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Matrix.h
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Matrix.h
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// Brett Layman
// 2/21/2018
#ifndef LAB3_MATRIX_H
#define LAB3_MATRIX_H
// base class for all matrix types
class Matrix {
protected:
float* thisMatrix; // stores actual matrix data
public:
int rows;
int columns;
// assign rows and columns
Matrix(int inRows, int inColumns){
rows = inRows;
columns = inColumns;
thisMatrix = new float[inColumns * inRows];
for (int i = 0; i < inColumns * inRows; ++i) {
thisMatrix[i] = 0;
}
}
float* getMatrix() const;
void createMatrix(float* mat);
void printMatrix();
};
// scale Matrix
class ScaleMatrix : public Matrix {
private:
float x; // x axis scalar
float y; // y axis scalar
float z; // z axis scalar
public:
// assign default x and y scaling
ScaleMatrix(int rows, int columns, float inX, float inY, float inZ) : Matrix(rows, columns){
x = inX;
y = inY;
z = inZ;
createMatrix(0);
}
void createMatrix(float time);
void setXYZ(float xscale, float yscale, float zscale) {
x = xscale;
y = yscale;
z = zscale;
createMatrix(0);
}
};
// translate Matrix
class TranslateMatrix : public Matrix {
private:
float x; // x shift
float y; // y shift
float z; // z shift
public:
// assign default x and y translation (shift)
TranslateMatrix(int rows, int columns, float inX, float inY, float inZ) : Matrix(rows, columns){
x = inX;
y = inY;
z = inZ;
createMatrix(0);
}
void createMatrix(float time);
void setXYZ(float inX, float inY, float inZ){
x = inX;
y = inY;
z = inZ;
createMatrix(0);
}
};
// rotate Matrix
class RotateMatrix : public Matrix {
private:
float x; // x rotation angle
float y; // y rotation angle
float z; // z rotation angle
public:
// set default angle in constructor
RotateMatrix(int rows, int columns, float inX, float inY, float inZ) : Matrix(rows, columns){
x = inX;
y = inY;
z = inZ;
}
void createZMatrix(float time);
void createXMatrix(float time);
void createYMatrix(float time);
void setXYZ(float inX, float inY, float inZ){
x = inX;
y = inY;
z = inZ;
}
};
// orthagonal projection matrix
class OrthoMatrix : public Matrix {
public:
OrthoMatrix(int rows, int columns) : Matrix(rows, columns){}
void createMatrix(float l, float r, float b, float t, float n, float f);
};
// perspective projection matrix
class PerspMatrix : public Matrix {
public:
PerspMatrix(int rows, int columns) : Matrix(rows, columns){}
void createMatrix(float width, float ratio, float n, float f);
};
// perspective projection matrix
class LookMatrix : public Matrix {
public:
LookMatrix(int rows, int columns) : Matrix(rows, columns){}
void createMatrix();
};
// perspective projection matrix
class IdentityMatrix : public Matrix {
public:
IdentityMatrix (int rows, int columns) : Matrix(rows, columns){
createMatrix();
}
void createMatrix();
};
#endif //LAB3_MATRIX_H