<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Irrlicht Engine: matrix4.h Source File</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table class="irrlicht" > <tr valign="middle"> <td><font size="2"><a class="qindex" href="index.html"><font color="#FFFFFF">Home</font></a> | <a class="qindex" href="namespaces.html"><font color="#FFFFFF">Namespaces</font></a> | <a class="qindex" href="hierarchy.html"><font color="#FFFFFF">Hierarchy</font></a> | <a class="qindex" href="classes.html"><font color="#FFFFFF">Alphabetical List</font></a> | <a class="qindex" href="annotated.html"><font color="#FFFFFF"> Class list</font></a> | <a class="qindex" href="files.html"><font color="#FFFFFF">Files</font></a> | <a class="qindex" href="namespacemembers.html"><font color="#FFFFFF"> Namespace Members</font></a> | <a class="qindex" href="functions.html"><font color="#FFFFFF">Class members</font></a> | <a class="qindex" href="globals.html"><font color="#FFFFFF">File members</font></a> | <a class="qindex" href="pages.html"><font color="#FFFFFF">Tutorials</font></a></font> </td> </tr> </table> <!-- Generated by Doxygen 1.5.6 --> <h1>matrix4.h</h1><a href="matrix4_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2009 Nikolaus Gebhardt</span> <a name="l00002"></a>00002 <span class="comment">// This file is part of the "Irrlicht Engine".</span> <a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span> <a name="l00004"></a>00004 <a name="l00005"></a>00005 <span class="preprocessor">#ifndef __IRR_MATRIX_H_INCLUDED__</span> <a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __IRR_MATRIX_H_INCLUDED__</span> <a name="l00007"></a>00007 <span class="preprocessor"></span> <a name="l00008"></a>00008 <span class="preprocessor">#include "<a class="code" href="irr_types_8h.html">irrTypes.h</a>"</span> <a name="l00009"></a>00009 <span class="preprocessor">#include "<a class="code" href="vector3d_8h.html">vector3d.h</a>"</span> <a name="l00010"></a>00010 <span class="preprocessor">#include "<a class="code" href="vector2d_8h.html">vector2d.h</a>"</span> <a name="l00011"></a>00011 <span class="preprocessor">#include "<a class="code" href="plane3d_8h.html">plane3d.h</a>"</span> <a name="l00012"></a>00012 <span class="preprocessor">#include "<a class="code" href="aabbox3d_8h.html">aabbox3d.h</a>"</span> <a name="l00013"></a>00013 <span class="preprocessor">#include "<a class="code" href="rect_8h.html">rect.h</a>"</span> <a name="l00014"></a>00014 <span class="preprocessor">#include "<a class="code" href="irr_string_8h.html">irrString.h</a>"</span> <a name="l00015"></a>00015 <a name="l00016"></a>00016 <span class="comment">// enable this to keep track of changes to the matrix</span> <a name="l00017"></a>00017 <span class="comment">// and make simpler identity check for seldomly changing matrices</span> <a name="l00018"></a>00018 <span class="comment">// otherwise identity check will always compare the elements</span> <a name="l00019"></a>00019 <span class="comment">//#define USE_MATRIX_TEST</span> <a name="l00020"></a>00020 <a name="l00021"></a>00021 <span class="comment">// this is only for debugging purposes</span> <a name="l00022"></a>00022 <span class="comment">//#define USE_MATRIX_TEST_DEBUG</span> <a name="l00023"></a>00023 <a name="l00024"></a>00024 <span class="preprocessor">#if defined( USE_MATRIX_TEST_DEBUG )</span> <a name="l00025"></a>00025 <span class="preprocessor"></span><span class="preprocessor"> #include <windows.h></span> <a name="l00026"></a>00026 <a name="l00027"></a>00027 <span class="keyword">struct </span>MatrixTest <a name="l00028"></a>00028 { <a name="l00029"></a>00029 MatrixTest () : ID(0), Calls(0) {} <a name="l00030"></a>00030 <span class="keywordtype">char</span> buf[256]; <a name="l00031"></a>00031 <span class="keywordtype">int</span> Calls; <a name="l00032"></a>00032 <span class="keywordtype">int</span> ID; <a name="l00033"></a>00033 }; <a name="l00034"></a>00034 <span class="keyword">static</span> MatrixTest MTest; <a name="l00035"></a>00035 <a name="l00036"></a>00036 <span class="preprocessor">#endif</span> <a name="l00037"></a>00037 <span class="preprocessor"></span> <a name="l00038"></a>00038 <span class="keyword">namespace </span>irr <a name="l00039"></a>00039 { <a name="l00040"></a>00040 <span class="keyword">namespace </span>core <a name="l00041"></a>00041 { <a name="l00042"></a>00042 <a name="l00044"></a>00044 <a name="l00045"></a>00045 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00046"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html">00046</a> <span class="keyword">class </span><a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4</a> <a name="l00047"></a>00047 { <a name="l00048"></a>00048 <span class="keyword">public</span>: <a name="l00049"></a>00049 <a name="l00051"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe">00051</a> <span class="keyword">enum</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> <a name="l00052"></a>00052 { <a name="l00053"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">00053</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> = 0, <a name="l00054"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4feb61ca9be4d8fcd46a77ea3a3f6112c28">00054</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4feb61ca9be4d8fcd46a77ea3a3f6112c28">EM4CONST_COPY</a>, <a name="l00055"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4febe4fda38ad4e2e186bd0b12e776ad71f">00055</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4febe4fda38ad4e2e186bd0b12e776ad71f">EM4CONST_IDENTITY</a>, <a name="l00056"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe6d05daa023ea476dea59533ce3d07d23">00056</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe6d05daa023ea476dea59533ce3d07d23">EM4CONST_TRANSPOSED</a>, <a name="l00057"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe4d69cdac3d8daf867fcaa1ec889f2c09">00057</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe4d69cdac3d8daf867fcaa1ec889f2c09">EM4CONST_INVERSE</a>, <a name="l00058"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fedff480a8b2060068f8c0971dcb8c9e6b">00058</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fedff480a8b2060068f8c0971dcb8c9e6b">EM4CONST_INVERSE_TRANSPOSED</a> <a name="l00059"></a>00059 }; <a name="l00060"></a>00060 <a name="l00062"></a>00062 <a name="l00063"></a>00063 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#f771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor = <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4febe4fda38ad4e2e186bd0b12e776ad71f">EM4CONST_IDENTITY</a> ); <a name="l00065"></a>00065 <a name="l00067"></a>00067 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#f771bfde63cdaa3baa4d9f6121e56411" title="Default constructor.">CMatrix4</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other,<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor = <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4feb61ca9be4d8fcd46a77ea3a3f6112c28">EM4CONST_COPY</a>); <a name="l00068"></a>00068 <a name="l00070"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aede6824ed3ee05b928815d52e1834d1">00070</a> T& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aede6824ed3ee05b928815d52e1834d1" title="Simple operator for directly accessing every element of the matrix.">operator()</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> row, <span class="keyword">const</span> <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> col) <a name="l00071"></a>00071 { <a name="l00072"></a>00072 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00073"></a>00073 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00074"></a>00074 <span class="preprocessor">#endif</span> <a name="l00075"></a>00075 <span class="preprocessor"></span> <span class="keywordflow">return</span> M[ row * 4 + col ]; <a name="l00076"></a>00076 } <a name="l00077"></a>00077 <a name="l00079"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#370e3a1ed88e95011125d09943b50e3b">00079</a> <span class="keyword">const</span> T& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#aede6824ed3ee05b928815d52e1834d1" title="Simple operator for directly accessing every element of the matrix.">operator()</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> row, <span class="keyword">const</span> <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> col)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M[row * 4 + col]; } <a name="l00080"></a>00080 <a name="l00082"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ead4909f8bb2ab40875af175caf0085f">00082</a> T& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ead4909f8bb2ab40875af175caf0085f" title="Simple operator for linearly accessing every element of the matrix.">operator[]</a>(<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index) <a name="l00083"></a>00083 { <a name="l00084"></a>00084 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00085"></a>00085 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00086"></a>00086 <span class="preprocessor">#endif</span> <a name="l00087"></a>00087 <span class="preprocessor"></span> <span class="keywordflow">return</span> M[index]; <a name="l00088"></a>00088 } <a name="l00089"></a>00089 <a name="l00091"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#1c7a81521e81280c31b8ae3397d1fffe">00091</a> <span class="keyword">const</span> T& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ead4909f8bb2ab40875af175caf0085f" title="Simple operator for linearly accessing every element of the matrix.">operator[]</a>(<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M[index]; } <a name="l00092"></a>00092 <a name="l00094"></a>00094 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">operator=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other); <a name="l00095"></a>00095 <a name="l00097"></a>00097 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#47571eb3acae9a6aa330a03edcea7896" title="Sets this matrix equal to the other matrix.">operator=</a>(<span class="keyword">const</span> T& scalar); <a name="l00098"></a>00098 <a name="l00100"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#11a3ffa3eb0987030e7a8758dee8965a">00100</a> <span class="keyword">const</span> T* <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#11a3ffa3eb0987030e7a8758dee8965a" title="Returns pointer to internal array.">pointer</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> M; } <a name="l00101"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#2d9b231425d1b8abddb9e1e997fbf2ea">00101</a> T* <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#11a3ffa3eb0987030e7a8758dee8965a" title="Returns pointer to internal array.">pointer</a>() <a name="l00102"></a>00102 { <a name="l00103"></a>00103 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00104"></a>00104 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00105"></a>00105 <span class="preprocessor">#endif</span> <a name="l00106"></a>00106 <span class="preprocessor"></span> <span class="keywordflow">return</span> M; <a name="l00107"></a>00107 } <a name="l00108"></a>00108 <a name="l00110"></a>00110 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#81029252a2a83ef4647f5d8a02cf62b5" title="Returns true if other matrix is equal to this matrix.">operator==</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other) <span class="keyword">const</span>; <a name="l00111"></a>00111 <a name="l00113"></a>00113 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#99b4c127f31033b5f7314b98164b99ed" title="Returns true if other matrix is not equal to this matrix.">operator!=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other) <span class="keyword">const</span>; <a name="l00114"></a>00114 <a name="l00116"></a>00116 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c2192a7d9dd89dcd23fe2f9ded3252bf" title="Add another matrix.">operator+</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <span class="keyword">const</span>; <a name="l00117"></a>00117 <a name="l00119"></a>00119 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#f91c5be0562ce4be3f8feedd3d017ba1" title="Add another matrix.">operator+=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other); <a name="l00120"></a>00120 <a name="l00122"></a>00122 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ee45563e7f9fdf3d4ef7f5a9d63d87c0" title="Subtract another matrix.">operator-</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <span class="keyword">const</span>; <a name="l00123"></a>00123 <a name="l00125"></a>00125 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24eb7faa1418765ba87d3f02f27d643f" title="Subtract another matrix.">operator-=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other); <a name="l00126"></a>00126 <a name="l00128"></a>00128 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8503c58913ba9407ba00b173d8a3e25c" title="set this matrix to the product of two matrices">setbyproduct</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_b ); <a name="l00129"></a>00129 <a name="l00131"></a>00131 <a name="l00133"></a>00133 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">setbyproduct_nocheck</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_b ); <a name="l00134"></a>00134 <a name="l00136"></a>00136 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">operator*</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <span class="keyword">const</span>; <a name="l00137"></a>00137 <a name="l00139"></a>00139 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">operator*=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other); <a name="l00140"></a>00140 <a name="l00142"></a>00142 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">operator*</a>(<span class="keyword">const</span> T& scalar) <span class="keyword">const</span>; <a name="l00143"></a>00143 <a name="l00145"></a>00145 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c3d29f86c91d9d095ab155ecb8870f87" title="Multiply by another matrix.">operator*=</a>(<span class="keyword">const</span> T& scalar); <a name="l00146"></a>00146 <a name="l00148"></a>00148 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#45f876ed1aed2c3c98b87fee6d938604" title="Set matrix to identity.">makeIdentity</a>(); <a name="l00149"></a>00149 <a name="l00151"></a>00151 <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() <span class="keyword">const</span>; <a name="l00152"></a>00152 <a name="l00154"></a>00154 <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#fc4fe0bdfb771b15eff91264c0ed37f9" title="Returns true if the matrix is orthogonal.">isOrthogonal</a>() <span class="keyword">const</span>; <a name="l00155"></a>00155 <a name="l00157"></a>00157 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#b4b515a697bb3749a8e1dd9fc31342bd" title="Returns true if the matrix is the identity matrix.">isIdentity_integer_base</a> () <span class="keyword">const</span>; <a name="l00158"></a>00158 <a name="l00160"></a>00160 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c04a3b341cbfbb7986be682691655622" title="Set the translation of the current matrix. Will erase any previous values.">setTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& translation ); <a name="l00161"></a>00161 <a name="l00163"></a>00163 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ec84b278e87611352b75298238e54006" title="Gets the current translation.">getTranslation</a>() <span class="keyword">const</span>; <a name="l00164"></a>00164 <a name="l00166"></a>00166 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#258e103fcb6ce1564978624280ecb7fe" title="Set the inverse translation of the current matrix. Will erase any previous values...">setInverseTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& translation ); <a name="l00167"></a>00167 <a name="l00169"></a>00169 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#05aac7bd2e7651369fc813a51258afbe" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">setRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation ); <a name="l00170"></a>00170 <a name="l00172"></a>00172 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8ee5ef8619d4b0f56d72ac84495ed644" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">setRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation ); <a name="l00173"></a>00173 <a name="l00175"></a>00175 <a name="l00176"></a>00176 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a348817a724b49816da5c181ba672e1d" title="Returns the rotation, as set by setRotation().">getRotationDegrees</a>() <span class="keyword">const</span>; <a name="l00177"></a>00177 <a name="l00179"></a>00179 <a name="l00180"></a>00180 <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#1a15d7b55769678512144f0fb7e15a92" title="Make an inverted rotation matrix from Euler angles.">setInverseRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation ); <a name="l00181"></a>00181 <a name="l00183"></a>00183 <a name="l00184"></a>00184 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#fd84b9c93b4c8e9dc2abefa4a28057f9" title="Make an inverted rotation matrix from Euler angles.">setInverseRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation ); <a name="l00185"></a>00185 <a name="l00187"></a>00187 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#47117d44419af87e70084c01ab852049" title="Set Scale.">setScale</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& scale ); <a name="l00188"></a>00188 <a name="l00190"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#18af980e2bc3575f60576b6d4b4cc0f3">00190</a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#47117d44419af87e70084c01ab852049" title="Set Scale.">setScale</a>( <span class="keyword">const</span> T scale ) { <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#47117d44419af87e70084c01ab852049" title="Set Scale.">setScale</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a>(scale,scale,scale)); } <a name="l00191"></a>00191 <a name="l00193"></a>00193 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a29f46680cea92b6d38886d1e9759cdd" title="Get Scale.">getScale</a>() <span class="keyword">const</span>; <a name="l00194"></a>00194 <a name="l00196"></a>00196 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#83bf069639e0538f047041ae51042907" title="Translate a vector by the inverse of the translation part of this matrix.">inverseTranslateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect ) <span class="keyword">const</span>; <a name="l00197"></a>00197 <a name="l00199"></a>00199 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7996bee0d3056d6647dc9cc840ed0ad8" title="Rotate a vector by the inverse of the rotation part of this matrix.">inverseRotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect ) <span class="keyword">const</span>; <a name="l00200"></a>00200 <a name="l00202"></a>00202 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect ) <span class="keyword">const</span>; <a name="l00203"></a>00203 <a name="l00205"></a>00205 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& in) <span class="keyword">const</span>; <a name="l00206"></a>00206 <a name="l00208"></a>00208 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8abcfbf972b19946c3022db380c6d153" title="Rotate a vector by the rotation part of this matrix.">rotateVect</a>(T *out,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> &in) <span class="keyword">const</span>; <a name="l00209"></a>00209 <a name="l00211"></a>00211 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect) <span class="keyword">const</span>; <a name="l00212"></a>00212 <a name="l00214"></a>00214 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& in ) <span class="keyword">const</span>; <a name="l00215"></a>00215 <a name="l00217"></a>00217 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>(T *out,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> &in) <span class="keyword">const</span>; <a name="l00218"></a>00218 <a name="l00220"></a>00220 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#587cb77fd7de7a13771c96a90c4f3de0" title="Translate a vector by the translation part of this matrix.">translateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect ) <span class="keyword">const</span>; <a name="l00221"></a>00221 <a name="l00223"></a>00223 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">transformPlane</a>( <a class="code" href="classirr_1_1core_1_1plane3d.html" title="Template plane class with some intersection testing methods.">core::plane3d<f32></a> &plane) <span class="keyword">const</span>; <a name="l00224"></a>00224 <a name="l00226"></a>00226 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">transformPlane</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1plane3d.html" title="Template