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