include/matrix.h
branchpyrit
changeset 22 76b7bd51d64a
parent 0 3547b885df7e
child 34 28f6e8b9d5d1
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/include/matrix.h	Mon Dec 03 01:49:23 2007 +0100
@@ -0,0 +1,94 @@
+/*
+ * C++ RayTracer
+ * file: matrix.h
+ *
+ * Radek Brich, 2006
+ */
+
+/* not used at this time */
+
+#ifndef MATRIX_H
+#define MATRIX_H
+
+#include "vector.h"
+
+using namespace std;
+
+class Matrix
+{
+public:
+	Float data[4][4];
+
+	Matrix(): {};
+
+	// sum
+	friend Matrix operator+(const Matrix &a, const Matrix &b)
+	{
+		Matrix m = Matrix();
+		for (int i = 0; i < 4; i++)
+			for (int j = 0; j < 4; j++)
+				m.data[i][j] = a.data[i][j] + b.data[i][j];
+		return m;
+	}
+
+	// difference
+	friend Matrix operator-(const Matrix &a, const Matrix &b)
+	{
+		Matrix m = Matrix();
+		for (int i = 0; i < 4; i++)
+			for (int j = 0; j < 4; j++)
+				m.data[i][j] = a.data[i][j] - b.data[i][j];
+		return m;
+	}
+
+	// product
+	friend Matrix operator*(const Matrix &a, const Matrix &b)
+	{
+		Matrix m = Matrix();
+		for (int i = 0; i < 4; i++)
+			for (int j = 0; j < 4; j++)
+				m.data[i][j] =
+					a.data[i][0] * b.data[0][j] +
+					a.data[i][1] * b.data[1][j] +
+					a.data[i][2] * b.data[2][j] +
+					a.data[i][3] * b.data[3][j];
+		return m;
+	}
+
+	// negative
+	Matrix operator-()
+	{
+		Matrix m = Matrix();
+		for (int i = 0; i < 4; i++)
+			for (int j = 0; j < 4; j++)
+				m.data[i][j] = -data[i][j];
+		return m;
+	}
+
+	// product of matrix and scalar
+	Matrix operator*(const Float &f)
+	{
+		Matrix m = Matrix();
+		for (int i = 0; i < 4; i++)
+			for (int j = 0; j < 4; j++)
+				m.data[i][j] = data[i][j] * f;
+		return m;
+	}
+
+	friend Matrix operator*(const Float &f, Matrix &m) { return m * f; };
+
+	// product of matrix and vector
+	Vector3 operator*(const Vector3 &v)
+	{
+		Vector3 u = Vector3();
+		u.x = data[0][0] * v.x + data[0][1] * v.y + data[0][2] * v.z + data[0][3] * v.w;
+		u.y = data[1][0] * v.x + data[1][1] * v.y + data[1][2] * v.z + data[1][3] * v.w;
+		u.z = data[2][0] * v.x + data[2][1] * v.y + data[2][2] * v.z + data[2][3] * v.w;
+		u.w = data[3][0] * v.x + data[3][1] * v.y + data[3][2] * v.z + data[3][3] * v.w;
+		return u;
+	}
+
+	friend Matrix operator*(const Vector3 &v, Matrix &m) { return m * v; };
+};
+
+#endif