plane class with some intersection testing methods.">core::plane3d<f32></a> &in, <a class="code" href="classirr_1_1core_1_1plane3d.html" title="Template plane class with some intersection testing methods.">core::plane3d<f32></a> &out) <span class="keyword">const</span>; <a name="l00227"></a>00227 <a name="l00229"></a>00229 <a name="l00231"></a>00231 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c12468d698fbf6cd545e8b3fbf2a0042" title="Transforms a axis aligned bounding box.">transformBox</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html" title="Axis aligned bounding box in 3d dimensional space.">core::aabbox3d<f32></a>& box) <span class="keyword">const</span>; <a name="l00232"></a>00232 <a name="l00234"></a>00234 <a name="l00236"></a>00236 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#87451aea9c07b71d1a8b6091b8cefa63" title="Transforms a axis aligned bounding box.">transformBoxEx</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html" title="Axis aligned bounding box in 3d dimensional space.">core::aabbox3d<f32></a>& box) <span class="keyword">const</span>; <a name="l00237"></a>00237 <a name="l00239"></a>00239 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#1e1f04cdf57dc76be2875427498a0d62" title="Multiplies this matrix by a 1x4 matrix.">multiplyWith1x4Matrix</a>(T* matrix) <span class="keyword">const</span>; <a name="l00240"></a>00240 <a name="l00242"></a>00242 <a name="l00243"></a>00243 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3fbface2cb6b959af64f82a5bb17540e" title="Calculates inverse of matrix. Slow.">makeInverse</a>(); <a name="l00244"></a>00244 <a name="l00245"></a>00245 <a name="l00247"></a>00247 <a name="l00248"></a>00248 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#f8c024c494998296fc7ed63603d7cb62" title="Inverts a primitive matrix which only contains a translation and a rotation.">getInversePrimitive</a> ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& out ) <span class="keyword">const</span>; <a name="l00249"></a>00249 <a name="l00251"></a>00251 <a name="l00253"></a>00253 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(<a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& out) <span class="keyword">const</span>; <a name="l00254"></a>00254 <a name="l00256"></a>00256 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#5bea6c6f5479720841cea61651e35879" title="Builds a right-handed perspective projection matrix based on a field of view.">buildProjectionMatrixPerspectiveFovRH</a>(<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar); <a name="l00257"></a>00257 <a name="l00259"></a>00259 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#1895b967a8f8c9d7ad90fe5434f2499f" title="Builds a left-handed perspective projection matrix based on a field of view.">buildProjectionMatrixPerspectiveFovLH</a>(<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar); <a name="l00260"></a>00260 <a name="l00262"></a>00262 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#649a29922f622503399bcb16c97b78b4" title="Builds a right-handed perspective projection matrix.">buildProjectionMatrixPerspectiveRH</a>(<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar); <a name="l00263"></a>00263 <a name="l00265"></a>00265 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8306f02451b06f8e6710f23631654086" title="Builds a left-handed perspective projection matrix.">buildProjectionMatrixPerspectiveLH</a>(<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar); <a name="l00266"></a>00266 <a name="l00268"></a>00268 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#e4a0618e2da724a26a5d8a201a63d8a5" title="Builds a left-handed orthogonal projection matrix.">buildProjectionMatrixOrthoLH</a>(<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar); <a name="l00269"></a>00269 <a name="l00271"></a>00271 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#e7a837a3b2d86bfc830d25c6144b7a46" title="Builds a right-handed orthogonal projection matrix.">buildProjectionMatrixOrthoRH</a>(<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar); <a name="l00272"></a>00272 <a name="l00274"></a>00274 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#78e15297c806006898df58498755ecd4" title="Builds a left-handed look-at matrix.">buildCameraLookAtMatrixLH</a>( <a name="l00275"></a>00275 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& position, <a name="l00276"></a>00276 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& target, <a name="l00277"></a>00277 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& upVector); <a name="l00278"></a>00278 <a name="l00280"></a>00280 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#62ebd6002a5018c1096ac368f6be271a" title="Builds a right-handed look-at matrix.">buildCameraLookAtMatrixRH</a>( <a name="l00281"></a>00281 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& position, <a name="l00282"></a>00282 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& target, <a name="l00283"></a>00283 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& upVector); <a name="l00284"></a>00284 <a name="l00286"></a>00286 <a name="l00290"></a>00290 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#583d0ece1d80f69101660e1cbe441768" title="Builds a matrix that flattens geometry into a plane.">buildShadowMatrix</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& light, <a class="code" href="classirr_1_1core_1_1plane3d.html" title="Template plane class with some intersection testing methods.">core::plane3df</a> plane, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> point=1.0f); <a name="l00291"></a>00291 <a name="l00293"></a>00293 <a name="l00294"></a>00294 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#88a7d2f56d4ce637823379de308f673a" title="Builds a matrix which transforms a normalized Device Coordinate to Device Coordinates...">buildNDCToDCMatrix</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1rect.html" title="Rectangle template.">core::rect<s32></a>& area, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zScale); <a name="l00295"></a>00295 <a name="l00297"></a>00297 <a name="l00299"></a>00299 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#0c9ed4a87ab8a1340e075490cd9de309" title="Creates a new matrix as interpolated matrix from two other ones.">interpolate</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4<T></a>& b, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> time) <span class="keyword">const</span>; <a name="l00300"></a>00300 <a name="l00302"></a>00302 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>() <span class="keyword">const</span>; <a name="l00303"></a>00303 <a name="l00305"></a>00305 <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& dest ) <span class="keyword">const</span>; <a name="l00306"></a>00306 <a name="l00308"></a>00308 <a name="l00311"></a>00311 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#4802c6a89ad813e2919f68f512fb320f" title="Builds a matrix that rotates from one vector to another.">buildRotateFromTo</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& from, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& to); <a name="l00312"></a>00312 <a name="l00314"></a>00314 <a name="l00317"></a>00317 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8117628146ce654b3b292af7c49e25e2" title="Builds a combined matrix which translates to a center before rotation and translates...">setRotationCenter</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& center, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& translate); <a name="l00318"></a>00318 <a name="l00320"></a>00320 <a name="l00326"></a>00326 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#d2dc80f2aed15900839389cf52f9e798" title="Builds a matrix which rotates a source vector to a look vector over an arbitrary...">buildAxisAlignedBillboard</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& camPos, <a name="l00327"></a>00327 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& center, <a name="l00328"></a>00328 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& translation, <a name="l00329"></a>00329 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& axis, <a name="l00330"></a>00330 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& from <a name="l00331"></a>00331 ); <a name="l00332"></a>00332 <a name="l00333"></a>00333 <span class="comment">/*</span> <a name="l00334"></a>00334 <span class="comment"> construct 2D Texture transformations</span> <a name="l00335"></a>00335 <span class="comment"> rotate about center, scale, and transform.</span> <a name="l00336"></a>00336 <span class="comment"> */</span> <a name="l00338"></a>00338 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#fc72faaf2c883d9c0fdc1e0940d1acde" title="Set to a texture transformation matrix with the given parameters.">buildTextureTransform</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad, <a name="l00339"></a>00339 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html" title="2d vector template class with lots of operators and methods.">core::vector2df</a> &rotatecenter, <a name="l00340"></a>00340 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html" title="2d vector template class with lots of operators and methods.">core::vector2df</a> &translate, <a name="l00341"></a>00341 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html" title="2d vector template class with lots of operators and methods.">core::vector2df</a> &scale); <a name="l00342"></a>00342 <a name="l00344"></a>00344 <a name="l00348"></a>00348 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#445a7653292ae4ffb0baa50032a8674e" title="Set texture transformation rotation.">setTextureRotationCenter</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> radAngle ); <a name="l00349"></a>00349 <a name="l00351"></a>00351 <a name="l00355"></a>00355 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#2bab9633697a892f08d89c7aeee6daf6" title="Set texture transformation translation.">setTextureTranslate</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y ); <a name="l00356"></a>00356 <a name="l00358"></a>00358 <a name="l00362"></a>00362 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7d999210cc7427e9d744271e50d26c3c" title="Set texture transformation translation, using a transposed representation.">setTextureTranslateTransposed</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y ); <a name="l00363"></a>00363 <a name="l00365"></a>00365 <a name="l00369"></a>00369 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ed32a7a8da9c4cee5babe8f6b4aa7dd4" title="Set texture transformation scale.">setTextureScale</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy ); <a name="l00370"></a>00370 <a name="l00372"></a>00372 <a name="l00376"></a>00376 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#dbd668867d117dc9331e68abef0af221" title="Set texture transformation scale, and recenter at (0.5,0.5).">setTextureScaleCenter</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy ); <a name="l00377"></a>00377 <a name="l00379"></a>00379 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#e59fb2248865eba3026d13b9756ba1e1" title="Sets all matrix data members at once.">setM</a>(<span class="keyword">const</span> T* data); <a name="l00380"></a>00380 <a name="l00382"></a>00382 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#87f7195337a2bf7a49978c2ec1100c0a" title="Sets if the matrix is definitely identity matrix.">setDefinitelyIdentityMatrix</a>( <span class="keywordtype">bool</span> isDefinitelyIdentityMatrix); <a name="l00383"></a>00383 <a name="l00385"></a>00385 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#b91cb550bdacbc7b79a47d5b4ee5f4fa" title="Gets if the matrix is definitely identity matrix.">getDefinitelyIdentityMatrix</a>() <span class="keyword">const</span>; <a name="l00386"></a>00386 <a name="l00387"></a>00387 <span class="keyword">private</span>: <a name="l00389"></a>00389 T M[16]; <a name="l00390"></a>00390 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00392"></a>00392 <span class="preprocessor"> mutable u32 definitelyIdentityMatrix;</span> <a name="l00393"></a>00393 <span class="preprocessor"></span><span class="preprocessor">#endif</span> <a name="l00394"></a>00394 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span> <a name="l00395"></a>00395 <span class="preprocessor"></span> <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> id; <a name="l00396"></a>00396 <span class="keyword">mutable</span> <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> calls; <a name="l00397"></a>00397 <span class="preprocessor">#endif</span> <a name="l00398"></a>00398 <span class="preprocessor"></span> <a name="l00399"></a>00399 }; <a name="l00400"></a>00400 <a name="l00401"></a>00401 <span class="comment">// Default constructor</span> <a name="l00402"></a>00402 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00403"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#f771bfde63cdaa3baa4d9f6121e56411">00403</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::CMatrix4</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor ) <a name="l00404"></a>00404 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00405"></a>00405 <span class="preprocessor"></span> : definitelyIdentityMatrix(BIT_UNTESTED) <a name="l00406"></a>00406 <span class="preprocessor">#endif</span> <a name="l00407"></a>00407 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span> <a name="l00408"></a>00408 <span class="preprocessor"></span> ,id ( MTest.ID++), calls ( 0 ) <a name="l00409"></a>00409 <span class="preprocessor">#endif</span> <a name="l00410"></a>00410 <span class="preprocessor"></span> { <a name="l00411"></a>00411 <span class="keywordflow">switch</span> ( constructor ) <a name="l00412"></a>00412 { <a name="l00413"></a>00413 <span class="keywordflow">case</span> EM4CONST_NOTHING: <a name="l00414"></a>00414 <span class="keywordflow">case</span> EM4CONST_COPY: <a name="l00415"></a>00415 <span class="keywordflow">break</span>; <a name="l00416"></a>00416 <span class="keywordflow">case</span> EM4CONST_IDENTITY: <a name="l00417"></a>00417 <span class="keywordflow">case</span> EM4CONST_INVERSE: <a name="l00418"></a>00418 <span class="keywordflow">default</span>: <a name="l00419"></a>00419 makeIdentity(); <a name="l00420"></a>00420 <span class="keywordflow">break</span>; <a name="l00421"></a>00421 } <a name="l00422"></a>00422 } <a name="l00423"></a>00423 <a name="l00424"></a>00424 <span class="comment">// Copy constructor</span> <a name="l00425"></a>00425 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00426"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#cdb7afc2248d97a7e882cd1bdeed07b7">00426</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::CMatrix4</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other, <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe" title="Constructor Flags.">eConstructor</a> constructor) <a name="l00427"></a>00427 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00428"></a>00428 <span class="preprocessor"></span> : definitelyIdentityMatrix(BIT_UNTESTED) <a name="l00429"></a>00429 <span class="preprocessor">#endif</span> <a name="l00430"></a>00430 <span class="preprocessor"></span><span class="preprocessor">#if defined ( USE_MATRIX_TEST_DEBUG )</span> <a name="l00431"></a>00431 <span class="preprocessor"></span> ,id ( MTest.ID++), calls ( 0 ) <a name="l00432"></a>00432 <span class="preprocessor">#endif</span> <a name="l00433"></a>00433 <span class="preprocessor"></span> { <a name="l00434"></a>00434 <span class="keywordflow">switch</span> ( constructor ) <a name="l00435"></a>00435 { <a name="l00436"></a>00436 <span class="keywordflow">case</span> EM4CONST_IDENTITY: <a name="l00437"></a>00437 makeIdentity(); <a name="l00438"></a>00438 <span class="keywordflow">break</span>; <a name="l00439"></a>00439 <span class="keywordflow">case</span> EM4CONST_NOTHING: <a name="l00440"></a>00440 <span class="keywordflow">break</span>; <a name="l00441"></a>00441 <span class="keywordflow">case</span> EM4CONST_COPY: <a name="l00442"></a>00442 *<span class="keyword">this</span> = other; <a name="l00443"></a>00443 <span class="keywordflow">break</span>; <a name="l00444"></a>00444 <span class="keywordflow">case</span> EM4CONST_TRANSPOSED: <a name="l00445"></a>00445 other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a>(*<span class="keyword">this</span>); <a name="l00446"></a>00446 <span class="keywordflow">break</span>; <a name="l00447"></a>00447 <span class="keywordflow">case</span> EM4CONST_INVERSE: <a name="l00448"></a>00448 <span class="keywordflow">if</span> (!other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(*<span class="keyword">this</span>)) <a name="l00449"></a>00449 memset(M, 0, 16*<span class="keyword">sizeof</span>(T)); <a name="l00450"></a>00450 <span class="keywordflow">break</span>; <a name="l00451"></a>00451 <span class="keywordflow">case</span> EM4CONST_INVERSE_TRANSPOSED: <a name="l00452"></a>00452 <span class="keywordflow">if</span> (!other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(*<span class="keyword">this</span>)) <a name="l00453"></a>00453 memset(M, 0, 16*<span class="keyword">sizeof</span>(T)); <a name="l00454"></a>00454 <span class="keywordflow">else</span> <a name="l00455"></a>00455 *<span class="keyword">this</span>=getTransposed(); <a name="l00456"></a>00456 <span class="keywordflow">break</span>; <a name="l00457"></a>00457 } <a name="l00458"></a>00458 } <a name="l00459"></a>00459 <a name="l00461"></a>00461 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00462"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c2192a7d9dd89dcd23fe2f9ded3252bf">00462</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator+</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other)<span class="keyword"> const</span> <a name="l00463"></a>00463 <span class="keyword"> </span>{ <a name="l00464"></a>00464 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> ); <a name="l00465"></a>00465 <a name="l00466"></a>00466 temp[0] = M[0]+other[0]; <a name="l00467"></a>00467 temp[1] = M[1]+other[1]; <a name="l00468"></a>00468 temp[2] = M[2]+other[2]; <a name="l00469"></a>00469 temp[3] = M[3]+other[3]; <a name="l00470"></a>00470 temp[4] = M[4]+other[4]; <a name="l00471"></a>00471 temp[5] = M[5]+other[5]; <a name="l00472"></a>00472 temp[6] = M[6]+other[6]; <a name="l00473"></a>00473 temp[7] = M[7]+other[7]; <a name="l00474"></a>00474 temp[8] = M[8]+other[8]; <a name="l00475"></a>00475 temp[9] = M[9]+other[9]; <a name="l00476"></a>00476 temp[10] = M[10]+other[10]; <a name="l00477"></a>00477 temp[11] = M[11]+other[11]; <a name="l00478"></a>00478 temp[12] = M[12]+other[12]; <a name="l00479"></a>00479 temp[13] = M[13]+other[13]; <a name="l00480"></a>00480 temp[14] = M[14]+other[14]; <a name="l00481"></a>00481 temp[15] = M[15]+other[15]; <a name="l00482"></a>00482 <a name="l00483"></a>00483 <span class="keywordflow">return</span> temp; <a name="l00484"></a>00484 } <a name="l00485"></a>00485 <a name="l00487"></a>00487 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00488"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#f91c5be0562ce4be3f8feedd3d017ba1">00488</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator+=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <a name="l00489"></a>00489 { <a name="l00490"></a>00490 M[0]+=other[0]; <a name="l00491"></a>00491 M[1]+=other[1]; <a name="l00492"></a>00492 M[2]+=other[2]; <a name="l00493"></a>00493 M[3]+=other[3]; <a name="l00494"></a>00494 M[4]+=other[4]; <a name="l00495"></a>00495 M[5]+=other[5]; <a name="l00496"></a>00496 M[6]+=other[6]; <a name="l00497"></a>00497 M[7]+=other[7]; <a name="l00498"></a>00498 M[8]+=other[8]; <a name="l00499"></a>00499 M[9]+=other[9]; <a name="l00500"></a>00500 M[10]+=other[10]; <a name="l00501"></a>00501 M[11]+=other[11]; <a name="l00502"></a>00502 M[12]+=other[12]; <a name="l00503"></a>00503 M[13]+=other[13]; <a name="l00504"></a>00504 M[14]+=other[14]; <a name="l00505"></a>00505 M[15]+=other[15]; <a name="l00506"></a>00506 <a name="l00507"></a>00507 <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00508"></a>00508 } <a name="l00509"></a>00509 <a name="l00511"></a>00511 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00512"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ee45563e7f9fdf3d4ef7f5a9d63d87c0">00512</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator-</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other)<span class="keyword"> const</span> <a name="l00513"></a>00513 <span class="keyword"> </span>{ <a name="l00514"></a>00514 