1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
|
//
// glgrav - OpenGL N-Body gravity simulator
//
// Copyright (C) 2003 Ian Cowburn (ianc@noddybox.demon.co.uk)
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// -------------------------------------------------------------------------
//
// Matrix/vector handling
//
// $Id$
//
#ifndef MATRIX_H
#define MATRIX_H
#include "global.h"
template <class Ty> class Matrix
{
public:
Matrix()
{
int a,b;
for(a=0;a<3;a++)
for(b=0;b<3;b++)
mat[a][b]=0;
}
~Matrix()
{
}
void identity()
{
int a,b;
for(a=0;a<3;a++)
for(b=0;b<3;b++)
mat[a][b]=(a==b) ? 1:0;
}
void set(Ty x, Ty y, Ty z)
{
identity();
mat[0][0]=x;
mat[1][1]=y;
mat[2][2]=z;
mat[3][3]=1;
}
void get(Ty& x, Ty& y, Ty& z)
{
x=mat[0][0];
y=mat[1][1];
z=mat[2][2];
}
Matrix& operator*(Matrix<Ty>& m);
private:
Ty mat[4][4];
};
#endif
// END OF FILE //
|