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JFOpenGLMatrix.h
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//
// JFOpenGLMatrix.h
// JFCommon
//
// Created by Jason Fuerstenberg on 2009/06/17.
// Copyright (c) 2009 Jason Fuerstenberg. All rights reserved.
//
// http://www.jayfuerstenberg.com
// jay@jayfuerstenberg.com
//
// 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.
// NOTE: Be sure to include OpenGL.framework in your project!
#import <Foundation/Foundation.h>
#if TARGET_OS_IPHONE || TARGET_IPHONE_SIMULATOR
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#elif TARGET_OS_MAC
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
#import <OpenGL/CGLTypes.h>
#endif
#import <math.h>
#import "JFOpenGLVertex.h"
/**
* Class for matrix math operations.
*
* This class is performance-optimized for games and constrained devices.
*
* 1 - No nested objects.
* 2 - Unrolled member structure (as shown below) to avoid array look-ups.
*
* m00 m01 m02 m03
* m10 m11 m12 m13
* m20 m21 m22 m23
* m30 m31 m32 m33
*/
@interface JFOpenGLMatrix : NSObject {
@public
GLfloat _m00;
GLfloat _m01;
GLfloat _m02;
GLfloat _m03;
GLfloat _m10;
GLfloat _m11;
GLfloat _m12;
GLfloat _m13;
GLfloat _m20;
GLfloat _m21;
GLfloat _m22;
GLfloat _m23;
GLfloat _m30;
GLfloat _m31;
GLfloat _m32;
GLfloat _m33;
}
#pragma mark - Object lifecycle methods
+ (id) matrix;
#pragma mark - Calculation methods
- (void) setZero;
- (void) setIdentity;
- (void) setTranslationX: (GLfloat) x y: (GLfloat) y z: (GLfloat) z;
- (void) setScaleX: (GLfloat) x y: (GLfloat) y z: (GLfloat) z;
- (void) setXAngle: (UInt16) angle;
- (void) setYAngle: (UInt16) angle;
- (void) setZAngle: (UInt16) angle;
- (void) multiplyVertex: (JFOpenGLVertex *) vertex;
- (void) mulitplyVertex: (JFOpenGLVertex *) vertex1 into: (JFOpenGLVertex *) vertex2;
- (void) mergeWith: (JFOpenGLMatrix *) other;
- (BOOL) invert;
#pragma mark - Other methods
- (BOOL) isIdentity;
@end