// // Mat4.h // libraries/script-engine/src // // Created by Anthony Thibault on 3/7/16. // Copyright 2016 High Fidelity, Inc. // // Scriptable 4x4 Matrix class library. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_Mat4_h #define hifi_Mat4_h #include #include #include #include #include #include "RegisteredMetaTypes.h" /**jsdoc * @namespace Mat4 * @variation 0 * * @hifi-interface * @hifi-client-entity * @hifi-avatar * @hifi-server-entity * @hifi-assignment-client */ /// Scriptable Mat4 object. Used exclusively in the JavaScript API class Mat4 : public QObject, protected QScriptable { Q_OBJECT public slots: /**jsdoc * @function Mat4(0).multiply * @param {Mat4} m1 * @param {Mat4} m2 * @returns {Mat4} */ glm::mat4 multiply(const glm::mat4& m1, const glm::mat4& m2) const; /**jsdoc * @function Mat4(0).createFromRotAndTrans * @param {Quat} rot * @param {Vec3} trans * @returns {Mat4} */ glm::mat4 createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const; /**jsdoc * @function Mat4(0).createFromScaleRotAndTrans * @param {Vec3} scale * @param {Quat} rot * @param {Vec3} trans * @returns {Mat4} */ glm::mat4 createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const; /**jsdoc * @function Mat4(0).createFromColumns * @param {Vec4} col0 * @param {Vec4} col1 * @param {Vec4} col2 * @param {Vec4} col * @returns {Mat4} */ glm::mat4 createFromColumns(const glm::vec4& col0, const glm::vec4& col1, const glm::vec4& col2, const glm::vec4& col3) const; /**jsdoc * @function Mat4(0).createFromArray * @param {number[]} numbers * @returns {Mat4} */ glm::mat4 createFromArray(const QVector& floats) const; /**jsdoc * @function Mat4(0).extractTranslation * @param {Mat4} m * @returns {Vec3} */ glm::vec3 extractTranslation(const glm::mat4& m) const; /**jsdoc * @function Mat4(0).extractRotation * @param {Mat4} m * @returns {Vec3} */ glm::quat extractRotation(const glm::mat4& m) const; /**jsdoc * @function Mat4(0).extractScale * @param {Mat4} m * @returns {Vec3} */ glm::vec3 extractScale(const glm::mat4& m) const; /**jsdoc * @function Mat4(0).transformPoint * @param {Mat4} m * @param {Vec3} point * @returns {Vec3} */ glm::vec3 transformPoint(const glm::mat4& m, const glm::vec3& point) const; /**jsdoc * @function Mat4(0).transformVector * @param {Mat4} m * @param {Vec3} vector * @returns {Vec3} */ glm::vec3 transformVector(const glm::mat4& m, const glm::vec3& vector) const; /**jsdoc * @function Mat4(0).inverse * @param {Mat4} m * @returns {Mat4} */ glm::mat4 inverse(const glm::mat4& m) const; /**jsdoc * @function Mat4(0).getFront * @param {Mat4} m * @returns {Vec3} */ // redundant, calls getForward which better describes the returned vector as a direction glm::vec3 getFront(const glm::mat4& m) const { return getForward(m); } /**jsdoc * @function Mat4(0).getForward * @param {Mat4} m * @returns {Vec3} */ glm::vec3 getForward(const glm::mat4& m) const; /**jsdoc * @function Mat4(0).getRight * @param {Mat4} m * @returns {Vec3} */ glm::vec3 getRight(const glm::mat4& m) const; /**jsdoc * @function Mat4(0).getUp * @param {Mat4} m * @returns {Vec3} */ glm::vec3 getUp(const glm::mat4& m) const; /**jsdoc * @function Mat4(0).print * @param {string} label * @param {Mat4} m * @param {boolean} [transpose=false] */ void print(const QString& label, const glm::mat4& m, bool transpose = false) const; }; #endif // hifi_Mat4_h