1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
|
//-----------------------------------------------------------------------------
// Name: mat3.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// 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.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
#include <Math/mat4.h>
class mat3 {
public:
mat3(float val = 1.0f);
mat3(float e0, float e1, float e2,
float e3, float e4, float e5,
float e6, float e7, float e8);
mat3(const float* rhs);
mat3(const mat4& m);
~mat3() {} // empty
// cast to pointer to a (float *) for glGetFloatv etc
operator float*() const { return (float*)this; }
operator const float*() const { return (const float*)this; }
inline float& operator()(int i, int j) { return entries[i + j * 3]; }
inline const float& operator()(int i, int j) const { return entries[i + j * 3]; }
inline float& operator[](int i) { return entries[i]; }
inline const float& operator[](int i) const { return entries[i]; }
vec3 operator*(const vec3& rhs) const;
// member variables
float entries[9];
};
|