181 lines
5.3 KiB
C++
181 lines
5.3 KiB
C++
#ifndef RAYLIB_CPP_INCLUDE_MATRIX_HPP_
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#define RAYLIB_CPP_INCLUDE_MATRIX_HPP_
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#include "./raylib-cpp-utils.hpp"
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#include "./raylib.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)
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: ::Matrix(mat) {
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// Nothing.
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}
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Matrix(
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float m0 = 0,
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float m4 = 0,
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float m8 = 0,
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float m12 = 0,
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float m1 = 0,
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float m5 = 0,
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float m9 = 0,
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float m13 = 0,
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float m2 = 0,
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float m6 = 0,
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float m10 = 0,
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float m14 = 0,
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float m3 = 0,
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float m7 = 0,
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float m11 = 0,
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float m15 = 0)
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: ::Matrix{m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, 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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if (this != &matrix) {
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set(matrix);
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}
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return *this;
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}
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Matrix& operator=(const Matrix& matrix) {
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if (this != &matrix) {
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set(matrix);
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}
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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 && m1 == other.m1 && m2 == other.m2 && m3 == other.m3 && m4 == other.m4 &&
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m5 == other.m5 && m6 == other.m6 && m7 == other.m7 && m8 == other.m8 && m9 == other.m9 &&
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m10 == other.m10 && m11 == other.m11 && m12 == other.m12 && m13 == other.m13 && m14 == other.m14 &&
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m15 == other.m15;
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}
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bool operator!=(const ::Matrix& other) { return !(*this == other); }
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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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[[nodiscard]] float Trace() const { return ::MatrixTrace(*this); }
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/**
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* Transposes provided matrix
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*/
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[[nodiscard]] Matrix Transpose() const { return ::MatrixTranspose(*this); }
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[[nodiscard]] Matrix Invert() const { return ::MatrixInvert(*this); }
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static Matrix Identity() { return ::MatrixIdentity(); }
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Matrix Add(const ::Matrix& right) { return ::MatrixAdd(*this, right); }
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Matrix operator+(const ::Matrix& matrix) { return ::MatrixAdd(*this, matrix); }
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Matrix Subtract(const ::Matrix& right) { return ::MatrixSubtract(*this, right); }
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Matrix operator-(const ::Matrix& matrix) { return ::MatrixSubtract(*this, matrix); }
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static Matrix Translate(float x, float y, float z) { return ::MatrixTranslate(x, y, z); }
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static Matrix Rotate(Vector3 axis, float angle) { return ::MatrixRotate(axis, angle); }
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static Matrix RotateXYZ(Vector3 angle) { return ::MatrixRotateXYZ(angle); }
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static Matrix RotateX(float angle) { return ::MatrixRotateX(angle); }
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static Matrix RotateY(float angle) { return ::MatrixRotateY(angle); }
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static Matrix RotateZ(float angle) { return ::MatrixRotateZ(angle); }
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static Matrix Scale(float x, float y, float z) { return ::MatrixScale(x, y, z); }
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[[nodiscard]] Matrix Multiply(const ::Matrix& right) const { return ::MatrixMultiply(*this, right); }
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Matrix operator*(const ::Matrix& matrix) { return ::MatrixMultiply(*this, matrix); }
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static Matrix Frustum(double left, double right, double bottom, double top, 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, 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) { return ::MatrixLookAt(eye, target, up); }
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[[nodiscard]] float16 ToFloatV() const { return ::MatrixToFloatV(*this); }
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operator float16() const { return ToFloatV(); }
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/**
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* Set shader uniform value (matrix 4x4)
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*/
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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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static Matrix GetCamera(const ::Camera& camera) { return ::GetCameraMatrix(camera); }
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static Matrix GetCamera(const ::Camera2D& camera) { return ::GetCameraMatrix2D(camera); }
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#endif
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protected:
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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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