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1 /*
2  * Copyright (C) 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
5  * in compliance with the License. You may obtain a copy of the License at
6  *
7  * http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software distributed under the License
10  * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
11  * or implied. See the License for the specific language governing permissions and limitations under
12  * the License.
13  */
14 #ifndef MATRIX_H
15 #define MATRIX_H
16 
17 class Matrix {
18 public:
19     static const int MATRIX_SIZE = 16;
20     float mData[MATRIX_SIZE];
21     Matrix();
22     Matrix(const Matrix& src);
23     // Returns true if the two matrices have the same values.
24     bool equals(const Matrix& src);
25     // Loads this matrix with the identity matrix.
26     void identity();
27     // Loads this matrix with the data from src.
28     void loadWith(const Matrix& src);
29     // Translates this matrix by the given amounts.
30     void translate(float x, float y, float z);
31     // Scales this matrix by the given amounts.
32     void scale(float x, float y, float z);
33     // Rotates this matrix the given angle.
34     void rotate(float radians, float x, float y, float z);
35     // Sets this matrix to be the result of multiplying the given matrices.
36     void multiply(const Matrix& l, const Matrix& r);
37 
38     void print(const char* label);
39 
40     // Returns a new matrix representing the camera.
41     static Matrix* newLookAt(float eyeX, float eyeY, float eyeZ, float centerX,
42             float centerY, float centerZ, float upX, float upY, float upZ);
43     // Returns a new matrix representing the perspective matrix.
44     static Matrix* newFrustum(float left, float right, float bottom, float top,
45             float near, float far);
46     // Returns a new matrix representing the translation.
47     static Matrix* newTranslate(float x, float y, float z);
48     // Returns a new matrix representing the scaling.
49     static Matrix* newScale(float x, float y, float z);
50     // Returns a new matrix representing the rotation.
51     static Matrix* newRotate(float radians, float x, float y, float z);
52 
53     // Sets the given matrix to be the result of multiplying the given matrix by the given vector.
54     static void multiplyVector(float* result, const Matrix& lhs,
55             const float* rhs);
56 };
57 
58 #endif
59