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//
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// Created by Иван Ильин on 12.01.2021.
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//
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#ifndef ENGINE_MATRIX4X4_H
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#define ENGINE_MATRIX4X4_H
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#include <array>
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#include "Vec4D.h"
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#include "Vec3D.h"
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2021-10-12 20:18:56 +03:00
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class Matrix4x4 final {
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private:
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std::array<std::array<double, 4>, 4> _arr{};
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public:
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Matrix4x4 () = default;
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Matrix4x4& operator=(const Matrix4x4& matrix4X4) = default;
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[[nodiscard]] Matrix4x4 operator*(const Matrix4x4& matrix4X4) const;
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[[nodiscard]] Vec4D operator*(const Vec4D& point4D) const;
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[[nodiscard]] Vec3D operator*(const Vec3D& vec) const;
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2021-10-29 23:44:37 +03:00
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[[nodiscard]] Vec3D x() const;
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[[nodiscard]] Vec3D y() const;
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[[nodiscard]] Vec3D z() const;
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// Any useful matrix (static methods)
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Matrix4x4 static Identity();
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Matrix4x4 static Zero();
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Matrix4x4 static Constant (double value);
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Matrix4x4 static Scale(const Vec3D& factor);
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Matrix4x4 static Translation(const Vec3D& v);
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Matrix4x4 static Rotation(const Vec3D& r);
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Matrix4x4 static RotationX (double rx);
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Matrix4x4 static RotationY (double ry);
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Matrix4x4 static RotationZ (double rz);
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Matrix4x4 static Rotation (const Vec3D& v, double rv);
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Matrix4x4 static View(const Vec3D &left, const Vec3D &up, const Vec3D &lookAt, const Vec3D &eye);
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Matrix4x4 static Projection (double fov = 90.0, double aspect = 1.0, double ZNear = 1.0, double ZFar = 10.0);
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Matrix4x4 static ScreenSpace (int width, int height);
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};
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#endif //INC_3DZAVR_MATRIX4X4_H
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