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- NS_CC_MATH_BEGIN
- class CC_DLL Mat4
- {
- public:
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- union {
- __m128 col[4];
- float m[16];
- };
- float m[16];
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- Mat4();
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- Mat4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24,
- float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44);
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- Mat4(const float* mat);
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- Mat4(const Mat4& copy);
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- ~Mat4();
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- static void createLookAt(const Vec3& eyePosition, const Vec3& targetPosition, const Vec3& up, Mat4* dst);
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- static void createLookAt(float eyePositionX, float eyePositionY, float eyePositionZ,
- float targetCenterX, float targetCenterY, float targetCenterZ,
- float upX, float upY, float upZ, Mat4* dst);
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- static void createPerspective(float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane, Mat4* dst);
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- static void createOrthographic(float width, float height, float zNearPlane, float zFarPlane, Mat4* dst);
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- static void createOrthographicOffCenter(float left, float right, float bottom, float top,
- float zNearPlane, float zFarPlane, Mat4* dst);
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- static void createBillboard(const Vec3& objectPosition, const Vec3& cameraPosition,
- const Vec3& cameraUpVector, Mat4* dst);
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- static void createBillboard(const Vec3& objectPosition, const Vec3& cameraPosition,
- const Vec3& cameraUpVector, const Vec3& cameraForwardVector,
- Mat4* dst);
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- static void createScale(const Vec3& scale, Mat4* dst);
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- static void createScale(float xScale, float yScale, float zScale, Mat4* dst);
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- static void createRotation(const Quaternion& quat, Mat4* dst);
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- static void createRotation(const Vec3& axis, float angle, Mat4* dst);
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- static void createRotationX(float angle, Mat4* dst);
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- static void createRotationY(float angle, Mat4* dst);
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- static void createRotationZ(float angle, Mat4* dst);
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- static void createTranslation(const Vec3& translation, Mat4* dst);
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- static void createTranslation(float xTranslation, float yTranslation, float zTranslation, Mat4* dst);
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- void add(float scalar);
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- void add(float scalar, Mat4* dst);
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- void add(const Mat4& mat);
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- static void add(const Mat4& m1, const Mat4& m2, Mat4* dst);
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- bool decompose(Vec3* scale, Quaternion* rotation, Vec3* translation) const;
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- float determinant() const;
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- void getScale(Vec3* scale) const;
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- bool getRotation(Quaternion* rotation) const;
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- void getTranslation(Vec3* translation) const;
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- void getUpVector(Vec3* dst) const;
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- void getDownVector(Vec3* dst) const;
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- void getLeftVector(Vec3* dst) const;
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- void getRightVector(Vec3* dst) const;
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- void getForwardVector(Vec3* dst) const;
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- void getBackVector(Vec3* dst) const;
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- bool inverse();
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- Mat4 getInversed() const;
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- bool isIdentity() const;
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- void multiply(float scalar);
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- void multiply(float scalar, Mat4* dst) const;
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- static void multiply(const Mat4& mat, float scalar, Mat4* dst);
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- void multiply(const Mat4& mat);
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- static void multiply(const Mat4& m1, const Mat4& m2, Mat4* dst);
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- void negate();
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- Mat4 getNegated() const;
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- void rotate(const Quaternion& q);
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- void rotate(const Quaternion& q, Mat4* dst) const;
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- void rotate(const Vec3& axis, float angle);
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- void rotate(const Vec3& axis, float angle, Mat4* dst) const;
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- void rotateX(float angle);
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- void rotateX(float angle, Mat4* dst) const;
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- void rotateY(float angle);
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- void rotateY(float angle, Mat4* dst) const;
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- void rotateZ(float angle);
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- void rotateZ(float angle, Mat4* dst) const;
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- void scale(float value);
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- void scale(float value, Mat4* dst) const;
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- void scale(float xScale, float yScale, float zScale);
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- void scale(float xScale, float yScale, float zScale, Mat4* dst) const;
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- void scale(const Vec3& s);
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- void scale(const Vec3& s, Mat4* dst) const;
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- void set(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24,
- float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44);
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- void set(const float* mat);
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- void set(const Mat4& mat);
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- void setIdentity();
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- void setZero();
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- void subtract(const Mat4& mat);
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- static void subtract(const Mat4& m1, const Mat4& m2, Mat4* dst);
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- inline void transformPoint(Vec3* point) const { GP_ASSERT(point); transformVector(point->x, point->y, point->z, 1.0f, point); }
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- inline void transformPoint(const Vec3& point, Vec3* dst) const { GP_ASSERT(dst); transformVector(point.x, point.y, point.z, 1.0f, dst); }
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- void transformVector(Vec3* vector) const;
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- void transformVector(const Vec3& vector, Vec3* dst) const;
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- void transformVector(float x, float y, float z, float w, Vec3* dst) const;
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- void transformVector(Vec4* vector) const;
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- void transformVector(const Vec4& vector, Vec4* dst) const;
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- void translate(float x, float y, float z);
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- void translate(float x, float y, float z, Mat4* dst) const;
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- void translate(const Vec3& t);
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- void translate(const Vec3& t, Mat4* dst) const;
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- void transpose();
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- Mat4 getTransposed() const;
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- inline Mat4 operator+(const Mat4& mat) const;
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- inline Mat4& operator+=(const Mat4& mat);
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- inline Mat4 operator-(const Mat4& mat) const;
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- inline Mat4& operator-=(const Mat4& mat);
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- inline Mat4 operator-() const;
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- inline Mat4 operator*(const Mat4& mat) const;
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- inline Mat4& operator*=(const Mat4& mat);
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- static const Mat4 ZERO;
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- static const Mat4 IDENTITY;
- private:
- static void createBillboardHelper(const Vec3& objectPosition, const Vec3& cameraPosition,
- const Vec3& cameraUpVector, const Vec3* cameraForwardVector,
- Mat4* dst);
- };
- inline Vec3& operator*=(Vec3& v, const Mat4& m);
- inline Vec3 operator*(const Mat4& m, const Vec3& v);
- inline Vec4& operator*=(Vec4& v, const Mat4& m);
- inline Vec4 operator*(const Mat4& m, const Vec4& v);
- NS_CC_MATH_END
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