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> ); <a name="l00515"></a>00515 <a name="l00516"></a>00516 temp[0] = M[0]-other[0]; <a name="l00517"></a>00517 temp[1] = M[1]-other[1]; <a name="l00518"></a>00518 temp[2] = M[2]-other[2]; <a name="l00519"></a>00519 temp[3] = M[3]-other[3]; <a name="l00520"></a>00520 temp[4] = M[4]-other[4]; <a name="l00521"></a>00521 temp[5] = M[5]-other[5]; <a name="l00522"></a>00522 temp[6] = M[6]-other[6]; <a name="l00523"></a>00523 temp[7] = M[7]-other[7]; <a name="l00524"></a>00524 temp[8] = M[8]-other[8]; <a name="l00525"></a>00525 temp[9] = M[9]-other[9]; <a name="l00526"></a>00526 temp[10] = M[10]-other[10]; <a name="l00527"></a>00527 temp[11] = M[11]-other[11]; <a name="l00528"></a>00528 temp[12] = M[12]-other[12]; <a name="l00529"></a>00529 temp[13] = M[13]-other[13]; <a name="l00530"></a>00530 temp[14] = M[14]-other[14]; <a name="l00531"></a>00531 temp[15] = M[15]-other[15]; <a name="l00532"></a>00532 <a name="l00533"></a>00533 <span class="keywordflow">return</span> temp; <a name="l00534"></a>00534 } <a name="l00535"></a>00535 <a name="l00537"></a>00537 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00538"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24eb7faa1418765ba87d3f02f27d643f">00538</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator-=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <a name="l00539"></a>00539 { <a name="l00540"></a>00540 M[0]-=other[0]; <a name="l00541"></a>00541 M[1]-=other[1]; <a name="l00542"></a>00542 M[2]-=other[2]; <a name="l00543"></a>00543 M[3]-=other[3]; <a name="l00544"></a>00544 M[4]-=other[4]; <a name="l00545"></a>00545 M[5]-=other[5]; <a name="l00546"></a>00546 M[6]-=other[6]; <a name="l00547"></a>00547 M[7]-=other[7]; <a name="l00548"></a>00548 M[8]-=other[8]; <a name="l00549"></a>00549 M[9]-=other[9]; <a name="l00550"></a>00550 M[10]-=other[10]; <a name="l00551"></a>00551 M[11]-=other[11]; <a name="l00552"></a>00552 M[12]-=other[12]; <a name="l00553"></a>00553 M[13]-=other[13]; <a name="l00554"></a>00554 M[14]-=other[14]; <a name="l00555"></a>00555 M[15]-=other[15]; <a name="l00556"></a>00556 <a name="l00557"></a>00557 <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00558"></a>00558 } <a name="l00559"></a>00559 <a name="l00561"></a>00561 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00562"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#2695d5d90aa8cf55e06649fc83752466">00562</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="namespaceirr_1_1core.html#e2fd2ff263b420b61a13d04f50453e94" title="Function multiplying a scalar and a vector component-wise.">CMatrix4<T>::operator*</a>(<span class="keyword">const</span> T& scalar)<span class="keyword"> const</span> <a name="l00563"></a>00563 <span class="keyword"> </span>{ <a name="l00564"></a>00564 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> ); <a name="l00565"></a>00565 <a name="l00566"></a>00566 temp[0] = M[0]*scalar; <a name="l00567"></a>00567 temp[1] = M[1]*scalar; <a name="l00568"></a>00568 temp[2] = M[2]*scalar; <a name="l00569"></a>00569 temp[3] = M[3]*scalar; <a name="l00570"></a>00570 temp[4] = M[4]*scalar; <a name="l00571"></a>00571 temp[5] = M[5]*scalar; <a name="l00572"></a>00572 temp[6] = M[6]*scalar; <a name="l00573"></a>00573 temp[7] = M[7]*scalar; <a name="l00574"></a>00574 temp[8] = M[8]*scalar; <a name="l00575"></a>00575 temp[9] = M[9]*scalar; <a name="l00576"></a>00576 temp[10] = M[10]*scalar; <a name="l00577"></a>00577 temp[11] = M[11]*scalar; <a name="l00578"></a>00578 temp[12] = M[12]*scalar; <a name="l00579"></a>00579 temp[13] = M[13]*scalar; <a name="l00580"></a>00580 temp[14] = M[14]*scalar; <a name="l00581"></a>00581 temp[15] = M[15]*scalar; <a name="l00582"></a>00582 <a name="l00583"></a>00583 <span class="keywordflow">return</span> temp; <a name="l00584"></a>00584 } <a name="l00585"></a>00585 <a name="l00587"></a>00587 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00588"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#e78879a3d7f0113ba5208d5476c3af9c">00588</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator*=</a>(<span class="keyword">const</span> T& scalar) <a name="l00589"></a>00589 { <a name="l00590"></a>00590 M[0]*=scalar; <a name="l00591"></a>00591 M[1]*=scalar; <a name="l00592"></a>00592 M[2]*=scalar; <a name="l00593"></a>00593 M[3]*=scalar; <a name="l00594"></a>00594 M[4]*=scalar; <a name="l00595"></a>00595 M[5]*=scalar; <a name="l00596"></a>00596 M[6]*=scalar; <a name="l00597"></a>00597 M[7]*=scalar; <a name="l00598"></a>00598 M[8]*=scalar; <a name="l00599"></a>00599 M[9]*=scalar; <a name="l00600"></a>00600 M[10]*=scalar; <a name="l00601"></a>00601 M[11]*=scalar; <a name="l00602"></a>00602 M[12]*=scalar; <a name="l00603"></a>00603 M[13]*=scalar; <a name="l00604"></a>00604 M[14]*=scalar; <a name="l00605"></a>00605 M[15]*=scalar; <a name="l00606"></a>00606 <a name="l00607"></a>00607 <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00608"></a>00608 } <a name="l00609"></a>00609 <a name="l00611"></a>00611 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00612"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c3d29f86c91d9d095ab155ecb8870f87">00612</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator*=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other) <a name="l00613"></a>00613 { <a name="l00614"></a>00614 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00615"></a>00615 <span class="preprocessor"></span> <span class="comment">// do checks on your own in order to avoid copy creation</span> <a name="l00616"></a>00616 <span class="keywordflow">if</span> ( !other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() ) <a name="l00617"></a>00617 { <a name="l00618"></a>00618 <span class="keywordflow">if</span> ( this-><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() ) <a name="l00619"></a>00619 { <a name="l00620"></a>00620 <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other); <a name="l00621"></a>00621 } <a name="l00622"></a>00622 <span class="keywordflow">else</span> <a name="l00623"></a>00623 { <a name="l00624"></a>00624 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( *<span class="keyword">this</span> ); <a name="l00625"></a>00625 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">setbyproduct_nocheck</a>( temp, other ); <a name="l00626"></a>00626 } <a name="l00627"></a>00627 } <a name="l00628"></a>00628 <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00629"></a>00629 <span class="preprocessor">#else</span> <a name="l00630"></a>00630 <span class="preprocessor"></span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( *<span class="keyword">this</span> ); <a name="l00631"></a>00631 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">setbyproduct_nocheck</a>( temp, other ); <a name="l00632"></a>00632 <span class="preprocessor">#endif</span> <a name="l00633"></a>00633 <span class="preprocessor"></span> } <a name="l00634"></a>00634 <a name="l00636"></a>00636 <span class="comment">// set this matrix to the product of two other matrices</span> <a name="l00637"></a>00637 <span class="comment">// goal is to reduce stack use and copy</span> <a name="l00638"></a>00638 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00639"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#526a2a11dcd8b18c9e77deb84094778d">00639</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setbyproduct_nocheck</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_a,<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_b ) <a name="l00640"></a>00640 { <a name="l00641"></a>00641 <span class="keyword">const</span> T *m1 = other_a.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>; <a name="l00642"></a>00642 <span class="keyword">const</span> T *m2 = other_b.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>; <a name="l00643"></a>00643 <a name="l00644"></a>00644 M[0] = m1[0]*m2[0] + m1[4]*m2[1] + m1[8]*m2[2] + m1[12]*m2[3]; <a name="l00645"></a>00645 M[1] = m1[1]*m2[0] + m1[5]*m2[1] + m1[9]*m2[2] + m1[13]*m2[3]; <a name="l00646"></a>00646 M[2] = m1[2]*m2[0] + m1[6]*m2[1] + m1[10]*m2[2] + m1[14]*m2[3]; <a name="l00647"></a>00647 M[3] = m1[3]*m2[0] + m1[7]*m2[1] + m1[11]*m2[2] + m1[15]*m2[3]; <a name="l00648"></a>00648 <a name="l00649"></a>00649 M[4] = m1[0]*m2[4] + m1[4]*m2[5] + m1[8]*m2[6] + m1[12]*m2[7]; <a name="l00650"></a>00650 M[5] = m1[1]*m2[4] + m1[5]*m2[5] + m1[9]*m2[6] + m1[13]*m2[7]; <a name="l00651"></a>00651 M[6] = m1[2]*m2[4] + m1[6]*m2[5] + m1[10]*m2[6] + m1[14]*m2[7]; <a name="l00652"></a>00652 M[7] = m1[3]*m2[4] + m1[7]*m2[5] + m1[11]*m2[6] + m1[15]*m2[7]; <a name="l00653"></a>00653 <a name="l00654"></a>00654 M[8] = m1[0]*m2[8] + m1[4]*m2[9] + m1[8]*m2[10] + m1[12]*m2[11]; <a name="l00655"></a>00655 M[9] = m1[1]*m2[8] + m1[5]*m2[9] + m1[9]*m2[10] + m1[13]*m2[11]; <a name="l00656"></a>00656 M[10] = m1[2]*m2[8] + m1[6]*m2[9] + m1[10]*m2[10] + m1[14]*m2[11]; <a name="l00657"></a>00657 M[11] = m1[3]*m2[8] + m1[7]*m2[9] + m1[11]*m2[10] + m1[15]*m2[11]; <a name="l00658"></a>00658 <a name="l00659"></a>00659 M[12] = m1[0]*m2[12] + m1[4]*m2[13] + m1[8]*m2[14] + m1[12]*m2[15]; <a name="l00660"></a>00660 M[13] = m1[1]*m2[12] + m1[5]*m2[13] + m1[9]*m2[14] + m1[13]*m2[15]; <a name="l00661"></a>00661 M[14] = m1[2]*m2[12] + m1[6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15]; <a name="l00662"></a>00662 M[15] = m1[3]*m2[12] + m1[7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15]; <a name="l00663"></a>00663 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00664"></a>00664 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00665"></a>00665 <span class="preprocessor">#endif</span> <a name="l00666"></a>00666 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00667"></a>00667 } <a name="l00668"></a>00668 <a name="l00669"></a>00669 <a name="l00671"></a>00671 <span class="comment">// set this matrix to the product of two other matrices</span> <a name="l00672"></a>00672 <span class="comment">// goal is to reduce stack use and copy</span> <a name="l00673"></a>00673 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00674"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8503c58913ba9407ba00b173d8a3e25c">00674</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setbyproduct</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_a, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& other_b ) <a name="l00675"></a>00675 { <a name="l00676"></a>00676 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00677"></a>00677 <span class="preprocessor"></span> <span class="keywordflow">if</span> ( other_a.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a> () ) <a name="l00678"></a>00678 <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other_b); <a name="l00679"></a>00679 <span class="keywordflow">else</span> <a name="l00680"></a>00680 <span class="keywordflow">if</span> ( other_b.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a> () ) <a name="l00681"></a>00681 <span class="keywordflow">return</span> (*<span class="keyword">this</span> = other_a); <a name="l00682"></a>00682 <span class="keywordflow">else</span> <a name="l00683"></a>00683 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">setbyproduct_nocheck</a>(other_a,other_b); <a name="l00684"></a>00684 <span class="preprocessor">#else</span> <a name="l00685"></a>00685 <span class="preprocessor"></span> <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#526a2a11dcd8b18c9e77deb84094778d" title="Set this matrix to the product of two matrices.">setbyproduct_nocheck</a>(other_a,other_b); <a name="l00686"></a>00686 <span class="preprocessor">#endif</span> <a name="l00687"></a>00687 <span class="preprocessor"></span> } <a name="l00688"></a>00688 <a name="l00690"></a>00690 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00691"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#4173ab9beecf99940ba2eb01081f1613">00691</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="namespaceirr_1_1core.html#e2fd2ff263b420b61a13d04f50453e94" title="Function multiplying a scalar and a vector component-wise.">CMatrix4<T>::operator*</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& m2)<span class="keyword"> const</span> <a name="l00692"></a>00692 <span class="keyword"> </span>{ <a name="l00693"></a>00693 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00694"></a>00694 <span class="preprocessor"></span> <span class="comment">// Testing purpose..</span> <a name="l00695"></a>00695 <span class="keywordflow">if</span> ( this-><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() ) <a name="l00696"></a>00696 <span class="keywordflow">return</span> m2; <a name="l00697"></a>00697 <span class="keywordflow">if</span> ( m2.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() ) <a name="l00698"></a>00698 <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00699"></a>00699 <span class="preprocessor">#endif</span> <a name="l00700"></a>00700 <span class="preprocessor"></span> <a name="l00701"></a>00701 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> m3 ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> ); <a name="l00702"></a>00702 <a name="l00703"></a>00703 <span class="keyword">const</span> T *m1 = M; <a name="l00704"></a>00704 <a name="l00705"></a>00705 m3[0] = m1[0]*m2[0] + m1[4]*m2[1] + m1[8]*m2[2] + m1[12]*m2[3]; <a name="l00706"></a>00706 m3[1] = m1[1]*m2[0] + m1[5]*m2[1] + m1[9]*m2[2] + m1[13]*m2[3]; <a name="l00707"></a>00707 m3[2] = m1[2]*m2[0] + m1[6]*m2[1] + m1[10]*m2[2] + m1[14]*m2[3]; <a name="l00708"></a>00708 m3[3] = m1[3]*m2[0] + m1[7]*m2[1] + m1[11]*m2[2] + m1[15]*m2[3]; <a name="l00709"></a>00709 <a name="l00710"></a>00710 m3[4] = m1[0]*m2[4] + m1[4]*m2[5] + m1[8]*m2[6] + m1[12]*m2[7]; <a name="l00711"></a>00711 m3[5] = m1[1]*m2[4] + m1[5]*m2[5] + m1[9]*m2[6] + m1[13]*m2[7]; <a name="l00712"></a>00712 m3[6] = m1[2]*m2[4] + m1[6]*m2[5] + m1[10]*m2[6] + m1[14]*m2[7]; <a name="l00713"></a>00713 m3[7] = m1[3]*m2[4] + m1[7]*m2[5] + m1[11]*m2[6] + m1[15]*m2[7]; <a name="l00714"></a>00714 <a name="l00715"></a>00715 m3[8] = m1[0]*m2[8] + m1[4]*m2[9] + m1[8]*m2[10] + m1[12]*m2[11]; <a name="l00716"></a>00716 m3[9] = m1[1]*m2[8] + m1[5]*m2[9] + m1[9]*m2[10] + m1[13]*m2[11]; <a name="l00717"></a>00717 m3[10] = m1[2]*m2[8] + m1[6]*m2[9] + m1[10]*m2[10] + m1[14]*m2[11]; <a name="l00718"></a>00718 m3[11] = m1[3]*m2[8] + m1[7]*m2[9] + m1[11]*m2[10] + m1[15]*m2[11]; <a name="l00719"></a>00719 <a name="l00720"></a>00720 m3[12] = m1[0]*m2[12] + m1[4]*m2[13] + m1[8]*m2[14] + m1[12]*m2[15]; <a name="l00721"></a>00721 m3[13] = m1[1]*m2[12] + m1[5]*m2[13] + m1[9]*m2[14] + m1[13]*m2[15]; <a name="l00722"></a>00722 m3[14] = m1[2]*m2[12] + m1[6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15]; <a name="l00723"></a>00723 m3[15] = m1[3]*m2[12] + m1[7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15]; <a name="l00724"></a>00724 <span class="keywordflow">return</span> m3; <a name="l00725"></a>00725 } <a name="l00726"></a>00726 <a name="l00727"></a>00727 <a name="l00728"></a>00728 <a name="l00729"></a>00729 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00730"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ec84b278e87611352b75298238e54006">00730</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::getTranslation</a>()<span class="keyword"> const</span> <a name="l00731"></a>00731 <span class="keyword"> </span>{ <a name="l00732"></a>00732 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>(M[12], M[13], M[14]); <a name="l00733"></a>00733 } <a name="l00734"></a>00734 <a name="l00735"></a>00735 <a name="l00736"></a>00736 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00737"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c04a3b341cbfbb7986be682691655622">00737</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& translation ) <a name="l00738"></a>00738 { <a name="l00739"></a>00739 M[12] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l00740"></a>00740 M[13] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l00741"></a>00741 M[14] = translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l00742"></a>00742 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00743"></a>00743 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00744"></a>00744 <span class="preprocessor">#endif</span> <a name="l00745"></a>00745 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00746"></a>00746 } <a name="l00747"></a>00747 <a name="l00748"></a>00748 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00749"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#258e103fcb6ce1564978624280ecb7fe">00749</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setInverseTranslation</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& translation ) <a name="l00750"></a>00750 { <a name="l00751"></a>00751 M[12] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l00752"></a>00752 M[13] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l00753"></a>00753 M[14] = -translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l00754"></a>00754 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00755"></a>00755 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00756"></a>00756 <span class="preprocessor">#endif</span> <a name="l00757"></a>00757 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00758"></a>00758 } <a name="l00759"></a>00759 <a name="l00760"></a>00760 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00761"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#47117d44419af87e70084c01ab852049">00761</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setScale</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& scale ) <a name="l00762"></a>00762 { <a name="l00763"></a>00763 M[0] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l00764"></a>00764 M[5] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l00765"></a>00765 M[10] = scale.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l00766"></a>00766 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00767"></a>00767 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00768"></a>00768 <span class="preprocessor">#endif</span> <a name="l00769"></a>00769 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00770"></a>00770 } <a name="l00771"></a>00771 <a name="l00773"></a>00773 <a name="l00780"></a>00780 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00781"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a29f46680cea92b6d38886d1e9759cdd">00781</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::getScale</a>()<span class="keyword"> const</span> <a name="l00782"></a>00782 <span class="keyword"> </span>{ <a name="l00783"></a>00783 <span class="comment">// See http://www.robertblum.com/articles/2005/02/14/decomposing-matrices</span> <a name="l00784"></a>00784 <a name="l00785"></a>00785 <span class="comment">// Deal with the 0 rotation case first</span> <a name="l00786"></a>00786 <span class="comment">// Prior to Irrlicht 1.6, we always returned this value.</span> <a name="l00787"></a>00787 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[1]) && <a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[2]) && <a name="l00788"></a>00788 <a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[4]) && <a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[6]) && <a name="l00789"></a>00789 <a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[8]) && <a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a>(M[9])) <a name="l00790"></a>00790 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>(M[0], M[5], M[10]); <a name="l00791"></a>00791 <a name="l00792"></a>00792 <span class="comment">// We have to do the full calculation.