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/**
 * $Id$
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#ifndef INCLUDED_MT_CmMatrix4x4

#define INCLUDED_MT_CmMatrix4x4

/**
 * A 4x4 matrix. This is an OpenGl style matrix (column major) meaning
 * that the vector {m[0][0],m[0][1],m[0][2],m[0][3]} is the first column of
 * the matrix , the same as what you get if you transform {1,0,0,0}.
 * This makes it easy to transform stuff to OpenGl. Please note that the
 * the other MoTo matrices are row major.
 *
 * This class should be deprecated in favour of the more consistent
 * MT_Matrix4x4. Please do not start using this class.
 */

#include "MT_Scalar.h"

class MT_Point3;
class MT_Vector3;

class MT_CmMatrix4x4
{

public :

	MT_CmMatrix4x4(
		const float value[4][4]
	);

	MT_CmMatrix4x4(
	);


	MT_CmMatrix4x4(
		const double value[16]
	);

	MT_CmMatrix4x4(
		const MT_CmMatrix4x4 & other
	);

	MT_CmMatrix4x4(
		const MT_Point3& orig,
		const MT_Vector3& dir,
		const MT_Vector3 up
	);

		void
	Identity(
	);

		void
	SetMatrix(
		const MT_CmMatrix4x4 & other
	);

		double*
	getPointer(
	);

	const
		double*
	getPointer(
	) const;

		void
	setElem(
		int pos,
		double newvalue
	);

		MT_Vector3
	GetRight(
	) const;

		MT_Vector3
	GetUp(
	) const;

		MT_Vector3
	GetDir(
	) const;

		MT_Point3
	GetPos(
	) const;

		void
	SetPos(
		const MT_Vector3 & v
	);

		double&
	operator (
	) (int row,int col)	{ return m_V[col][row]; }

	static
	    MT_CmMatrix4x4
    Perspective(
		MT_Scalar inLeft,
		MT_Scalar inRight,
		MT_Scalar inBottom,
		MT_Scalar inTop,
		MT_Scalar inNear,
		MT_Scalar inFar
	);

protected:
	union
	{
		double m_V[4][4];
		double m_Vflat[16];
	};
};

#endif //MT_CmMatrix4x4