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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
* in compliance with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
* or implied. See the License for the specific language governing permissions and limitations under
* the License.
*/
#ifndef MATRIX_H
#define MATRIX_H
class Matrix {
public:
static const int MATRIX_SIZE = 16;
float mData[MATRIX_SIZE];
Matrix();
Matrix(const Matrix& src);
// Returns true if the two matrices have the same values.
bool equals(const Matrix& src);
// Loads this matrix with the identity matrix.
void identity();
// Loads this matrix with the data from src.
void loadWith(const Matrix& src);
// Translates this matrix by the given amounts.
void translate(float x, float y, float z);
// Scales this matrix by the given amounts.
void scale(float x, float y, float z);
// Rotates this matrix the given angle.
void rotate(float degrees, float x, float y, float z);
// Sets this matrix to be the result of multiplying the given matrices.
void multiply(const Matrix& l, const Matrix& r);
void print(const char* label);
// Returns a new matrix representing the camera.
static Matrix* newLookAt(float eyeX, float eyeY, float eyeZ, float centerX,
float centerY, float centerZ, float upX, float upY, float upZ);
// Returns a new matrix representing the perspective matrix.
static Matrix* newFrustum(float left, float right, float bottom, float top,
float near, float far);
// Returns a new matrix representing the translation.
static Matrix* newTranslate(float x, float y, float z);
// Returns a new matrix representing the scaling.
static Matrix* newScale(float x, float y, float z);
// Returns a new matrix representing the rotation.
static Matrix* newRotate(float degrees, float x, float y, float z);
// Sets the given matrix to be the result of multiplying the given matrix by the given vector.
static void multiplyVector(float* result, const Matrix& lhs,
const float* rhs);
};
#endif