</span> <a name="l00793"></a>00793 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>(sqrtf(M[0] * M[0] + M[1] * M[1] + M[2] * M[2]), <a name="l00794"></a>00794 sqrtf(M[4] * M[4] + M[5] * M[5] + M[6] * M[6]), <a name="l00795"></a>00795 sqrtf(M[8] * M[8] + M[9] * M[9] + M[10] * M[10])); <a name="l00796"></a>00796 } <a name="l00797"></a>00797 <a name="l00798"></a>00798 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00799"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8ee5ef8619d4b0f56d72ac84495ed644">00799</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation ) <a name="l00800"></a>00800 { <a name="l00801"></a>00801 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#05aac7bd2e7651369fc813a51258afbe" title="Make a rotation matrix from Euler angles. The 4th row and column are unmodified.">setRotationRadians</a>( rotation * <a class="code" href="namespaceirr_1_1core.html#4b91e69e51a2e374aec940cba3869028" title="32bit Constant for converting from degrees to radians">core::DEGTORAD</a> ); <a name="l00802"></a>00802 } <a name="l00803"></a>00803 <a name="l00804"></a>00804 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00805"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#fd84b9c93b4c8e9dc2abefa4a28057f9">00805</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setInverseRotationDegrees</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation ) <a name="l00806"></a>00806 { <a name="l00807"></a>00807 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#1a15d7b55769678512144f0fb7e15a92" title="Make an inverted rotation matrix from Euler angles.">setInverseRotationRadians</a>( rotation * <a class="code" href="namespaceirr_1_1core.html#4b91e69e51a2e374aec940cba3869028" title="32bit Constant for converting from degrees to radians">core::DEGTORAD</a> ); <a name="l00808"></a>00808 } <a name="l00809"></a>00809 <a name="l00810"></a>00810 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00811"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#05aac7bd2e7651369fc813a51258afbe">00811</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation ) <a name="l00812"></a>00812 { <a name="l00813"></a>00813 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cr = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> ); <a name="l00814"></a>00814 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sr = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> ); <a name="l00815"></a>00815 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cp = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> ); <a name="l00816"></a>00816 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sp = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> ); <a name="l00817"></a>00817 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cy = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> ); <a name="l00818"></a>00818 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sy = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> ); <a name="l00819"></a>00819 <a name="l00820"></a>00820 M[0] = (T)( cp*cy ); <a name="l00821"></a>00821 M[1] = (T)( cp*sy ); <a name="l00822"></a>00822 M[2] = (T)( -sp ); <a name="l00823"></a>00823 <a name="l00824"></a>00824 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> srsp = sr*sp; <a name="l00825"></a>00825 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> crsp = cr*sp; <a name="l00826"></a>00826 <a name="l00827"></a>00827 M[4] = (T)( srsp*cy-cr*sy ); <a name="l00828"></a>00828 M[5] = (T)( srsp*sy+cr*cy ); <a name="l00829"></a>00829 M[6] = (T)( sr*cp ); <a name="l00830"></a>00830 <a name="l00831"></a>00831 M[8] = (T)( crsp*cy+sr*sy ); <a name="l00832"></a>00832 M[9] = (T)( crsp*sy-sr*cy ); <a name="l00833"></a>00833 M[10] = (T)( cr*cp ); <a name="l00834"></a>00834 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00835"></a>00835 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00836"></a>00836 <span class="preprocessor">#endif</span> <a name="l00837"></a>00837 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00838"></a>00838 } <a name="l00839"></a>00839 <a name="l00840"></a>00840 <a name="l00842"></a>00842 <a name="l00845"></a>00845 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00846"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a348817a724b49816da5c181ba672e1d">00846</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::getRotationDegrees</a>()<span class="keyword"> const</span> <a name="l00847"></a>00847 <span class="keyword"> </span>{ <a name="l00848"></a>00848 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &mat = *<span class="keyword">this</span>; <a name="l00849"></a>00849 <a name="l00850"></a>00850 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> Y = -asin(mat(0,2)); <a name="l00851"></a>00851 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> C = cos(Y); <a name="l00852"></a>00852 Y *= <a class="code" href="namespaceirr_1_1core.html#e7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>; <a name="l00853"></a>00853 <a name="l00854"></a>00854 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> rotx, roty, X, Z; <a name="l00855"></a>00855 <a name="l00856"></a>00856 <span class="keywordflow">if</span> (fabs(C)><a class="code" href="namespaceirr_1_1core.html#7b314c22d6804639cbcbce5231724f0b">ROUNDING_ERROR_f64</a>) <a name="l00857"></a>00857 { <a name="l00858"></a>00858 <span class="keyword">const</span> T invC = (T)(1.0/C); <a name="l00859"></a>00859 rotx = mat(2,2) * invC; <a name="l00860"></a>00860 roty = mat(1,2) * invC; <a name="l00861"></a>00861 X = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#e7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>; <a name="l00862"></a>00862 rotx = mat(0,0) * invC; <a name="l00863"></a>00863 roty = mat(0,1) * invC; <a name="l00864"></a>00864 Z = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#e7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>; <a name="l00865"></a>00865 } <a name="l00866"></a>00866 <span class="keywordflow">else</span> <a name="l00867"></a>00867 { <a name="l00868"></a>00868 X = 0.0; <a name="l00869"></a>00869 rotx = mat(1,1); <a name="l00870"></a>00870 roty = -mat(1,0); <a name="l00871"></a>00871 Z = atan2( roty, rotx ) * <a class="code" href="namespaceirr_1_1core.html#e7afeb48af12f5f5130cd179a644ec58" title="64bit constant for converting from radians to degrees">RADTODEG64</a>; <a name="l00872"></a>00872 } <a name="l00873"></a>00873 <a name="l00874"></a>00874 <span class="comment">// fix values that get below zero</span> <a name="l00875"></a>00875 <span class="comment">// before it would set (!) values to 360</span> <a name="l00876"></a>00876 <span class="comment">// that where above 360:</span> <a name="l00877"></a>00877 <span class="keywordflow">if</span> (X < 0.0) X += 360.0; <a name="l00878"></a>00878 <span class="keywordflow">if</span> (Y < 0.0) Y += 360.0; <a name="l00879"></a>00879 <span class="keywordflow">if</span> (Z < 0.0) Z += 360.0; <a name="l00880"></a>00880 <a name="l00881"></a>00881 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>((T)X,(T)Y,(T)Z); <a name="l00882"></a>00882 } <a name="l00883"></a>00883 <a name="l00884"></a>00884 <a name="l00885"></a>00885 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00886"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#1a15d7b55769678512144f0fb7e15a92">00886</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setInverseRotationRadians</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3d<T></a>& rotation ) <a name="l00887"></a>00887 { <a name="l00888"></a>00888 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cr = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> ); <a name="l00889"></a>00889 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sr = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> ); <a name="l00890"></a>00890 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cp = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> ); <a name="l00891"></a>00891 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sp = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> ); <a name="l00892"></a>00892 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> cy = cos( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> ); <a name="l00893"></a>00893 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> sy = sin( rotation.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> ); <a name="l00894"></a>00894 <a name="l00895"></a>00895 M[0] = (T)( cp*cy ); <a name="l00896"></a>00896 M[4] = (T)( cp*sy ); <a name="l00897"></a>00897 M[8] = (T)( -sp ); <a name="l00898"></a>00898 <a name="l00899"></a>00899 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> srsp = sr*sp; <a name="l00900"></a>00900 <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> crsp = cr*sp; <a name="l00901"></a>00901 <a name="l00902"></a>00902 M[1] = (T)( srsp*cy-cr*sy ); <a name="l00903"></a>00903 M[5] = (T)( srsp*sy+cr*cy ); <a name="l00904"></a>00904 M[9] = (T)( sr*cp ); <a name="l00905"></a>00905 <a name="l00906"></a>00906 M[2] = (T)( crsp*cy+sr*sy ); <a name="l00907"></a>00907 M[6] = (T)( crsp*sy-sr*cy ); <a name="l00908"></a>00908 M[10] = (T)( cr*cp ); <a name="l00909"></a>00909 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00910"></a>00910 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l00911"></a>00911 <span class="preprocessor">#endif</span> <a name="l00912"></a>00912 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00913"></a>00913 } <a name="l00914"></a>00914 <a name="l00915"></a>00915 <a name="l00918"></a>00918 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00919"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#45f876ed1aed2c3c98b87fee6d938604">00919</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::makeIdentity</a>() <a name="l00920"></a>00920 { <a name="l00921"></a>00921 memset(M, 0, 16*<span class="keyword">sizeof</span>(T)); <a name="l00922"></a>00922 M[0] = M[5] = M[10] = M[15] = (T)1; <a name="l00923"></a>00923 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00924"></a>00924 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">true</span>; <a name="l00925"></a>00925 <span class="preprocessor">#endif</span> <a name="l00926"></a>00926 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l00927"></a>00927 } <a name="l00928"></a>00928 <a name="l00929"></a>00929 <a name="l00930"></a>00930 <span class="comment">/*</span> <a name="l00931"></a>00931 <span class="comment"> check identity with epsilon</span> <a name="l00932"></a>00932 <span class="comment"> solve floating range problems..</span> <a name="l00933"></a>00933 <span class="comment"> */</span> <a name="l00934"></a>00934 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00935"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826">00935</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::isIdentity</a>()<span class="keyword"> const</span> <a name="l00936"></a>00936 <span class="keyword"> </span>{ <a name="l00937"></a>00937 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00938"></a>00938 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix) <a name="l00939"></a>00939 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l00940"></a>00940 <span class="preprocessor">#endif</span> <a name="l00941"></a>00941 <span class="preprocessor"></span> <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">equals</a>( M[ 0], (T)1 ) || <a name="l00942"></a>00942 !<a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">equals</a>( M[ 5], (T)1 ) || <a name="l00943"></a>00943 !<a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">equals</a>( M[10], (T)1 ) || <a name="l00944"></a>00944 !<a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">equals</a>( M[15], (T)1 )) <a name="l00945"></a>00945 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00946"></a>00946 <a name="l00947"></a>00947 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i=0; i<4; ++i) <a name="l00948"></a>00948 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> j=0; j<4; ++j) <a name="l00949"></a>00949 <span class="keywordflow">if</span> ((j != i) && (!<a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>((*<span class="keyword">this</span>)(i,j)))) <a name="l00950"></a>00950 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00951"></a>00951 <a name="l00952"></a>00952 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00953"></a>00953 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">true</span>; <a name="l00954"></a>00954 <span class="preprocessor">#endif</span> <a name="l00955"></a>00955 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l00956"></a>00956 } <a name="l00957"></a>00957 <a name="l00958"></a>00958 <a name="l00959"></a>00959 <span class="comment">/* Check orthogonality of matrix. */</span> <a name="l00960"></a>00960 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00961"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#fc4fe0bdfb771b15eff91264c0ed37f9">00961</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::isOrthogonal</a>()<span class="keyword"> const</span> <a name="l00962"></a>00962 <span class="keyword"> </span>{ <a name="l00963"></a>00963 T dp=M[0] * M[4 ] + M[1] * M[5 ] + M[2 ] * M[6 ] + M[3 ] * M[7 ]; <a name="l00964"></a>00964 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp)) <a name="l00965"></a>00965 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00966"></a>00966 dp = M[0] * M[8 ] + M[1] * M[9 ] + M[2 ] * M[10] + M[3 ] * M[11]; <a name="l00967"></a>00967 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp)) <a name="l00968"></a>00968 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00969"></a>00969 dp = M[0] * M[12] + M[1] * M[13] + M[2 ] * M[14] + M[3 ] * M[15]; <a name="l00970"></a>00970 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp)) <a name="l00971"></a>00971 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00972"></a>00972 dp = M[4] * M[8 ] + M[5] * M[9 ] + M[6 ] * M[10] + M[7 ] * M[11]; <a name="l00973"></a>00973 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp)) <a name="l00974"></a>00974 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00975"></a>00975 dp = M[4] * M[12] + M[5] * M[13] + M[6 ] * M[14] + M[7 ] * M[15]; <a name="l00976"></a>00976 <span class="keywordflow">if</span> (!<a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp)) <a name="l00977"></a>00977 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00978"></a>00978 dp = M[8] * M[12] + M[9] * M[13] + M[10] * M[14] + M[11] * M[15]; <a name="l00979"></a>00979 <span class="keywordflow">return</span> (<a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">iszero</a>(dp)); <a name="l00980"></a>00980 } <a name="l00981"></a>00981 <a name="l00982"></a>00982 <a name="l00983"></a>00983 <span class="comment">/*</span> <a name="l00984"></a>00984 <span class="comment"> doesn't solve floating range problems..</span> <a name="l00985"></a>00985 <span class="comment"> but takes care on +/- 0 on translation because we are changing it..</span> <a name="l00986"></a>00986 <span class="comment"> reducing floating point branches</span> <a name="l00987"></a>00987 <span class="comment"> but it needs the floats in memory..</span> <a name="l00988"></a>00988 <span class="comment"> */</span> <a name="l00989"></a>00989 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l00990"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#b4b515a697bb3749a8e1dd9fc31342bd">00990</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::isIdentity_integer_base</a>()<span class="keyword"> const</span> <a name="l00991"></a>00991 <span class="keyword"> </span>{ <a name="l00992"></a>00992 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l00993"></a>00993 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix) <a name="l00994"></a>00994 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l00995"></a>00995 <span class="preprocessor">#endif</span> <a name="l00996"></a>00996 <span class="preprocessor"></span> <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[0])!=<a class="code" href="irr_math_8h.html#93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00997"></a>00997 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[1])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00998"></a>00998 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[2])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00999"></a>00999 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[3])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01000"></a>01000 <a name="l01001"></a>01001 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[4])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01002"></a>01002 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[5])!=<a class="code" href="irr_math_8h.html#93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01003"></a>01003 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[6])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01004"></a>01004 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[7])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01005"></a>01005 <a name="l01006"></a>01006 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[8])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01007"></a>01007 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[9])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01008"></a>01008 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[10])!=<a class="code" href="irr_math_8h.html#93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01009"></a>01009 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[11])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01010"></a>01010 <a name="l01011"></a>01011 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[12])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01012"></a>01012 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[13])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01013"></a>01013 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[13])!=0) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01014"></a>01014 <span class="keywordflow">if</span>(<a class="code" href="namespaceirr_1_1core.html#ff42ea2c4d80cb7b45b71d1f63c6a226">IR</a>(M[15])!=<a class="code" href="irr_math_8h.html#93465b810662025b38f42244b100fc2e">F32_VALUE_1</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01015"></a>01015 <a name="l01016"></a>01016 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01017"></a>01017 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">true</span>; <a name="l01018"></a>01018 <span class="preprocessor">#endif</span> <a name="l01019"></a>01019 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l01020"></a>01020 } <a name="l01021"></a>01021 <a name="l01022"></a>01022 <a name="l01023"></a>01023 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01024"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8abcfbf972b19946c3022db380c6d153">01024</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::rotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect )<span class="keyword"> const</span> <a name="l01025"></a>01025 <span class="keyword"> </span>{ <a name="l01026"></a>01026 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> tmp = vect; <a name="l01027"></a>01027 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8]; <a name="l01028"></a>01028 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9]; <a name="l01029"></a>01029 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10]; <a name="l01030"></a>01030 } <a name="l01031"></a>01031 <a name="l01033"></a>01033 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01034"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#592d57581118b651a24dc68b17b99ff6">01034</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::rotateVect</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& in)<span class="keyword"> const</span> <a name="l01035"></a>01035 <span class="keyword"> </span>{ <a name="l01036"></a>01036 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8]; <a name="l01037"></a>01037 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9]; <a name="l01038"></a>01038 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10]; <a name="l01039"></a>01039 } <a name="l01040"></a>01040 <a name="l01042"></a>01042 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01043"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a188488f489118e4daafd3b2ebab5119">01043</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::rotateVect</a>(T *out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& in)<span class="keyword"> const</span> <a name="l01044"></a>01044 <span class="keyword"> </span>{ <a name="l01045"></a>01045 out[0] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8]; <a name="l01046"></a>01046 out[1] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9]; <a name="l01047"></a>01047 out[2] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10]; <a name="l01048"></a>01048 } <a name="l01049"></a>01049 <a name="l01050"></a>01050 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01051"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7996bee0d3056d6647dc9cc840ed0ad8">01051</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::inverseRotateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect )<span class="keyword"> const</span> <a name="l01052"></a>01052 <span class="keyword"> </span>{ <a name="l01053"></a>01053 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> tmp = vect; <a name="l01054"></a>01054 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[1] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[2]; <a name="l01055"></a>01055 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[4] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[6]; <a name="l01056"></a>01056 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[8] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[9] + tmp.