Files
RP411/MUNGA/LINMTRX.h
T
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00

119 lines
3.0 KiB
C++

#pragma once
#include "affnmtrx.h"
#include "unitvec.h"
#include "rotation.h"
class LinearMatrix : public AffineMatrix
{
public:
static const LinearMatrix Identity;
LinearMatrix() { BuildIdentity(); }
LinearMatrix(int) { BuildIdentity(); }
LinearMatrix& operator=(const LinearMatrix &m) { AffineMatrix::operator=(m); return *this; }
LinearMatrix& operator=(const Origin &p) { AffineMatrix::operator=(p); return *this; }
LinearMatrix& operator=(const Hinge &hinge) { AffineMatrix::operator=(hinge); return *this; }
LinearMatrix& operator=(const EulerAngles &angles) { AffineMatrix::operator=(angles); return *this; }
LinearMatrix& operator=(const YawPitchRoll &angles) { AffineMatrix::operator=(angles); return *this; }
LinearMatrix& operator=(const Quaternion &q) { AffineMatrix::operator=(q); return *this; }
LinearMatrix& operator=(const Point3D &p) { AffineMatrix::operator=(p); return *this; }
LinearMatrix& operator=(const AffineMatrix &m);
LinearMatrix& operator=(const Matrix4x4 &m);
LinearMatrix& operator=(const TransposedMatrix &m);
void GetFromAxis(size_t index, UnitVector *v) const { AffineMatrix::GetFromAxis(index, v); }
void GetToAxis(size_t index, UnitVector *v) const { AffineMatrix::GetToAxis(index, v); }
LinearMatrix& SetFromAxis(size_t index, const UnitVector &v)
{
AffineMatrix::SetFromAxis(index, v);
return *this;
}
LinearMatrix& SetToAxis(size_t index, const UnitVector &v)
{
AffineMatrix::SetToAxis(index, v);
return *this;
}
LinearMatrix& Multiply(const LinearMatrix& m1, const LinearMatrix& m2)
{
AffineMatrix::Multiply(m1, m2);
return *this;
}
LinearMatrix& operator*=(const LinearMatrix& M)
{
LinearMatrix src(*this);
return Multiply(src, M);
}
LinearMatrix& Invert(const LinearMatrix& Source);
LinearMatrix& Invert()
{
LinearMatrix src(*this);
return Invert(src);
}
LinearMatrix& Multiply(const LinearMatrix &m, const Quaternion &q)
{
Check_Pointer(this);
Check(&m);
Check(&q);
AffineMatrix::Multiply(m, q);
return *this;
}
LinearMatrix& operator*=(const Quaternion &q)
{
Check(this);
LinearMatrix m(*this);
return Multiply(m, q);
}
LinearMatrix& Multiply(const LinearMatrix &m, const Point3D &p)
{
Check_Pointer(this);
Check(&m);
Check(&p);
AffineMatrix::Multiply(m, p);
return *this;
}
LinearMatrix& operator*=(const Point3D& p)
{
Check(this);
LinearMatrix m(*this);
return Multiply(m, p);
}
LinearMatrix& Normalize();
Logical TestInstance() const;
static Logical TestClass();
private:
LinearMatrix& Solve();
};
inline UnitVector& UnitVector::Multiply(const UnitVector &v, const LinearMatrix &m)
{
Check(&v);
Vector3D::Multiply(v, m);
return *this;
}
inline UnitVector& UnitVector::operator *=(const LinearMatrix &m)
{
UnitVector src(*this);
return Multiply(src, m);
}
inline Quaternion& Quaternion::Multiply(const Quaternion &q, const LinearMatrix &m)
{
Cast_Object(Vector3D*, this)->Multiply(SKIPPY_CAST(Vector3D, q), m);
return *this;
}
inline Quaternion& Quaternion::operator *=(const LinearMatrix &m)
{
Quaternion t(*this);
return Multiply(t, m);
}