Mat);
80  /// @brief Transform Information Initialization constructor.
81  /// @param Position The position of the transform.
82  /// @param Scale The scale of the transform.
83  /// @param Rotation The rotation of the transform.
84  Matrix4x4(const Vector3& Position, const Vector3& Scale, const Quaternion& Rotation);
85  /// @brief Class destructor.
86  ~Matrix4x4();
87 
88  ///////////////////////////////////////////////////////////////////////////////
89  // Set From Other Data Functions
90 
91  /// @brief Sets the values for every number in the matrix.
92  void SetValues(const Real& XX, const Real& XY, const Real& XZ, const Real& XW, const Real& YX, const Real& YY, const Real& YZ, const Real& YW,
93  const Real& ZX, const Real& ZY, const Real& ZZ, const Real& ZW, const Real& WX, const Real& WY, const Real& WZ, const Real& WW);
94  /// @brief Sets the Matrix based on a provided position, scale, and rotation.
95  /// @param Position The position of the transform.
96  /// @param Scale The scale of the transform.
97  /// @param Rotation The rotation of the transform.
98  void SetTransform(const Vector3& Position, const Vector3& Scale, const Quaternion& Rotation);
99  /// @brief Sets all values in this Matrix to Identity values.
100  /// @details Identity values for a 4x4 matrix is all zeros except for the values at [0][0], [1][1], [2][2], [3][3], which are set to one.
101  void SetIdentity();
102  /// @brief Sets all values in this Matrix to zero.
103  void SetZero();
104 
105  ///////////////////////////////////////////////////////////////////////////////
106  // Utility and Conversion Functions
107 
108  /// @brief Gets the Determinant of this Matrix.
109  /// @return Returns a Real representing the Determinant of this Matrix.
110  Real GetDeterminant() const;
111 
112  /*/// @brief Gets the individual data in this Matrix and populates other data classes with their values.
113  /// @param Position The vector to be populated with position data.
114  /// @param Scale The vector to be populated with scaling data.
115  /// @param Rotation The quaternion to be populated with rotation data.
116  void Decompose(Vector3& Position, Vector3& Scale, Quaternion& Rotation) const;// */
117 
118  /// @brief Gets the rotation portion of this Matrix as a Quaternion.
119  /// @return Returns a Quaternion that expresses the rotation of this Matrix.
120  Quaternion GetRotationAsQuaternion() const;
121  /// @brief Gets the rotation portion of this Matrix as a Matrix3x3.
122  /// @return Returns a Matrix3x3 that expresses the rotation of this Matrix.
123  Matrix3x3 GetRotationAsMatrix3x3() const;
124 
125  /// @brief Gets the data from an Ogre Matrix4x4 and applies it to this.
126  /// @param temp The Matrix4x4 to copy from.
127  void ExtractOgreMatrix4x4(const Ogre::Matrix4& temp);
128  /// @brief Gets an Ogre copy of this Matrix4x4.
129  /// @return Returns an Ogre Matrix4x4 with the same values as this Matrix4x4.
130  Ogre::Matrix4 GetOgreMatrix4x4() const;
131 
132  ///////////////////////////////////////////////////////////////////////////////
133  // Comparison Operators
134 
135  /// @brief Equality comparison operator.
136  /// @param Other The other Matrix4x4 to compare against.
137  /// @return Returns true if the two Matrix4x4's are equal, false otherwise.
138  Boole operator==(const Matrix4x4& Other) const;
139  /// @brief Inequality comparison operator.
140  /// @param Other The other Matrix4x4 to compare against.
141  /// @return Returns true if the two Matrix4x4's are not equal, false otherwise.
142  Boole operator!=(const Matrix4x4& Other) const;
143 
144  ///////////////////////////////////////////////////////////////////////////////
145  // Arithmetic Operators With Matrix4x4
146 
147  /// @brief Addition operator.
148  /// @param Other The other Matrix4x4 to add to this.
149  /// @return Returns a fresh Matrix4x4.
150  Matrix4x4 operator+(const Matrix4x4& Other) const;
151  /// @brief Subtraction operator.
152  /// @param Other The other Matrix4x4 to subtract from this.
153  /// @return Returns a fresh Matrix4x4.
154  Matrix4x4 operator-(const Matrix4x4& Other) const;
155  /// @brief Multiplication operator.
156  /// @param Other The other Matrix4x4 to multiply this by.
157  /// @return Returns a fresh Matrix4x4.
158  Matrix4x4 operator*(const Matrix4x4& Other) const;
159  /// @brief Addition Assignment operator.
160  /// @param Other The other Matrix4x4 to add to this.
161  /// @return Returns a reference to *this.
162  Matrix4x4& operator+=(const Matrix4x4& Other);
163  /// @brief Subtraction Assignment operator.
164  /// @param Other The other Matrix4x4 to subtract from this.
165  /// @return Returns a reference to *this.
166  Matrix4x4& operator-=(const Matrix4x4& Other);
167  /// @brief Multiplication Assignment operator.
168  /// @param Other The other Matrix4x4 to add to this.
169  /// @return Returns a reference to *this.
170  Matrix4x4& operator*=(const Matrix4x4& Other);
171 
172  ///////////////////////////////////////////////////////////////////////////////
173  // Arithmetic Operators With Other Datatypes
174 
175  /// @brief Multiply by Vector3 operator.