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10]; <a name="l01057"></a>01057 } <a name="l01058"></a>01058 <a name="l01059"></a>01059 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01060"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a6bb8b39114749d70e51bd1b90bce0a1">01060</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect)<span class="keyword"> const</span> <a name="l01061"></a>01061 <span class="keyword"> </span>{ <a name="l01062"></a>01062 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> vector[3]; <a name="l01063"></a>01063 <a name="l01064"></a>01064 vector[0] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12]; <a name="l01065"></a>01065 vector[1] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13]; <a name="l01066"></a>01066 vector[2] = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14]; <a name="l01067"></a>01067 <a name="l01068"></a>01068 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vector[0]; <a name="l01069"></a>01069 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vector[1]; <a name="l01070"></a>01070 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vector[2]; <a name="l01071"></a>01071 } <a name="l01072"></a>01072 <a name="l01073"></a>01073 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01074"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7f630ed6811ab36921c2fe6f63f7f426">01074</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::transformVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& in)<span class="keyword"> const</span> <a name="l01075"></a>01075 <span class="keyword"> </span>{ <a name="l01076"></a>01076 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12]; <a name="l01077"></a>01077 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13]; <a name="l01078"></a>01078 out.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14]; <a name="l01079"></a>01079 } <a name="l01080"></a>01080 <a name="l01081"></a>01081 <a name="l01082"></a>01082 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01083"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ad3d6e0c59e2d5709a534abc2b86dbd3">01083</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::transformVect</a>(T *out, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> &in)<span class="keyword"> const</span> <a name="l01084"></a>01084 <span class="keyword"> </span>{ <a name="l01085"></a>01085 out[0] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[0] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[4] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[8] + M[12]; <a name="l01086"></a>01086 out[1] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[1] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[5] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[9] + M[13]; <a name="l01087"></a>01087 out[2] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[2] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[6] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[10] + M[14]; <a name="l01088"></a>01088 out[3] = in.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>*M[3] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>*M[7] + in.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>*M[11] + M[15]; <a name="l01089"></a>01089 } <a name="l01090"></a>01090 <a name="l01091"></a>01091 <a name="l01093"></a>01093 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01094"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c4f0d4156d573d8b73eb51dce76e094e">01094</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::transformPlane</a>( <a class="code" href="classirr_1_1core_1_1plane3d.html" title="Template plane class with some intersection testing methods.">core::plane3d<f32></a> &plane)<span class="keyword"> const</span> <a name="l01095"></a>01095 <span class="keyword"> </span>{ <a name="l01096"></a>01096 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> member; <a name="l01097"></a>01097 <span class="comment">// Transform the plane member point, i.e. rotate, translate and scale it.</span> <a name="l01098"></a>01098 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>(member, plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#e95084f1f1d942d2416aeaef247882fd" title="Gets a member point of the plane.">getMemberPoint</a>()); <a name="l01099"></a>01099 <a name="l01100"></a>01100 <span class="comment">// Transform the normal by the transposed inverse of the matrix</span> <a name="l01101"></a>01101 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> transposedInverse(*<span class="keyword">this</span>, <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fedff480a8b2060068f8c0971dcb8c9e6b">EM4CONST_INVERSE_TRANSPOSED</a>); <a name="l01102"></a>01102 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> normal = plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>; <a name="l01103"></a>01103 transposedInverse.transformVect(normal); <a name="l01104"></a>01104 <a name="l01105"></a>01105 plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#74c75911a10cc048c546ca5ea3646232">setPlane</a>(member, normal); <a name="l01106"></a>01106 } <a name="l01107"></a>01107 <a name="l01109"></a>01109 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01110"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#949042276c2025189cc568c8080d7579">01110</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::transformPlane</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1plane3d.html" title="Template plane class with some intersection testing methods.">core::plane3d<f32></a> &in, <a class="code" href="classirr_1_1core_1_1plane3d.html" title="Template plane class with some intersection testing methods.">core::plane3d<f32></a> &out)<span class="keyword"> const</span> <a name="l01111"></a>01111 <span class="keyword"> </span>{ <a name="l01112"></a>01112 out = in; <a name="l01113"></a>01113 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c4f0d4156d573d8b73eb51dce76e094e" title="Transforms a plane by this matrix.">transformPlane</a>( out ); <a name="l01114"></a>01114 } <a name="l01115"></a>01115 <a name="l01117"></a>01117 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01118"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#c12468d698fbf6cd545e8b3fbf2a0042">01118</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::transformBox</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html" title="Axis aligned bounding box in 3d dimensional space.">core::aabbox3d<f32></a>& box)<span class="keyword"> const</span> <a name="l01119"></a>01119 <span class="keyword"> </span>{ <a name="l01120"></a>01120 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01121"></a>01121 <span class="preprocessor"></span> <span class="keywordflow">if</span> (<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>()) <a name="l01122"></a>01122 <span class="keywordflow">return</span>; <a name="l01123"></a>01123 <span class="preprocessor">#endif</span> <a name="l01124"></a>01124 <span class="preprocessor"></span> <a name="l01125"></a>01125 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>(box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>); <a name="l01126"></a>01126 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a6bb8b39114749d70e51bd1b90bce0a1" title="Transforms the vector by this matrix.">transformVect</a>(box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>); <a name="l01127"></a>01127 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#904b14e6b6a99187820a7407b5d7cf23" title="Repairs the box.">repair</a>(); <a name="l01128"></a>01128 } <a name="l01129"></a>01129 <a name="l01131"></a>01131 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01132"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#87451aea9c07b71d1a8b6091b8cefa63">01132</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::transformBoxEx</a>(<a class="code" href="classirr_1_1core_1_1aabbox3d.html" title="Axis aligned bounding box in 3d dimensional space.">core::aabbox3d<f32></a>& box)<span class="keyword"> const</span> <a name="l01133"></a>01133 <span class="keyword"> </span>{ <a name="l01134"></a>01134 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01135"></a>01135 <span class="preprocessor"></span> <span class="keywordflow">if</span> (<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>()) <a name="l01136"></a>01136 <span class="keywordflow">return</span>; <a name="l01137"></a>01137 <span class="preprocessor">#endif</span> <a name="l01138"></a>01138 <span class="preprocessor"></span> <a name="l01139"></a>01139 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Amin[3] = {box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.X, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.Y, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.Z}; <a name="l01140"></a>01140 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Amax[3] = {box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.X, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.Y, box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.Z}; <a name="l01141"></a>01141 <a name="l01142"></a>01142 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Bmin[3]; <a name="l01143"></a>01143 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Bmax[3]; <a name="l01144"></a>01144 <a name="l01145"></a>01145 Bmin[0] = Bmax[0] = M[12]; <a name="l01146"></a>01146 Bmin[1] = Bmax[1] = M[13]; <a name="l01147"></a>01147 Bmin[2] = Bmax[2] = M[14]; <a name="l01148"></a>01148 <a name="l01149"></a>01149 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &m = *<span class="keyword">this</span>; <a name="l01150"></a>01150 <a name="l01151"></a>01151 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i = 0; i < 3; ++i) <a name="l01152"></a>01152 { <a name="l01153"></a>01153 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> j = 0; j < 3; ++j) <a name="l01154"></a>01154 { <a name="l01155"></a>01155 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> a = m(j,i) * Amin[j]; <a name="l01156"></a>01156 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> b = m(j,i) * Amax[j]; <a name="l01157"></a>01157 <a name="l01158"></a>01158 <span class="keywordflow">if</span> (a < b) <a name="l01159"></a>01159 { <a name="l01160"></a>01160 Bmin[i] += a; <a name="l01161"></a>01161 Bmax[i] += b; <a name="l01162"></a>01162 } <a name="l01163"></a>01163 <span class="keywordflow">else</span> <a name="l01164"></a>01164 { <a name="l01165"></a>01165 Bmin[i] += b; <a name="l01166"></a>01166 Bmax[i] += a; <a name="l01167"></a>01167 } <a name="l01168"></a>01168 } <a name="l01169"></a>01169 } <a name="l01170"></a>01170 <a name="l01171"></a>01171 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.X = Bmin[0]; <a name="l01172"></a>01172 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.Y = Bmin[1]; <a name="l01173"></a>01173 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#7501c7df834939fa25e5f70b8527e7b5" title="The near edge.">MinEdge</a>.Z = Bmin[2]; <a name="l01174"></a>01174 <a name="l01175"></a>01175 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.X = Bmax[0]; <a name="l01176"></a>01176 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.Y = Bmax[1]; <a name="l01177"></a>01177 box.<a class="code" href="classirr_1_1core_1_1aabbox3d.html#5aad7217e8189f09dde3ec4a69e4ac92" title="The far edge.">MaxEdge</a>.Z = Bmax[2]; <a name="l01178"></a>01178 } <a name="l01179"></a>01179 <a name="l01180"></a>01180 <a name="l01182"></a>01182 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01183"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#1e1f04cdf57dc76be2875427498a0d62">01183</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::multiplyWith1x4Matrix</a>(T* matrix)<span class="keyword"> const</span> <a name="l01184"></a>01184 <span class="keyword"> </span>{ <a name="l01185"></a>01185 <span class="comment">/*</span> <a name="l01186"></a>01186 <span class="comment"> 0 1 2 3</span> <a name="l01187"></a>01187 <span class="comment"> 4 5 6 7</span> <a name="l01188"></a>01188 <span class="comment"> 8 9 10 11</span> <a name="l01189"></a>01189 <span class="comment"> 12 13 14 15</span> <a name="l01190"></a>01190 <span class="comment"> */</span> <a name="l01191"></a>01191 <a name="l01192"></a>01192 T mat[4]; <a name="l01193"></a>01193 mat[0] = matrix[0]; <a name="l01194"></a>01194 mat[1] = matrix[1]; <a name="l01195"></a>01195 mat[2] = matrix[2]; <a name="l01196"></a>01196 mat[3] = matrix[3]; <a name="l01197"></a>01197 <a name="l01198"></a>01198 matrix[0] = M[0]*mat[0] + M[4]*mat[1] + M[8]*mat[2] + M[12]*mat[3]; <a name="l01199"></a>01199 matrix[1] = M[1]*mat[0] + M[5]*mat[1] + M[9]*mat[2] + M[13]*mat[3]; <a name="l01200"></a>01200 matrix[2] = M[2]*mat[0] + M[6]*mat[1] + M[10]*mat[2] + M[14]*mat[3]; <a name="l01201"></a>01201 matrix[3] = M[3]*mat[0] + M[7]*mat[1] + M[11]*mat[2] + M[15]*mat[3]; <a name="l01202"></a>01202 } <a name="l01203"></a>01203 <a name="l01204"></a>01204 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01205"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#83bf069639e0538f047041ae51042907">01205</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::inverseTranslateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect )<span class="keyword"> const</span> <a name="l01206"></a>01206 <span class="keyword"> </span>{ <a name="l01207"></a>01207 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>-M[12]; <a name="l01208"></a>01208 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>-M[13]; <a name="l01209"></a>01209 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>-M[14]; <a name="l01210"></a>01210 } <a name="l01211"></a>01211 <a name="l01212"></a>01212 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01213"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#587cb77fd7de7a13771c96a90c4f3de0">01213</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::translateVect</a>( <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& vect )<span class="keyword"> const</span> <a name="l01214"></a>01214 <span class="keyword"> </span>{ <a name="l01215"></a>01215 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>+M[12]; <a name="l01216"></a>01216 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>+M[13]; <a name="l01217"></a>01217 vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> = vect.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>+M[14]; <a name="l01218"></a>01218 } <a name="l01219"></a>01219 <a name="l01220"></a>01220 <a name="l01221"></a>01221 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01222"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#33c110cd75fdddb840a990ab52f10900">01222</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::getInverse</a>(<a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& out)<span class="keyword"> const</span> <a name="l01223"></a>01223 <span class="keyword"> </span>{ <a name="l01227"></a>01227 <a name="l01228"></a>01228 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01229"></a>01229 <span class="preprocessor"></span> <span class="keywordflow">if</span> ( this-><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#24e7bc5d302f6c0cb11bad0771a40826" title="Returns true if the matrix is the identity matrix.">isIdentity</a>() ) <a name="l01230"></a>01230 { <a name="l01231"></a>01231 out=*<span class="keyword">this</span>; <a name="l01232"></a>01232 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l01233"></a>01233 } <a name="l01234"></a>01234 <span class="preprocessor">#endif</span> <a name="l01235"></a>01235 <span class="preprocessor"></span> <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &m = *<span class="keyword">this</span>; <a name="l01236"></a>01236 <a name="l01237"></a>01237 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> d = (m(0, 0) * m(1, 1) - m(0, 1) * m(1, 0)) * (m(2, 2) * m(3, 3) - m(2, 3) * m(3, 2)) - <a name="l01238"></a>01238 (m(0, 0) * m(1, 2) - m(0, 2) * m(1, 0)) * (m(2, 1) * m(3, 3) - m(2, 3) * m(3, 1)) + <a name="l01239"></a>01239 (m(0, 0) * m(1, 3) - m(0, 3) * m(1, 0)) * (m(2, 1) * m(3, 2) - m(2, 2) * m(3, 1)) + <a name="l01240"></a>01240 (m(0, 1) * m(1, 2) - m(0, 2) * m(1, 1)) * (m(2, 0) * m(3, 3) - m(2, 3) * m(3, 0)) - <a name="l01241"></a>01241 (m(0, 1) * m(1, 3) - m(0, 3) * m(1, 1)) * (m(2, 0) * m(3, 2) - m(2, 2) * m(3, 0)) + <a name="l01242"></a>01242 (m(0, 2) * m(1, 3) - m(0, 3) * m(1, 2)) * (m(2, 0) * m(3, 1) - m(2, 1) * m(3, 0)); <a name="l01243"></a>01243 <a name="l01244"></a>01244 <span class="keywordflow">if</span>( <a class="code" href="namespaceirr_1_1core.html#fc24e6ba26469ec7ca7001ed272dc3b2" title="returns if a equals zero, taking rounding errors into account">core::iszero</a> ( d ) ) <a name="l01245"></a>01245 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01246"></a>01246 <a name="l01247"></a>01247 d = <a class="code" href="namespaceirr_1_1core.html#c4402e2ec5b151212168736b8cfdd587">core::reciprocal</a> ( d ); <a name="l01248"></a>01248 <a name="l01249"></a>01249 out(0, 0) = d * (m(1, 1) * (m(2, 2) * m(3, 3) - m(2, 3) * m(3, 2)) + <a name="l01250"></a>01250 m(1, 2) * (m(2, 3) * m(3, 1) - m(2, 1) * m(3, 3)) + <a name="l01251"></a>01251 m(1, 3) * (m(2, 1) * m(3, 2) - m(2, 2) * m(3, 1))); <a name="l01252"></a>01252 out(0, 1) = d * (m(2, 1) * (m(0, 2) * m(3, 3) - m(0, 3) * m(3, 2)) + <a name="l01253"></a>01253 m(2, 2) * (m(0, 3) * m(3, 1) - m(0, 1) * m(3, 3)) + <a name="l01254"></a>01254 m(2, 3) * (m(0, 1) * m(3, 2) - m(0, 2) * m(3, 1))); <a name="l01255"></a>01255 out(0, 2) = d * (m(3, 1) * (m(0, 2) * m(1, 3) - m(0, 3) * m(1, 2)) + <a name="l01256"></a>01256 m(3, 2) * (m(0, 3) * m(1, 1) - m(0, 1) * m(1, 3)) + <a name="l01257"></a>01257 m(3, 3) * (m(0, 1) * m(1, 2) - m(0, 2) * m(1, 1))); <a name="l01258"></a>01258 out(0, 3) = d * (m(0, 1) * (m(1, 3) * m(2, 2) - m(1, 2) * m(2, 3)) + <a name="l01259"></a>01259 m(0, 2) * (m(1, 1) * m(2, 3) - m(1, 3) * m(2, 1)) + <a name="l01260"></a>01260 m(0, 3) * (m(1, 2) * m(2, 1) - m(1, 1) * m(2, 2))); <a name="l01261"></a>01261 out(1, 0) = d * (m(1, 2) * (m(2, 0) * m(3, 3) - m(2, 3) * m(3, 0)) + <a name="l01262"></a>01262 m(1, 3) * (m(2, 2) * m(3, 0) - m(2, 0) * m(3, 2)) + <a name="l01263"></a>01263 m(1, 0) * (m(2, 3) * m(3, 2) - m(2, 2) * m(3, 3))); <a name="l01264"></a>01264 out(1, 1) = d * (m(2, 2) * (m(0, 0) * m(3, 3) - m(0, 3) * m(3, 0)) + <a name="l01265"></a>01265 m(2, 3) * (m(0, 2) * m(3, 0) - m(0, 0) * m(3, 2)) + <a name="l01266"></a>01266 m(2, 0) * (m(0, 3) * m(3, 2) - m(0, 2) * m(3, 3))); <a name="l01267"></a>01267 out(1, 2) = d * (m(3, 2) * (m(0, 0) * m(1, 3) - m(0, 3) * m(1, 0)) + <a name="l01268"></a>01268 m(3, 3) * (m(0, 2) * m(1, 0) - m(0, 0) * m(1, 2)) + <a name="l01269"></a>01269 m(3, 0) * (m(0, 3) * m(1, 2) - m(0, 2) * m(1, 3))); <a name="l01270"></a>01270 out(1, 3) = d * (m(0, 2) * (m(1, 3) * m(2, 0) - m(1, 0) * m(2, 3)) + <a name="l01271"></a>01271 m(0, 3) * (m(1, 0) * m(2, 2) - m(1, 2) * m(2, 0)) + <a name="l01272"></a>01272 m(0, 0) * (m(1, 2) * m(2, 3) - m(1, 3) * m(2, 2))); <a name="l01273"></a>01273 out(2, 0) = d * (m(1, 3) * (m(2, 0) * m(3, 1) - m(2, 1) * m(3, 0)) + <a name="l01274"></a>01274 m(1, 0) * (m(2, 1) * m(3, 3) - m(2, 3) * m(3, 1)) + <a name="l01275"></a>01275 m(1, 1) * (m(2, 3) * m(3, 0) - m(2, 0) * m(3, 3))); <a name="l01276"></a>01276 out(2, 1) = d * (m(2, 3) * (m(0, 0) * m(3, 1) - m(0, 1) * m(3, 0)) + <a name="l01277"></a>01277 m(2, 0) * (m(0, 1) * m(3, 3) - m(0, 3) * m(3, 1)) + <a name="l01278"></a>01278 m(2, 1) * (m(0, 3) * m(3, 0) - m(0, 0) * m(3, 3))); <a name="l01279"></a>01279 out(2, 2) = d * (m(3, 3) * (m(0, 0) * m(1, 1) - m(0, 1) * m(1, 0)) + <a name="l01280"></a>01280 m(3, 0) * (m(0, 1) * m(1, 3) - m(0, 3) * m(1, 1)) + <a name="l01281"></a>01281 m(3, 1) * (m(0, 3) * m(1, 0) - m(0, 0) * m(1, 3))); <a name="l01282"></a>01282 out(2, 3) = d * (m(0, 3) * (m(1, 1) * m(2, 0) - m(1, 0) * m(2, 1)) + <a name="l01283"></a>01283 m(0, 0) * (m(1, 3) * m(2, 1) - m(1, 1) * m(2, 3)) + <a name="l01284"></a>01284 m(0, 1) * (m(1, 0) * m(2, 3) - m(1, 3) * m(2, 0))); <a name="l01285"></a>01285 out(3, 0) = d * (m(1, 0) * (m(2, 2) * m(3, 1) - m(2, 1) * m(3, 2)) + <a name="l01286"></a>01286 m(1, 1) * (m(2, 0) * m(3, 2) - m(2, 2) * m(3, 0)) + <a name="l01287"></a>01287 m(1, 2) * (m(2, 1) * m(3, 0) - m(2, 0) * m(3, 1))); <a name="l01288"></a>01288 out(3, 1) = d * (m(2, 0) * (m(0, 2) * m(3, 1) - m(0, 1) * m(3, 2)) + <a name="l01289"></a>01289 m(2, 1) * (m(0, 0) * m(3, 2) - m(0, 2) * m(3, 0)) + <a name="l01290"></a>01290 m(2, 2) * (m(0, 1) * m(3, 0) - m(0, 0) * m(3, 1))); <a name="l01291"></a>01291 out(3, 2) = d * (m(3, 0) * (m(0, 2) * m(1, 1) - m(0, 1) * m(1, 2)) + <a name="l01292"></a>01292 m(3, 1) * (m(0, 0) * m(1, 2) - m(0, 2) * m(1, 0)) + <a name="l01293"></a>01293 m(3, 2) * (m(0, 1) * m(1, 0) - m(0, 0) * m(1, 1))); <a name="l01294"></a>01294 out(3, 3) = d * (m(0, 0) * (m(1, 1) * m(2, 2) - m(1, 2) * m(2, 1)) + <a name="l01295"></a>01295 m(0, 1) * (m(1, 2) * m(2, 0) - m(1, 0) * m(2, 2)) + <a name="l01296"></a>01296 m(0, 2) * (m(1, 0) * m(2, 1) - m(1, 1) * m(2, 0))); <a name="l01297"></a>01297 <a name="l01298"></a>01298 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01299"></a>01299 <span class="preprocessor"></span> out.definitelyIdentityMatrix = definitelyIdentityMatrix; <a name="l01300"></a>01300 <span class="preprocessor">#endif</span> <a name="l01301"></a>01301 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l01302"></a>01302 } <a name="l01303"></a>01303 <a name="l01304"></a>01304 <a name="l01307"></a>01307 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01308"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#f8c024c494998296fc7ed63603d7cb62">01308</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::getInversePrimitive</a> ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& out )<span class="keyword"> const</span> <a name="l01309"></a>01309 <span class="keyword"> </span>{ <a name="l01310"></a>01310 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[0 ] = M[0]; <a name="l01311"></a>01311 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[1 ] = M[4]; <a name="l01312"></a>01312 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[2 ] = M[8]; <a name="l01313"></a>01313 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[3 ] = 0; <a name="l01314"></a>01314 <a name="l01315"></a>01315 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[4 ] = M[1]; <a name="l01316"></a>01316 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[5 ] = M[5]; <a name="l01317"></a>01317 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[6 ] = M[9]; <a name="l01318"></a>01318 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[7 ] = 0; <a name="l01319"></a>01319 <a name="l01320"></a>01320 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[8 ] = M[2]; <a name="l01321"></a>01321 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[9 ] = M[6]; <a name="l01322"></a>01322 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[10] = M[10]; <a name="l01323"></a>01323 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[11] = 0; <a name="l01324"></a>01324 <a name="l01325"></a>01325 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[12] = (T)-(M[12]*M[0] + M[13]*M[1] + M[14]*M[2]); <a name="l01326"></a>01326 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[13] = (T)-(M[12]*M[4] + M[13]*M[5] + M[14]*M[6]); <a name="l01327"></a>01327 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[14] = (T)-(M[12]*M[8] + M[13]*M[9] + M[14]*M[10]); <a name="l01328"></a>01328 out.