2019-02-26 16:41:28 -03:00

66 lines
1.6 KiB
C

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_MAT_44_H
#define B3_MAT_44_H
#include <bounce/common/math/vec4.h>
// A 4-by-4 matrix stored in column-major order.
struct b3Mat44
{
b3Mat44() { }
b3Mat44(const b3Vec4& _x, const b3Vec4& _y, const b3Vec4& _z, const b3Vec4& _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
void SetZero()
{
x.SetZero();
y.SetZero();
z.SetZero();
w.SetZero();
}
b3Vec4 x, y, z, w;
};
//
inline b3Mat44 operator*(float32 s, const b3Mat44& A)
{
return b3Mat44(s * A.x, s * A.y, s * A.z, s * A.w);
}
//
inline b3Vec4 operator*(const b3Mat44& A, const b3Vec4& v)
{
return v.x * A.x + v.y * A.y + v.z * A.z + v.w * A.w;
}
//
inline b3Mat44 operator*(const b3Mat44& A, const b3Mat44& B)
{
return b3Mat44(A * B.x, A * B.y, A * B.z, A * B.w);
}
#endif