GLEssentials/Source/Utility/matrixUtil.h
/* |
Copyright (C) 2015 Apple Inc. All Rights Reserved. |
See LICENSE.txt for this sample’s licensing information |
Abstract: |
Functions for performing matrix math. |
*/ |
#ifndef __MATRIX_UTIL_H__ |
#define __MATRIX_UTIL_H__ |
// Matrix is a column major floating point array |
// All matrices are 4x4 by unless the mtx3x3 prefix is specified in the function name |
// [ 0 4 8 12 ] |
// [ 1 5 9 13 ] |
// [ 2 6 10 14 ] |
// [ 3 7 11 15 ] |
// MTX = LeftHandSideMatrix * RightHandSideMatrix |
void mtxMultiply(float* ret, const float* lhs, const float* rhs); |
// MTX = IdentityMatrix |
void mtxLoadIdentity(float* mtx); |
// MTX = Transpos(SRC) |
void mtxTranspose(float* mtx, const float* src); |
// MTX = src^-1 |
void mtxInvert(float* mtx, const float* src); |
// MTX = PerspectiveProjectionMatrix |
void mtxLoadPerspective(float* mtx, float fov, float aspect, float nearZ, float farZ); |
// MTX = OrthographicProjectionMatrix |
void mtxLoadOrthographic(float* mtx, |
float left, float right, |
float bottom, float top, |
float nearZ, float farZ); |
// MTX = ObliqueProjectionMatrix(src, clipPlane) |
void mtxModifyObliqueProjection(float* mtx, const float* src, const float* plane); |
// MTX = TranlationMatrix |
void mtxLoadTranslate(float* mtx, float xTrans, float yTrans, float zTrans); |
// MTX = ScaleMatrix |
void mtxLoadScale(float* mtx, float xScale, float yScale, float zScale); |
// MTX = RotateXYZMatrix |
void mtxLoadRotate(float*mtx, float deg, float xAxis, float , float zAxis); |
// MTX = RotateXMatrix |
void mtxLoadRotateX(float* mtx, float deg); |
// MTX = RotateYMatrix |
void mtxLoadRotateY(float* mtx, float deg); |
// MTX = RotateZMatrix |
void mtxLoadRotateZ(float* mtx, float deg); |
// MTX = MTX * TranslationMatrix - Similar to glTranslate |
void mtxTranslateApply(float* mtx, float xTrans, float yTrans, float zTrans); |
// MTX = MTX * ScaleMatrix - Similar to glScale |
void mtxScaleApply(float* mtx, float xScale, float yScale, float zScale); |
// MTX = MTX * RotateXYZMatrix - Similar to glRotate |
void mtxRotateApply(float* mtx, float deg, float xAxis, float yAxis, float zAxis); |
// MTX = MTX * RotateXMatrix |
void mtxRotateXApply(float* mtx, float rad); |
// MTX = MTX * RotateYMatrix |
void mtxRotateYApply(float* mtx, float rad); |
// MTX = MTX * RotateZMatrix |
void mtxRotateZApply(float* mtx, float rad); |
// MTX = TranslationMatrix * MTX |
void mtxTranslateMatrix(float* mtx, float xTrans, float yTrans, float zTrans); |
// MTX = ScaleMatrix * MTX |
void mtxScaleMatrix(float* mtx, float xScale, float yScale, float zScale); |
// MTX = RotateXYZMatrix * MTX |
void mtxRotateMatrix(float* mtx, float rad, float xAxis, float yAxis, float zAxis); |
// MTX = RotateXMatrix * MTX |
void mtxRotateXMatrix(float* mtx, float rad); |
// MTX = RotateYMatrix * MTX |
void mtxRotateYMatrix(float* mtx, float rad); |
// MTX = RotateZMatrix * MTX |
void mtxRotateZMatrix(float* mtx, float rad); |
// 3x3 MTX = 3x3 IdendityMatrix |
void mtx3x3LoadIdentity(float* mtx); |
// 3x3 MTX = 3x3 LHS x 3x3 RHS |
void mtx3x3Multiply(float* mtx, const float* lhs, const float* rhs); |
// 3x3 MTX = TopLeft of MTX |
void mtx3x3FromTopLeftOf4x4(float* mtx, const float* src); |
// 3x3 MTX = Transpose(3x3 SRC) |
void mtx3x3Transpose(float* mtx, const float* src); |
// 3x3 MTX = 3x3 SRC^-1 |
void mtx3x3Invert(float* mtx, const float* src); |
#endif //__MATRIX_UTIL_H__ |
Copyright © 2015 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2015-08-07