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[15] = 1; <a name="l01329"></a>01329 <a name="l01330"></a>01330 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01331"></a>01331 <span class="preprocessor"></span> out.definitelyIdentityMatrix = definitelyIdentityMatrix; <a name="l01332"></a>01332 <span class="preprocessor">#endif</span> <a name="l01333"></a>01333 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l01334"></a>01334 } <a name="l01335"></a>01335 <a name="l01338"></a>01338 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01339"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3fbface2cb6b959af64f82a5bb17540e">01339</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::makeInverse</a>() <a name="l01340"></a>01340 { <a name="l01341"></a>01341 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01342"></a>01342 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix) <a name="l01343"></a>01343 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l01344"></a>01344 <span class="preprocessor">#endif</span> <a name="l01345"></a>01345 <span class="preprocessor"></span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> temp ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> ); <a name="l01346"></a>01346 <a name="l01347"></a>01347 <span class="keywordflow">if</span> (<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#33c110cd75fdddb840a990ab52f10900" title="Gets the inversed matrix of this one.">getInverse</a>(temp)) <a name="l01348"></a>01348 { <a name="l01349"></a>01349 *<span class="keyword">this</span> = temp; <a name="l01350"></a>01350 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l01351"></a>01351 } <a name="l01352"></a>01352 <a name="l01353"></a>01353 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01354"></a>01354 } <a name="l01355"></a>01355 <a name="l01356"></a>01356 <a name="l01357"></a>01357 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01358"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#47571eb3acae9a6aa330a03edcea7896">01358</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other) <a name="l01359"></a>01359 { <a name="l01360"></a>01360 <span class="keywordflow">if</span> (<span class="keyword">this</span>==&other) <a name="l01361"></a>01361 <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01362"></a>01362 memcpy(M, other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>, 16*<span class="keyword">sizeof</span>(T)); <a name="l01363"></a>01363 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01364"></a>01364 <span class="preprocessor"></span> definitelyIdentityMatrix=other.definitelyIdentityMatrix; <a name="l01365"></a>01365 <span class="preprocessor">#endif</span> <a name="l01366"></a>01366 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01367"></a>01367 } <a name="l01368"></a>01368 <a name="l01369"></a>01369 <a name="l01370"></a>01370 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01371"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#a77c0ec30f4e42f7281392440898e9e3">01371</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator=</a>(<span class="keyword">const</span> T& scalar) <a name="l01372"></a>01372 { <a name="l01373"></a>01373 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i < 16; ++i) <a name="l01374"></a>01374 M[i]=scalar; <a name="l01375"></a>01375 <a name="l01376"></a>01376 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01377"></a>01377 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01378"></a>01378 <span class="preprocessor">#endif</span> <a name="l01379"></a>01379 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01380"></a>01380 } <a name="l01381"></a>01381 <a name="l01382"></a>01382 <a name="l01383"></a>01383 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01384"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#81029252a2a83ef4647f5d8a02cf62b5">01384</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator==</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other)<span class="keyword"> const</span> <a name="l01385"></a>01385 <span class="keyword"> </span>{ <a name="l01386"></a>01386 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01387"></a>01387 <span class="preprocessor"></span> <span class="keywordflow">if</span> (definitelyIdentityMatrix && other.definitelyIdentityMatrix) <a name="l01388"></a>01388 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l01389"></a>01389 <span class="preprocessor">#endif</span> <a name="l01390"></a>01390 <span class="preprocessor"></span> <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i < 16; ++i) <a name="l01391"></a>01391 <span class="keywordflow">if</span> (M[i] != other.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i]) <a name="l01392"></a>01392 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l01393"></a>01393 <a name="l01394"></a>01394 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l01395"></a>01395 } <a name="l01396"></a>01396 <a name="l01397"></a>01397 <a name="l01398"></a>01398 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01399"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#99b4c127f31033b5f7314b98164b99ed">01399</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::operator!=</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> &other)<span class="keyword"> const</span> <a name="l01400"></a>01400 <span class="keyword"> </span>{ <a name="l01401"></a>01401 <span class="keywordflow">return</span> !(*<span class="keyword">this</span> == other); <a name="l01402"></a>01402 } <a name="l01403"></a>01403 <a name="l01404"></a>01404 <a name="l01405"></a>01405 <span class="comment">// Builds a right-handed perspective projection matrix based on a field of view</span> <a name="l01406"></a>01406 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01407"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#5bea6c6f5479720841cea61651e35879">01407</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildProjectionMatrixPerspectiveFovRH</a>( <a name="l01408"></a>01408 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar) <a name="l01409"></a>01409 { <a name="l01410"></a>01410 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> h = <a class="code" href="namespaceirr_1_1core.html#a01390f49052dfe07e16ee6c5233f4eb">reciprocal</a>(tan(fieldOfViewRadians*0.5)); <a name="l01411"></a>01411 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(aspectRatio==0.f); <span class="comment">//divide by zero</span> <a name="l01412"></a>01412 <span class="keyword">const</span> T w = h / aspectRatio; <a name="l01413"></a>01413 <a name="l01414"></a>01414 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span> <a name="l01415"></a>01415 M[0] = w; <a name="l01416"></a>01416 M[1] = 0; <a name="l01417"></a>01417 M[2] = 0; <a name="l01418"></a>01418 M[3] = 0; <a name="l01419"></a>01419 <a name="l01420"></a>01420 M[4] = 0; <a name="l01421"></a>01421 M[5] = (T)h; <a name="l01422"></a>01422 M[6] = 0; <a name="l01423"></a>01423 M[7] = 0; <a name="l01424"></a>01424 <a name="l01425"></a>01425 M[8] = 0; <a name="l01426"></a>01426 M[9] = 0; <a name="l01427"></a>01427 M[10] = (T)(zFar/(zNear-zFar)); <span class="comment">// DirectX version</span> <a name="l01428"></a>01428 <span class="comment">// M[10] = (T)(zFar+zNear/(zNear-zFar)); // OpenGL version</span> <a name="l01429"></a>01429 M[11] = -1; <a name="l01430"></a>01430 <a name="l01431"></a>01431 M[12] = 0; <a name="l01432"></a>01432 M[13] = 0; <a name="l01433"></a>01433 M[14] = (T)(zNear*zFar/(zNear-zFar)); <span class="comment">// DirectX version</span> <a name="l01434"></a>01434 <span class="comment">// M[14] = (T)(2.0f*zNear*zFar/(zNear-zFar)); // OpenGL version</span> <a name="l01435"></a>01435 M[15] = 0; <a name="l01436"></a>01436 <a name="l01437"></a>01437 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01438"></a>01438 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01439"></a>01439 <span class="preprocessor">#endif</span> <a name="l01440"></a>01440 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01441"></a>01441 } <a name="l01442"></a>01442 <a name="l01443"></a>01443 <a name="l01444"></a>01444 <span class="comment">// Builds a left-handed perspective projection matrix based on a field of view</span> <a name="l01445"></a>01445 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01446"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#1895b967a8f8c9d7ad90fe5434f2499f">01446</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildProjectionMatrixPerspectiveFovLH</a>( <a name="l01447"></a>01447 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> fieldOfViewRadians, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspectRatio, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar) <a name="l01448"></a>01448 { <a name="l01449"></a>01449 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28" title="64 bit floating point variable.">f64</a> h = <a class="code" href="namespaceirr_1_1core.html#a01390f49052dfe07e16ee6c5233f4eb">reciprocal</a>(tan(fieldOfViewRadians*0.5)); <a name="l01450"></a>01450 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(aspectRatio==0.f); <span class="comment">//divide by zero</span> <a name="l01451"></a>01451 <span class="keyword">const</span> T w = (T)(h / aspectRatio); <a name="l01452"></a>01452 <a name="l01453"></a>01453 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span> <a name="l01454"></a>01454 M[0] = w; <a name="l01455"></a>01455 M[1] = 0; <a name="l01456"></a>01456 M[2] = 0; <a name="l01457"></a>01457 M[3] = 0; <a name="l01458"></a>01458 <a name="l01459"></a>01459 M[4] = 0; <a name="l01460"></a>01460 M[5] = (T)h; <a name="l01461"></a>01461 M[6] = 0; <a name="l01462"></a>01462 M[7] = 0; <a name="l01463"></a>01463 <a name="l01464"></a>01464 M[8] = 0; <a name="l01465"></a>01465 M[9] = 0; <a name="l01466"></a>01466 M[10] = (T)(zFar/(zFar-zNear)); <a name="l01467"></a>01467 M[11] = 1; <a name="l01468"></a>01468 <a name="l01469"></a>01469 M[12] = 0; <a name="l01470"></a>01470 M[13] = 0; <a name="l01471"></a>01471 M[14] = (T)(-zNear*zFar/(zFar-zNear)); <a name="l01472"></a>01472 M[15] = 0; <a name="l01473"></a>01473 <a name="l01474"></a>01474 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01475"></a>01475 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01476"></a>01476 <span class="preprocessor">#endif</span> <a name="l01477"></a>01477 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01478"></a>01478 } <a name="l01479"></a>01479 <a name="l01480"></a>01480 <a name="l01481"></a>01481 <span class="comment">// Builds a left-handed orthogonal projection matrix.</span> <a name="l01482"></a>01482 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01483"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#e4a0618e2da724a26a5d8a201a63d8a5">01483</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildProjectionMatrixOrthoLH</a>( <a name="l01484"></a>01484 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar) <a name="l01485"></a>01485 { <a name="l01486"></a>01486 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span> <a name="l01487"></a>01487 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span> <a name="l01488"></a>01488 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span> <a name="l01489"></a>01489 M[0] = (T)(2/widthOfViewVolume); <a name="l01490"></a>01490 M[1] = 0; <a name="l01491"></a>01491 M[2] = 0; <a name="l01492"></a>01492 M[3] = 0; <a name="l01493"></a>01493 <a name="l01494"></a>01494 M[4] = 0; <a name="l01495"></a>01495 M[5] = (T)(2/heightOfViewVolume); <a name="l01496"></a>01496 M[6] = 0; <a name="l01497"></a>01497 M[7] = 0; <a name="l01498"></a>01498 <a name="l01499"></a>01499 M[8] = 0; <a name="l01500"></a>01500 M[9] = 0; <a name="l01501"></a>01501 M[10] = (T)(1/(zFar-zNear)); <a name="l01502"></a>01502 M[11] = 0; <a name="l01503"></a>01503 <a name="l01504"></a>01504 M[12] = 0; <a name="l01505"></a>01505 M[13] = 0; <a name="l01506"></a>01506 M[14] = (T)(zNear/(zNear-zFar)); <a name="l01507"></a>01507 M[15] = 1; <a name="l01508"></a>01508 <a name="l01509"></a>01509 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01510"></a>01510 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01511"></a>01511 <span class="preprocessor">#endif</span> <a name="l01512"></a>01512 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01513"></a>01513 } <a name="l01514"></a>01514 <a name="l01515"></a>01515 <a name="l01516"></a>01516 <span class="comment">// Builds a right-handed orthogonal projection matrix.</span> <a name="l01517"></a>01517 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01518"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#e7a837a3b2d86bfc830d25c6144b7a46">01518</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildProjectionMatrixOrthoRH</a>( <a name="l01519"></a>01519 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar) <a name="l01520"></a>01520 { <a name="l01521"></a>01521 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span> <a name="l01522"></a>01522 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span> <a name="l01523"></a>01523 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span> <a name="l01524"></a>01524 M[0] = (T)(2/widthOfViewVolume); <a name="l01525"></a>01525 M[1] = 0; <a name="l01526"></a>01526 M[2] = 0; <a name="l01527"></a>01527 M[3] = 0; <a name="l01528"></a>01528 <a name="l01529"></a>01529 M[4] = 0; <a name="l01530"></a>01530 M[5] = (T)(2/heightOfViewVolume); <a name="l01531"></a>01531 M[6] = 0; <a name="l01532"></a>01532 M[7] = 0; <a name="l01533"></a>01533 <a name="l01534"></a>01534 M[8] = 0; <a name="l01535"></a>01535 M[9] = 0; <a name="l01536"></a>01536 M[10] = (T)(1/(zNear-zFar)); <a name="l01537"></a>01537 M[11] = 0; <a name="l01538"></a>01538 <a name="l01539"></a>01539 M[12] = 0; <a name="l01540"></a>01540 M[13] = 0; <a name="l01541"></a>01541 M[14] = (T)(zNear/(zNear-zFar)); <a name="l01542"></a>01542 M[15] = -1; <a name="l01543"></a>01543 <a name="l01544"></a>01544 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01545"></a>01545 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01546"></a>01546 <span class="preprocessor">#endif</span> <a name="l01547"></a>01547 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01548"></a>01548 } <a name="l01549"></a>01549 <a name="l01550"></a>01550 <a name="l01551"></a>01551 <span class="comment">// Builds a right-handed perspective projection matrix.</span> <a name="l01552"></a>01552 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01553"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#649a29922f622503399bcb16c97b78b4">01553</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildProjectionMatrixPerspectiveRH</a>( <a name="l01554"></a>01554 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar) <a name="l01555"></a>01555 { <a name="l01556"></a>01556 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span> <a name="l01557"></a>01557 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span> <a name="l01558"></a>01558 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span> <a name="l01559"></a>01559 M[0] = (T)(2*zNear/widthOfViewVolume); <a name="l01560"></a>01560 M[1] = 0; <a name="l01561"></a>01561 M[2] = 0; <a name="l01562"></a>01562 M[3] = 0; <a name="l01563"></a>01563 <a name="l01564"></a>01564 M[4] = 0; <a name="l01565"></a>01565 M[5] = (T)(2*zNear/heightOfViewVolume); <a name="l01566"></a>01566 M[6] = 0; <a name="l01567"></a>01567 M[7] = 0; <a name="l01568"></a>01568 <a name="l01569"></a>01569 M[8] = 0; <a name="l01570"></a>01570 M[9] = 0; <a name="l01571"></a>01571 M[10] = (T)(zFar/(zNear-zFar)); <a name="l01572"></a>01572 M[11] = -1; <a name="l01573"></a>01573 <a name="l01574"></a>01574 M[12] = 0; <a name="l01575"></a>01575 M[13] = 0; <a name="l01576"></a>01576 M[14] = (T)(zNear*zFar/(zNear-zFar)); <a name="l01577"></a>01577 M[15] = 0; <a name="l01578"></a>01578 <a name="l01579"></a>01579 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01580"></a>01580 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01581"></a>01581 <span class="preprocessor">#endif</span> <a name="l01582"></a>01582 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01583"></a>01583 } <a name="l01584"></a>01584 <a name="l01585"></a>01585 <a name="l01586"></a>01586 <span class="comment">// Builds a left-handed perspective projection matrix.</span> <a name="l01587"></a>01587 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01588"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8306f02451b06f8e6710f23631654086">01588</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildProjectionMatrixPerspectiveLH</a>( <a name="l01589"></a>01589 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> widthOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> heightOfViewVolume, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zNear, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zFar) <a name="l01590"></a>01590 { <a name="l01591"></a>01591 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(widthOfViewVolume==0.f); <span class="comment">//divide by zero</span> <a name="l01592"></a>01592 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(heightOfViewVolume==0.f); <span class="comment">//divide by zero</span> <a name="l01593"></a>01593 <a class="code" href="irr_types_8h.html#12f3b5fd18ca108f90c5c74db602267e" title="define a break macro for debugging.">_IRR_DEBUG_BREAK_IF</a>(zNear==zFar); <span class="comment">//divide by zero</span> <a name="l01594"></a>01594 M[0] = (T)(2*zNear/widthOfViewVolume); <a name="l01595"></a>01595 M[1] = 0; <a name="l01596"></a>01596 M[2] = 0; <a name="l01597"></a>01597 M[3] = 0; <a name="l01598"></a>01598 <a name="l01599"></a>01599 M[4] = 0; <a name="l01600"></a>01600 M[5] = (T)(2*zNear/heightOfViewVolume); <a name="l01601"></a>01601 M[6] = 0; <a name="l01602"></a>01602 M[7] = 0; <a name="l01603"></a>01603 <a name="l01604"></a>01604 M[8] = 0; <a name="l01605"></a>01605 M[9] = 0; <a name="l01606"></a>01606 M[10] = (T)(zFar/(zFar-zNear)); <a name="l01607"></a>01607 M[11] = 1; <a name="l01608"></a>01608 <a name="l01609"></a>01609 M[12] = 0; <a name="l01610"></a>01610 M[13] = 0; <a name="l01611"></a>01611 M[14] = (T)(zNear*zFar/(zNear-zFar)); <a name="l01612"></a>01612 M[15] = 0; <a name="l01613"></a>01613 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01614"></a>01614 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01615"></a>01615 <span class="preprocessor">#endif</span> <a name="l01616"></a>01616 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01617"></a>01617 } <a name="l01618"></a>01618 <a name="l01619"></a>01619 <a name="l01620"></a>01620 <span class="comment">// Builds a matrix that flattens geometry into a plane.