C++程序  |  59行  |  2.39 KB

/*
 * 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 radians, 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 radians, 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