176  /// @param Vec The Vector to be rotated.
177  /// @return Returns a Vector3 with the rotation and translation of this Matrix applied to it.
178  Vector3 operator*(const Vector3& Vec) const;
179  /// @brief Multiply by Real operator.
180  /// @param Scalar The Real to multiply each member of this Matrix by.
181  /// @return Returns a new Matrix4x4 that is a copy of this Matrix4x4 with each of it's members multiplied by the scaler.
182  Matrix4x4 operator*(const Real& Scalar) const;
183  /// @brief Multiply Assignment by Real operator.
184  /// @param Scalar The Real to multiply each member of this Matrix by.
185  /// @return Returns a reference to *this, being the modified Matrix4x4.
186  Matrix4x4& operator*=(const Real& Scalar);
187 
188  ///////////////////////////////////////////////////////////////////////////////
189  // Other Operators
190 
191  /// @brief Assignment operator.
192  /// @param Other The other Matrix4x4 to copy from.
193  void operator=(const Matrix4x4& Other);
194  /// @brief Assignment operator.
195  /// @details This will copy the rotation portions of the other Matrix into this Matrix.
196  /// @param Other The other Matrix3x3 to copy from.
197  void operator=(const Matrix3x3& Other);
198 
199  ///////////////////////////////////////////////////////////////////////////////
200  // Fancy Math
201 
202  /// @brief Gets the Transpose of this Matrix.
203  /// @todo I'm not gonna lie, I have no idea what the hell the Transpose of a 4x4 Matrix is or what it is used for...this doc could use a touchup. In fact most of the doc's on this class could use a review.
204  /// @return Returns a new Matrix4x4 that is a Transposed copy of this.
205  Matrix4x4 Transpose() const;
206  /// @brief Gets the Adjoint of this Matrix.
207  /// @return Returns a new Matrix4x4 that is the Adjoint of this.
208  Matrix4x4 Adjoint() const;
209  /// @brief Gets the Inverse of this Matrix.
210  /// @return Returns a new Matrix4x4 that is this Matrix inversed.
211  Matrix4x4 Inverse() const;
212  /// @brief Combines the translation/rotation of two Matricies.
213  /// @param Mat The other Matrix to combine with this.
214  /// @return Returns the product of the two Matricies.
215  Matrix4x4 Concatenate(const Matrix4x4& Mat) const;
216  /// @brief Gets the Minor of the specified rows/columns of this Matrix.
217  /// @param Row1 Row for the first Real of the calculated minor.
218  /// @param Row2 Row for the second Real of the calculated minor.
219  /// @param Row3 Row for the third Real of the calculated minor.
220  /// @param Col1 Column for the first Real of the calculated minor.
221  /// @param Col2 Column for the second Real of the calculated minor.
222  /// @param Col3 Column for the third Real of the calculated minor.
223  /// @return Returns a Real containing the minor of the Matrix.
224  Real Minor(const Whole& Row1, const Whole& Row2, const Whole& Row3, const Whole& Col1, const Whole& Col2, const Whole& Col3) const;
225 
226  ///////////////////////////////////////////////////////////////////////////////
227  // Serialization
228 
229  /// @brief Convert this class to an XML::Node ready for serialization
230  /// @param CurrentRoot The point in the XML hierarchy that all this Matrix4x4 should be appended to.
231  void ProtoSerialize(XML::Node& CurrentRoot) const;
232  /// @brief Take the data stored in an XML and overwrite this instance of this object with it
233  /// @param OneNode and XML::Node containing the data.
234  void ProtoDeSerialize(const XML::Node& OneNode);
235 
236  /// @brief Get the name of the the XML tag this class will leave behind as its instances are serialized.
237  /// @return A string containing "Matrix4x4".
238  static String GetSerializableName();
239  };//Matrix4x4
240 }//Mezzanine
241 
242 #endif
This is a 3x3 Matrix class used for representing rotations and scaling in an object.
Definition: matrix3x3.h:62
bool Boole
Generally acts a single bit, true or false.
Definition: datatypes.h:173
SmoothTrackIterator< InterpolatableType > & operator+(Integer Steps, SmoothTrackIterator< InterpolatableType > &Iter)
This allows for addition with and an Integer on the Left hand side, such as: 2 + Iter.
A 4x4 matrix math class for the representation of full transforms.
Definition: matrix4x4.h:59
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
SmoothTrackIterator< InterpolatableType > & operator-(Integer Steps, SmoothTrackIterator< InterpolatableType > &Iter)
This allows for subtraction with and an Integer on the Left hand side, such as: 2 + Iter...
A light-weight handle for manipulating nodes in DOM tree.
Definition: node.h:89
Mezzanine::Vector3 operator*(const btVector3 &Vec, const Mezzanine::Vector3 &lhs)
Right Hand Multiplication Operator for Bullet Vectors with a Mezzanine::Vector3.
Definition: vector3.cpp:651
This is used to represent a point in space, or a vector through space.
Definition: vector3.h:77
#define MEZZ_LIB
Some platforms require special decorations to denote what is exported/imported in a share library...
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
unsigned long Whole
Whole is an unsigned integer, it will be at least 32bits in size.
Definition: datatypes.h:151
This is used to store information about rotation in 3d space.
Definition: quaternion.h:68
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159