</span> <a name="l01621"></a>01621 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01622"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#583d0ece1d80f69101660e1cbe441768">01622</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildShadowMatrix</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& light, <a class="code" href="classirr_1_1core_1_1plane3d.html" title="Template plane class with some intersection testing methods.">core::plane3df</a> plane, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> point) <a name="l01623"></a>01623 { <a name="l01624"></a>01624 plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.normalize(); <a name="l01625"></a>01625 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> d = plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.dotProduct(light); <a name="l01626"></a>01626 <a name="l01627"></a>01627 M[ 0] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.X * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + d); <a name="l01628"></a>01628 M[ 1] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.X * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>); <a name="l01629"></a>01629 M[ 2] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.X * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>); <a name="l01630"></a>01630 M[ 3] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.X * point); <a name="l01631"></a>01631 <a name="l01632"></a>01632 M[ 4] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.Y * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>); <a name="l01633"></a>01633 M[ 5] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.Y * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + d); <a name="l01634"></a>01634 M[ 6] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.Y * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>); <a name="l01635"></a>01635 M[ 7] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.Y * point); <a name="l01636"></a>01636 <a name="l01637"></a>01637 M[ 8] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.Z * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>); <a name="l01638"></a>01638 M[ 9] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.Z * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>); <a name="l01639"></a>01639 M[10] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.Z * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + d); <a name="l01640"></a>01640 M[11] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#932ca6e90e55cdceedb4f15ab706b719" title="Normal vector of the plane.">Normal</a>.Z * point); <a name="l01641"></a>01641 <a name="l01642"></a>01642 M[12] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#fa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>); <a name="l01643"></a>01643 M[13] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#fa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>); <a name="l01644"></a>01644 M[14] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#fa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * light.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>); <a name="l01645"></a>01645 M[15] = (T)(-plane.<a class="code" href="classirr_1_1core_1_1plane3d.html#fa304cf77cf1a3aae2351d5add5606a8" title="Distance from origin.">D</a> * point + d); <a name="l01646"></a>01646 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01647"></a>01647 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01648"></a>01648 <span class="preprocessor">#endif</span> <a name="l01649"></a>01649 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01650"></a>01650 } <a name="l01651"></a>01651 <a name="l01652"></a>01652 <span class="comment">// Builds a left-handed look-at matrix.</span> <a name="l01653"></a>01653 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01654"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#78e15297c806006898df58498755ecd4">01654</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildCameraLookAtMatrixLH</a>( <a name="l01655"></a>01655 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& position, <a name="l01656"></a>01656 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& target, <a name="l01657"></a>01657 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& upVector) <a name="l01658"></a>01658 { <a name="l01659"></a>01659 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> zaxis = target - position; <a name="l01660"></a>01660 zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>(); <a name="l01661"></a>01661 <a name="l01662"></a>01662 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> xaxis = upVector.<a class="code" href="classirr_1_1core_1_1vector3d.html#a2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(zaxis); <a name="l01663"></a>01663 xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>(); <a name="l01664"></a>01664 <a name="l01665"></a>01665 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> yaxis = zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(xaxis); <a name="l01666"></a>01666 <a name="l01667"></a>01667 M[0] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01668"></a>01668 M[1] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01669"></a>01669 M[2] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01670"></a>01670 M[3] = 0; <a name="l01671"></a>01671 <a name="l01672"></a>01672 M[4] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01673"></a>01673 M[5] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01674"></a>01674 M[6] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01675"></a>01675 M[7] = 0; <a name="l01676"></a>01676 <a name="l01677"></a>01677 M[8] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01678"></a>01678 M[9] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01679"></a>01679 M[10] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01680"></a>01680 M[11] = 0; <a name="l01681"></a>01681 <a name="l01682"></a>01682 M[12] = (T)-xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position); <a name="l01683"></a>01683 M[13] = (T)-yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position); <a name="l01684"></a>01684 M[14] = (T)-zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position); <a name="l01685"></a>01685 M[15] = 1; <a name="l01686"></a>01686 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01687"></a>01687 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01688"></a>01688 <span class="preprocessor">#endif</span> <a name="l01689"></a>01689 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01690"></a>01690 } <a name="l01691"></a>01691 <a name="l01692"></a>01692 <a name="l01693"></a>01693 <span class="comment">// Builds a right-handed look-at matrix.</span> <a name="l01694"></a>01694 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01695"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#62ebd6002a5018c1096ac368f6be271a">01695</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildCameraLookAtMatrixRH</a>( <a name="l01696"></a>01696 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& position, <a name="l01697"></a>01697 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& target, <a name="l01698"></a>01698 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a>& upVector) <a name="l01699"></a>01699 { <a name="l01700"></a>01700 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> zaxis = position - target; <a name="l01701"></a>01701 zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>(); <a name="l01702"></a>01702 <a name="l01703"></a>01703 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> xaxis = upVector.<a class="code" href="classirr_1_1core_1_1vector3d.html#a2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(zaxis); <a name="l01704"></a>01704 xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>(); <a name="l01705"></a>01705 <a name="l01706"></a>01706 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">vector3df</a> yaxis = zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#a2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a>(xaxis); <a name="l01707"></a>01707 <a name="l01708"></a>01708 M[0] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01709"></a>01709 M[1] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01710"></a>01710 M[2] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01711"></a>01711 M[3] = 0; <a name="l01712"></a>01712 <a name="l01713"></a>01713 M[4] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01714"></a>01714 M[5] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01715"></a>01715 M[6] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01716"></a>01716 M[7] = 0; <a name="l01717"></a>01717 <a name="l01718"></a>01718 M[8] = (T)xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01719"></a>01719 M[9] = (T)yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01720"></a>01720 M[10] = (T)zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01721"></a>01721 M[11] = 0; <a name="l01722"></a>01722 <a name="l01723"></a>01723 M[12] = (T)-xaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position); <a name="l01724"></a>01724 M[13] = (T)-yaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position); <a name="l01725"></a>01725 M[14] = (T)-zaxis.<a class="code" href="classirr_1_1core_1_1vector3d.html#0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a>(position); <a name="l01726"></a>01726 M[15] = 1; <a name="l01727"></a>01727 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01728"></a>01728 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01729"></a>01729 <span class="preprocessor">#endif</span> <a name="l01730"></a>01730 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01731"></a>01731 } <a name="l01732"></a>01732 <a name="l01733"></a>01733 <a name="l01734"></a>01734 <span class="comment">// creates a new matrix as interpolated matrix from this and the passed one.</span> <a name="l01735"></a>01735 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01736"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#0c9ed4a87ab8a1340e075490cd9de309">01736</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::interpolate</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::CMatrix4<T></a>& b, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> time)<span class="keyword"> const</span> <a name="l01737"></a>01737 <span class="keyword"> </span>{ <a name="l01738"></a>01738 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> mat ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> ); <a name="l01739"></a>01739 <a name="l01740"></a>01740 <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0; i < 16; i += 4) <a name="l01741"></a>01741 { <a name="l01742"></a>01742 mat.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i+0] = (T)(M[i+0] + ( b.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i+0] - M[i+0] ) * time); <a name="l01743"></a>01743 mat.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i+1] = (T)(M[i+1] + ( b.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i+1] - M[i+1] ) * time); <a name="l01744"></a>01744 mat.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i+2] = (T)(M[i+2] + ( b.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i+2] - M[i+2] ) * time); <a name="l01745"></a>01745 mat.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i+3] = (T)(M[i+3] + ( b.<a class="code" href="classirr_1_1core_1_1_c_matrix4.html#3dfa74f5c28cc7539c9438e115ab1f23" title="Matrix data, stored in row-major order.">M</a>[i+3] - M[i+3] ) * time); <a name="l01746"></a>01746 } <a name="l01747"></a>01747 <span class="keywordflow">return</span> mat; <a name="l01748"></a>01748 } <a name="l01749"></a>01749 <a name="l01750"></a>01750 <a name="l01751"></a>01751 <span class="comment">// returns transposed matrix</span> <a name="l01752"></a>01752 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01753"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#83e8a629180ab12262d2e2cf52c7991b">01753</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::getTransposed</a>()<span class="keyword"> const</span> <a name="l01754"></a>01754 <span class="keyword"> </span>{ <a name="l01755"></a>01755 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> t ( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7bb79712227617f706ed57a34f3eb4fe3566901f796f109f56c30a682ec132b3">EM4CONST_NOTHING</a> ); <a name="l01756"></a>01756 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#83e8a629180ab12262d2e2cf52c7991b" title="Gets transposed matrix.">getTransposed</a> ( t ); <a name="l01757"></a>01757 <span class="keywordflow">return</span> t; <a name="l01758"></a>01758 } <a name="l01759"></a>01759 <a name="l01760"></a>01760 <a name="l01761"></a>01761 <span class="comment">// returns transposed matrix</span> <a name="l01762"></a>01762 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01763"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#bc4f641ad798591424020e38efe21636">01763</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::getTransposed</a>( <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& o )<span class="keyword"> const</span> <a name="l01764"></a>01764 <span class="keyword"> </span>{ <a name="l01765"></a>01765 o[ 0] = M[ 0]; <a name="l01766"></a>01766 o[ 1] = M[ 4]; <a name="l01767"></a>01767 o[ 2] = M[ 8]; <a name="l01768"></a>01768 o[ 3] = M[12]; <a name="l01769"></a>01769 <a name="l01770"></a>01770 o[ 4] = M[ 1]; <a name="l01771"></a>01771 o[ 5] = M[ 5]; <a name="l01772"></a>01772 o[ 6] = M[ 9]; <a name="l01773"></a>01773 o[ 7] = M[13]; <a name="l01774"></a>01774 <a name="l01775"></a>01775 o[ 8] = M[ 2]; <a name="l01776"></a>01776 o[ 9] = M[ 6]; <a name="l01777"></a>01777 o[10] = M[10]; <a name="l01778"></a>01778 o[11] = M[14]; <a name="l01779"></a>01779 <a name="l01780"></a>01780 o[12] = M[ 3]; <a name="l01781"></a>01781 o[13] = M[ 7]; <a name="l01782"></a>01782 o[14] = M[11]; <a name="l01783"></a>01783 o[15] = M[15]; <a name="l01784"></a>01784 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01785"></a>01785 <span class="preprocessor"></span> o.definitelyIdentityMatrix=definitelyIdentityMatrix; <a name="l01786"></a>01786 <span class="preprocessor">#endif</span> <a name="l01787"></a>01787 <span class="preprocessor"></span> } <a name="l01788"></a>01788 <a name="l01789"></a>01789 <a name="l01790"></a>01790 <span class="comment">// used to scale <-1,-1><1,1> to viewport</span> <a name="l01791"></a>01791 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01792"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#88a7d2f56d4ce637823379de308f673a">01792</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildNDCToDCMatrix</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1rect.html" title="Rectangle template.">core::rect<s32></a>& viewport, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zScale) <a name="l01793"></a>01793 { <a name="l01794"></a>01794 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> scaleX = (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#e313a3674095733348d5e8bcb75c49b4" title="Get width of rectangle.">getWidth</a>() - 0.75f ) * 0.5f; <a name="l01795"></a>01795 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> scaleY = -(viewport.<a class="code" href="classirr_1_1core_1_1rect.html#61b4192aa7aee5b55c288b1eac29d76b" title="Get height of rectangle.">getHeight</a>() - 0.75f ) * 0.5f; <a name="l01796"></a>01796 <a name="l01797"></a>01797 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> dx = -0.5f + ( (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#bd47b3a4967b2153e58984d964af6573" title="Upper left corner.">UpperLeftCorner</a>.X + viewport.<a class="code" href="classirr_1_1core_1_1rect.html#a7c7e38bbff5f32992f69b36fc8cec1e" title="Lower right corner.">LowerRightCorner</a>.X ) * 0.5f ); <a name="l01798"></a>01798 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> dy = -0.5f + ( (viewport.<a class="code" href="classirr_1_1core_1_1rect.html#bd47b3a4967b2153e58984d964af6573" title="Upper left corner.">UpperLeftCorner</a>.Y + viewport.<a class="code" href="classirr_1_1core_1_1rect.html#a7c7e38bbff5f32992f69b36fc8cec1e" title="Lower right corner.">LowerRightCorner</a>.Y ) * 0.5f ); <a name="l01799"></a>01799 <a name="l01800"></a>01800 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#45f876ed1aed2c3c98b87fee6d938604" title="Set matrix to identity.">makeIdentity</a>(); <a name="l01801"></a>01801 M[12] = (T)dx; <a name="l01802"></a>01802 M[13] = (T)dy; <a name="l01803"></a>01803 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#47117d44419af87e70084c01ab852049" title="Set Scale.">setScale</a>(<a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3d<T></a>((T)scaleX, (T)scaleY, (T)zScale)); <a name="l01804"></a>01804 } <a name="l01805"></a>01805 <a name="l01807"></a>01807 <a name="l01812"></a>01812 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01813"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#4802c6a89ad813e2919f68f512fb320f">01813</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildRotateFromTo</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& from, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& to) <a name="l01814"></a>01814 { <a name="l01815"></a>01815 <span class="comment">// unit vectors</span> <a name="l01816"></a>01816 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> f ( from ); <a name="l01817"></a>01817 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> t ( to ); <a name="l01818"></a>01818 f.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a> (); <a name="l01819"></a>01819 t.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a> (); <a name="l01820"></a>01820 <a name="l01821"></a>01821 <span class="comment">// axis multiplication by sin</span> <a name="l01822"></a>01822 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> vs ( t.<a class="code" href="classirr_1_1core_1_1vector3d.html#a2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a> ( f ) ); <a name="l01823"></a>01823 <a name="l01824"></a>01824 <span class="comment">// axis of rotation</span> <a name="l01825"></a>01825 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> v ( vs ); <a name="l01826"></a>01826 v.normalize(); <a name="l01827"></a>01827 <a name="l01828"></a>01828 <span class="comment">// cosinus angle</span> <a name="l01829"></a>01829 T ca = f.