/* * 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