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PHsTransform.h
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PHsTransform.h
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/*
2016.04.24
Created by PHJ.
*/
#ifndef _PHS_TRANSFORM_H
#define _PHS_TRANSFORM_H
#include "PHsCommon.h"
#include "PHsMatrix4D.h"
#include "PHsVector4D.h"
#include <utility>
namespace PHs
{
/*
TODO : Place your code here
*/
inline namespace PHsTransformation
{
class Transform
{
public:
using Space = enum __Transform_Space
{
Local,
World
};
private:
Matrix4D sTransform;
Matrix4D sInverseTransform;
public:
Transform();
Transform(Transform &&sNewTransform);
Transform(const Transform &sNewTransform);
~Transform() = default;
public:
Transform &operator=(Transform &&sNewTransform);
Transform &operator=(const Transform &sNewTransform);
Void rotateOrientation(Float nAngle, Vector4D &&sAngleAxis);
Void rotateOrientation(Float nAngle, const Vector4D &sAngleAxis);
Void rotateOrientationX(Float nAngleX, Space eRelativeSpace = Space::Local);
Void rotateOrientationY(Float nAngleY, Space eRelativeSpace = Space::Local);
Void rotateOrientationZ(Float nAngleZ, Space eRelativeSpace = Space::Local);
Void setPosition(Float nNewWorldX, Float nNewWorldY, Float nNewWorldZ);
Void movePosition(Float nDistanceX, Float nDistanceY, Float nDistanceZ, Space eRelativeSpace = Space::Local);
Vector4D getForward() const;
Vector4D getBackward() const;
Vector4D getRightward() const;
Vector4D getLeftward() const;
Vector4D getUpward() const;
Vector4D getDownward() const;
Vector4D getWorldAxisX() const;
Vector4D getWorldAxisY() const;
Vector4D getWorldAxisZ() const;
Vector4D getWorldPosition() const;
inline const Matrix4D &transformMatrix() const;
inline const Matrix4D &transformInverseMatrix() const;
};
inline const Matrix4D &Transform::transformMatrix() const
{
return this->sTransform;
}
inline const Matrix4D &Transform::transformInverseMatrix() const
{
return this->sInverseTransform;
}
}
}
#endif