<a class="code" href="classirr_1_1core_1_1vector3d.html#0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a> ( t ); <a name="l01830"></a>01830 <a name="l01831"></a>01831 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> vt ( v * ( (T) 1 - ca ) ); <a name="l01832"></a>01832 <a name="l01833"></a>01833 M[0] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * v.X + ca; <a name="l01834"></a>01834 M[5] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * v.Y + ca; <a name="l01835"></a>01835 M[10] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * v.Z + ca; <a name="l01836"></a>01836 <a name="l01837"></a>01837 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> *= v.Y; <a name="l01838"></a>01838 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> *= v.X; <a name="l01839"></a>01839 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> *= v.Z; <a name="l01840"></a>01840 <a name="l01841"></a>01841 M[1] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - vs.Z; <a name="l01842"></a>01842 M[2] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + vs.Y; <a name="l01843"></a>01843 M[3] = (T) 0; <a name="l01844"></a>01844 <a name="l01845"></a>01845 M[4] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + vs.Z; <a name="l01846"></a>01846 M[6] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - vs.X; <a name="l01847"></a>01847 M[7] = (T) 0; <a name="l01848"></a>01848 <a name="l01849"></a>01849 M[8] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - vs.Y; <a name="l01850"></a>01850 M[9] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + vs.X; <a name="l01851"></a>01851 M[11] = (T) 0; <a name="l01852"></a>01852 <a name="l01853"></a>01853 M[12] = (T) 0; <a name="l01854"></a>01854 M[13] = (T) 0; <a name="l01855"></a>01855 M[14] = (T) 0; <a name="l01856"></a>01856 M[15] = (T) 1; <a name="l01857"></a>01857 <a name="l01858"></a>01858 <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01859"></a>01859 } <a name="l01860"></a>01860 <a name="l01862"></a>01862 <a name="l01868"></a>01868 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01869"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#d2dc80f2aed15900839389cf52f9e798">01869</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildAxisAlignedBillboard</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& camPos, <a name="l01870"></a>01870 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& center, <a name="l01871"></a>01871 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& translation, <a name="l01872"></a>01872 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& axis, <a name="l01873"></a>01873 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& from <a name="l01874"></a>01874 ) <a name="l01875"></a>01875 { <a name="l01876"></a>01876 <span class="comment">// axis of rotation</span> <a name="l01877"></a>01877 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> up = axis; <a name="l01878"></a>01878 up.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a> (); <a name="l01879"></a>01879 <a name="l01880"></a>01880 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> forward = camPos - center; <a name="l01881"></a>01881 forward.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a>(); <a name="l01882"></a>01882 <a name="l01883"></a>01883 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> right = up.<a class="code" href="classirr_1_1core_1_1vector3d.html#a2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a> ( forward ); <a name="l01884"></a>01884 right.<a class="code" href="classirr_1_1core_1_1vector3d.html#84a1861464ef70e6965c146732103c09" title="Normalizes the vector.">normalize</a> (); <a name="l01885"></a>01885 <a name="l01886"></a>01886 <span class="comment">// correct look vector</span> <a name="l01887"></a>01887 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> look = right.<a class="code" href="classirr_1_1core_1_1vector3d.html#a2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a> ( up ); <a name="l01888"></a>01888 <a name="l01889"></a>01889 <span class="comment">// rotate from to</span> <a name="l01890"></a>01890 <a name="l01891"></a>01891 <span class="comment">// axis multiplication by sin</span> <a name="l01892"></a>01892 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> vs = look.<a class="code" href="classirr_1_1core_1_1vector3d.html#a2470a12e1ef53f440c95df6249e9aa4" title="Calculates the cross product with another vector.">crossProduct</a> ( from ); <a name="l01893"></a>01893 <a name="l01894"></a>01894 <span class="comment">// cosinus angle</span> <a name="l01895"></a>01895 <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> ca = from.<a class="code" href="classirr_1_1core_1_1vector3d.html#0b247d39047c0e51ff16d0118bb396ab" title="Get the dot product with another vector.">dotProduct</a> ( look ); <a name="l01896"></a>01896 <a name="l01897"></a>01897 <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a> vt ( up * ( 1.f - ca ) ); <a name="l01898"></a>01898 <a name="l01899"></a>01899 M[0] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + ca; <a name="l01900"></a>01900 M[5] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + ca; <a name="l01901"></a>01901 M[10] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> * up.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + ca; <a name="l01902"></a>01902 <a name="l01903"></a>01903 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01904"></a>01904 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01905"></a>01905 vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> *= up.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01906"></a>01906 <a name="l01907"></a>01907 M[1] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01908"></a>01908 M[2] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01909"></a>01909 M[3] = (T) 0; <a name="l01910"></a>01910 <a name="l01911"></a>01911 M[4] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a>; <a name="l01912"></a>01912 M[6] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01913"></a>01913 M[7] = (T) 0; <a name="l01914"></a>01914 <a name="l01915"></a>01915 M[8] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a>; <a name="l01916"></a>01916 M[9] = vt.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> + vs.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a>; <a name="l01917"></a>01917 M[11] = (T) 0; <a name="l01918"></a>01918 <a name="l01919"></a>01919 <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8117628146ce654b3b292af7c49e25e2" title="Builds a combined matrix which translates to a center before rotation and translates...">setRotationCenter</a> ( center, translation ); <a name="l01920"></a>01920 <a name="l01921"></a>01921 } <a name="l01922"></a>01922 <a name="l01923"></a>01923 <a name="l01925"></a>01925 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01926"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#8117628146ce654b3b292af7c49e25e2">01926</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setRotationCenter</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& center, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html" title="3d vector template class with lots of operators and methods.">core::vector3df</a>& translation) <a name="l01927"></a>01927 { <a name="l01928"></a>01928 M[12] = -M[0]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[4]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[8]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> ); <a name="l01929"></a>01929 M[13] = -M[1]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[5]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[9]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> ); <a name="l01930"></a>01930 M[14] = -M[2]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#8c9ed06774dc668112bcefacb6e7732b" title="X coordinate of the vector.">X</a> - M[6]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#f8f87c2fe0ce717ade7c3d7419302fbd" title="Y coordinate of the vector.">Y</a> - M[10]*center.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> + (center.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> - translation.<a class="code" href="classirr_1_1core_1_1vector3d.html#c2beb702e718c3579971348981b220ed" title="Z coordinate of the vector.">Z</a> ); <a name="l01931"></a>01931 M[15] = (T) 1.0; <a name="l01932"></a>01932 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01933"></a>01933 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01934"></a>01934 <span class="preprocessor">#endif</span> <a name="l01935"></a>01935 <span class="preprocessor"></span> } <a name="l01936"></a>01936 <a name="l01949"></a>01949 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01950"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#fc72faaf2c883d9c0fdc1e0940d1acde">01950</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::buildTextureTransform</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad, <a name="l01951"></a>01951 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html" title="2d vector template class with lots of operators and methods.">core::vector2df</a> &rotatecenter, <a name="l01952"></a>01952 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html" title="2d vector template class with lots of operators and methods.">core::vector2df</a> &translate, <a name="l01953"></a>01953 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html" title="2d vector template class with lots of operators and methods.">core::vector2df</a> &scale) <a name="l01954"></a>01954 { <a name="l01955"></a>01955 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> c = cosf(rotateRad); <a name="l01956"></a>01956 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s = sinf(rotateRad); <a name="l01957"></a>01957 <a name="l01958"></a>01958 M[0] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>); <a name="l01959"></a>01959 M[1] = (T)(s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>); <a name="l01960"></a>01960 M[2] = 0; <a name="l01961"></a>01961 M[3] = 0; <a name="l01962"></a>01962 <a name="l01963"></a>01963 M[4] = (T)(-s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>); <a name="l01964"></a>01964 M[5] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>); <a name="l01965"></a>01965 M[6] = 0; <a name="l01966"></a>01966 M[7] = 0; <a name="l01967"></a>01967 <a name="l01968"></a>01968 M[8] = (T)(c * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> + -s * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#a4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> + translate.<a class="code" href="classirr_1_1core_1_1vector2d.html#8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a>); <a name="l01969"></a>01969 M[9] = (T)(s * scale.<a class="code" href="classirr_1_1core_1_1vector2d.html#a4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#8fabb0d10a3dd33b407b63bb3539be4d" title="X coordinate of vector.">X</a> + c * rotatecenter.<a class="code" href="classirr_1_1core_1_1vector2d.html#a4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a> + translate.<a class="code" href="classirr_1_1core_1_1vector2d.html#a4d36f518d3fc35a7aafcea33a31f76c" title="Y coordinate of vector.">Y</a>); <a name="l01970"></a>01970 M[10] = 1; <a name="l01971"></a>01971 M[11] = 0; <a name="l01972"></a>01972 <a name="l01973"></a>01973 M[12] = 0; <a name="l01974"></a>01974 M[13] = 0; <a name="l01975"></a>01975 M[14] = 0; <a name="l01976"></a>01976 M[15] = 1; <a name="l01977"></a>01977 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l01978"></a>01978 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l01979"></a>01979 <span class="preprocessor">#endif</span> <a name="l01980"></a>01980 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l01981"></a>01981 } <a name="l01982"></a>01982 <a name="l01983"></a>01983 <a name="l01984"></a>01984 <span class="comment">// rotate about z axis, center ( 0.5, 0.5 )</span> <a name="l01985"></a>01985 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l01986"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#445a7653292ae4ffb0baa50032a8674e">01986</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setTextureRotationCenter</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> rotateRad ) <a name="l01987"></a>01987 { <a name="l01988"></a>01988 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> c = cosf(rotateRad); <a name="l01989"></a>01989 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s = sinf(rotateRad); <a name="l01990"></a>01990 M[0] = (T)c; <a name="l01991"></a>01991 M[1] = (T)s; <a name="l01992"></a>01992 <a name="l01993"></a>01993 M[4] = (T)-s; <a name="l01994"></a>01994 M[5] = (T)c; <a name="l01995"></a>01995 <a name="l01996"></a>01996 M[8] = (T)(0.5f * ( s - c) + 0.5f); <a name="l01997"></a>01997 M[9] = (T)(-0.5f * ( s + c) + 0.5f); <a name="l01998"></a>01998 <a name="l01999"></a>01999 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l02000"></a>02000 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (rotateRad==0.0f); <a name="l02001"></a>02001 <span class="preprocessor">#endif</span> <a name="l02002"></a>02002 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l02003"></a>02003 } <a name="l02004"></a>02004 <a name="l02005"></a>02005 <a name="l02006"></a>02006 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l02007"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#2bab9633697a892f08d89c7aeee6daf6">02007</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setTextureTranslate</a> ( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y ) <a name="l02008"></a>02008 { <a name="l02009"></a>02009 M[8] = (T)x; <a name="l02010"></a>02010 M[9] = (T)y; <a name="l02011"></a>02011 <a name="l02012"></a>02012 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l02013"></a>02013 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (x==0.0f) && (y==0.0f); <a name="l02014"></a>02014 <span class="preprocessor">#endif</span> <a name="l02015"></a>02015 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l02016"></a>02016 } <a name="l02017"></a>02017 <a name="l02018"></a>02018 <a name="l02019"></a>02019 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l02020"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#7d999210cc7427e9d744271e50d26c3c">02020</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setTextureTranslateTransposed</a> ( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y ) <a name="l02021"></a>02021 { <a name="l02022"></a>02022 M[2] = (T)x; <a name="l02023"></a>02023 M[6] = (T)y; <a name="l02024"></a>02024 <a name="l02025"></a>02025 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l02026"></a>02026 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (x==0.0f) && (y==0.0f) ; <a name="l02027"></a>02027 <span class="preprocessor">#endif</span> <a name="l02028"></a>02028 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l02029"></a>02029 } <a name="l02030"></a>02030 <a name="l02031"></a>02031 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l02032"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#ed32a7a8da9c4cee5babe8f6b4aa7dd4">02032</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setTextureScale</a> ( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy ) <a name="l02033"></a>02033 { <a name="l02034"></a>02034 M[0] = (T)sx; <a name="l02035"></a>02035 M[5] = (T)sy; <a name="l02036"></a>02036 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l02037"></a>02037 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (sx==1.0f) && (sy==1.0f); <a name="l02038"></a>02038 <span class="preprocessor">#endif</span> <a name="l02039"></a>02039 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l02040"></a>02040 } <a name="l02041"></a>02041 <a name="l02042"></a>02042 <a name="l02043"></a>02043 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l02044"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#dbd668867d117dc9331e68abef0af221">02044</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setTextureScaleCenter</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sx, <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> sy ) <a name="l02045"></a>02045 { <a name="l02046"></a>02046 M[0] = (T)sx; <a name="l02047"></a>02047 M[5] = (T)sy; <a name="l02048"></a>02048 M[8] = (T)(0.5f - 0.5f * sx); <a name="l02049"></a>02049 M[9] = (T)(0.5f - 0.5f * sy); <a name="l02050"></a>02050 <a name="l02051"></a>02051 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l02052"></a>02052 <span class="preprocessor"></span> definitelyIdentityMatrix = definitelyIdentityMatrix && (sx==1.0f) && (sy==1.0f); <a name="l02053"></a>02053 <span class="preprocessor">#endif</span> <a name="l02054"></a>02054 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l02055"></a>02055 } <a name="l02056"></a>02056 <a name="l02057"></a>02057 <a name="l02058"></a>02058 <span class="comment">// sets all matrix data members at once</span> <a name="l02059"></a>02059 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l02060"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#e59fb2248865eba3026d13b9756ba1e1">02060</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setM</a>(<span class="keyword">const</span> T* data) <a name="l02061"></a>02061 { <a name="l02062"></a>02062 memcpy(M,data, 16*<span class="keyword">sizeof</span>(T)); <a name="l02063"></a>02063 <a name="l02064"></a>02064 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l02065"></a>02065 <span class="preprocessor"></span> definitelyIdentityMatrix=<span class="keyword">false</span>; <a name="l02066"></a>02066 <span class="preprocessor">#endif</span> <a name="l02067"></a>02067 <span class="preprocessor"></span> <span class="keywordflow">return</span> *<span class="keyword">this</span>; <a name="l02068"></a>02068 } <a name="l02069"></a>02069 <a name="l02070"></a>02070 <a name="l02071"></a>02071 <span class="comment">// sets if the matrix is definitely identity matrix</span> <a name="l02072"></a>02072 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l02073"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#87f7195337a2bf7a49978c2ec1100c0a">02073</a> <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::setDefinitelyIdentityMatrix</a>( <span class="keywordtype">bool</span> isDefinitelyIdentityMatrix) <a name="l02074"></a>02074 { <a name="l02075"></a>02075 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l02076"></a>02076 <span class="preprocessor"></span> definitelyIdentityMatrix = isDefinitelyIdentityMatrix; <a name="l02077"></a>02077 <span class="preprocessor">#endif</span> <a name="l02078"></a>02078 <span class="preprocessor"></span> } <a name="l02079"></a>02079 <a name="l02080"></a>02080 <a name="l02081"></a>02081 <span class="comment">// gets if the matrix is definitely identity matrix</span> <a name="l02082"></a>02082 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l02083"></a><a class="code" href="classirr_1_1core_1_1_c_matrix4.html#b91cb550bdacbc7b79a47d5b4ee5f4fa">02083</a> <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T>::getDefinitelyIdentityMatrix</a>()<span class="keyword"> const</span> <a name="l02084"></a>02084 <span class="keyword"> </span>{ <a name="l02085"></a>02085 <span class="preprocessor">#if defined ( USE_MATRIX_TEST )</span> <a name="l02086"></a>02086 <span class="preprocessor"></span> <span class="keywordflow">return</span> definitelyIdentityMatrix; <a name="l02087"></a>02087 <span class="preprocessor">#else</span> <a name="l02088"></a>02088 <span class="preprocessor"></span> <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l02089"></a>02089 <span class="preprocessor">#endif</span> <a name="l02090"></a>02090 <span class="preprocessor"></span> } <a name="l02091"></a>02091 <a name="l02092"></a>02092 <a name="l02093"></a>02093 <span class="comment">// Multiply by scalar.</span> <a name="l02094"></a>02094 <span class="keyword">template</span> <<span class="keyword">class</span> T> <a name="l02095"></a><a class="code" href="namespaceirr_1_1core.html#98c1475c8138a0493aa3db13c80a1252">02095</a> <span class="keyword">inline</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html#4173ab9beecf99940ba2eb01081f1613" title="Multiply by another matrix.">operator*</a>(<span class="keyword">const</span> T scalar, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<T></a>& mat) <a name="l02096"></a>02096 { <a name="l02097"></a>02097 <span class="keywordflow">return</span> mat*scalar; <a name="l02098"></a>02098 } <a name="l02099"></a>02099 <a name="l02100"></a>02100 <a name="l02102"></a><a class="code" href="namespaceirr_1_1core.html#73fa92e638c5ca97efd72da307cc9b65">02102</a> <span class="keyword">typedef</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">CMatrix4<f32></a> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">matrix4</a>; <a name="l02103"></a>02103 <a name="l02105"></a>02105 <a class="code" href="_irr_compile_config_8h.html#a93137544a73eaa2563931a1e665862d" title="Set FPU settings.">IRRLICHT_API</a> <span class="keyword">extern</span> <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">matrix4</a> <a class="code" href="namespaceirr_1_1core.html#c4561f3920d3fbfbfff74c9bed1f2713" title="global const identity matrix">IdentityMatrix</a>; <a name="l02106"></a>02106 <a name="l02107"></a>02107 } <span class="comment">// end namespace core</span> <a name="l02108"></a>02108 } <span class="comment">// end namespace irr</span> <a name="l02109"></a>02109 <a name="l02110"></a>02110 <span class="preprocessor">#endif</span> <a name="l02111"></a>02111 <span class="preprocessor"></span> </pre></div></div> <hr size="1"> <address style="align: right;"> <small> </small> </address> <table width="100%" border="0" cellspacing="0" cellpadding="2"> <tr> <td width="0"> <div align="left"><small><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="irrlicht.png" alt="The Irrlicht Engine" align="middle" border=0 width=88 height=31></a></small></div></td> <td> <div align="left"><small><em><font size="2">The <a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht Engine</a> Documentation © 2003-2009 by Nikolaus Gebhardt. 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