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////  Mat4.h//  libraries/script-engine/src////  Created by Anthony Thibault on 3/7/16.//  Copyright 2016 High Fidelity, Inc.//  Copyright 2023 Overte e.V.////  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//  SPDX-License-Identifier: Apache-2.0// /// @addtogroup ScriptEngine/// @{ #ifndef hifi_Mat4_h#define hifi_Mat4_h #include <QObject>#include <QString>#include <QVector>#include <glm/glm.hpp>#include "RegisteredMetaTypes.h"#include "Scriptable.h" /*@jsdoc * The <code>Mat4</code> API provides facilities for generating and using 4 x 4 matrices. These matrices are typically used to  * represent transforms (scale, rotate, and translate) that convert one coordinate system into another, or perspective  * transforms that convert 3D points into screen coordinates. * * @namespace Mat4 * @variation 0 * * @hifi-interface * @hifi-client-entity * @hifi-avatar * @hifi-server-entity * @hifi-assignment-client *//// Provides the <code><a href="https://apidocs.overte.org/Mat4.html">Mat4</a></code> scripting interfaceclass Mat4 : public QObject, protected Scriptable {    Q_OBJECT public slots:     /*@jsdoc     * Multiplies two matrices.     * @function Mat4(0).multiply     * @param {Mat4} m1 - The first matrix.     * @param {Mat4} m2 - The second matrix.     * @returns {Mat4} <code>m1</code> multiplied with <code>m2</code>.     */    glm::mat4 multiply(const glm::mat4& m1, const glm::mat4& m2) const;      /*@jsdoc     * Creates a matrix that represents a rotation and translation.     * @function Mat4(0).createFromRotAndTrans     * @param {Quat} rot - The rotation.     * @param {Vec3} trans - The translation.     * @returns {Mat4} The matrix that represents the rotation and translation.     * @example <caption>Create a matrix with rotation and translation.</caption>     * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);     * var trans = { x: 10, y: 11, z: 12 };     * var matrix = Mat4.createFromRotAndTrans(rot, trans);     * Mat4.print("Matrix:", matrix);     * // Matrix: dmat4x4((0.353553, 0.612372, -0.707107, 0.000000),     * //                 (-0.573223, 0.739199, 0.353553, 0.000000),     * //                 (0.739199, 0.280330, 0.612372, 0.000000),     * //                 (10.000000, 11.000000, 12.000000, 1.000000))     */    glm::mat4 createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const;     /*@jsdoc     * Creates a matrix that represents a scale, rotation, and translation.     * @function Mat4(0).createFromScaleRotAndTrans     * @param {Vec3} scale - The scale.     * @param {Quat} rot - The rotation.     * @param {Vec3} trans - The translation.     * @returns {Mat4} The matrix that represents the scale, rotation, and translation.     * @example <caption>Create a matrix with scale, rotation, and translation.</caption>     * var scale = Vec3.multiply(2, Vec3.ONE);     * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);     * var trans = { x: 10, y: 11, z: 12 };     * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);     * Mat4.print("Matrix:", matrix);     * // Matrix: dmat4x4((0.707107, 1.224745, -1.414214, 0.000000),     * //                 (-1.146447, 1.478398, 0.707107, 0.000000),     * //                 (1.478398, 0.560660, 1.224745, 0.000000),     * //                 (10.000000, 11.000000, 12.000000, 1.000000))     */    glm::mat4 createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const;     /*@jsdoc     * Creates a matrix from columns of values.     * @function Mat4(0).createFromColumns     * @param {Vec4} col0 - Column 0 values.     * @param {Vec4} col1 - Column 1 values.     * @param {Vec4} col2 - Column 2 values.     * @param {Vec4} col3 - Column 3 valuse.     * @returns {Mat4} The matrix with the specified columns values.     * @example <caption>Create a matrix from columns.</caption>     * var col0 = { x: 0.707107, y: 1.224745, z: -1.414214, w: 0.0 };     * var col1 = { x: -1.146447, y: 1.478398, z: 0.707107, w: 0.0 };     * var col2 = { x: 1.478398, y: 0.560660, z: 1.224745, w: 0.0 };     * var col3 = { x: 10.0, y: 11.0, z: 12.0, w: 1.0 };     * var matrix = Mat4.createFromColumns(col0, col1, col2, col3);     * Mat4.print("Matrix:", matrix);     * //Matrix: dmat4x4((0.707107, 1.224745, -1.414214, 0.000000),     * //                (-1.146447, 1.478398, 0.707107, 0.000000),     * //                (1.478398, 0.560660, 1.224745, 0.000000),     * //                (10.000000, 11.000000, 12.000000, 1.000000))     */    glm::mat4 createFromColumns(const glm::vec4& col0, const glm::vec4& col1, const glm::vec4& col2, const glm::vec4& col3) const;     /*@jsdoc     * Creates a matrix from an array of values.     * @function Mat4(0).createFromArray     * @param {number[]} arr  - The array of values, starting with column 0.     * @returns {Mat4} The matrix with the specified values.     * @example <caption>Create a matrix from an array.</caption>     * var arr = [     *     0.707107, 1.224745, -1.414214, 0.0,     *     -1.146447, 1.478398, 0.707107, 0.0,     *     1.478398, 0.560660, 1.224745, 0.0,     *     10.0, 11.0, 12.0, 1.00     * ];     * var matrix = Mat4.createFromArray(arr);     * Mat4.print("Matrix:", matrix);     * //Matrix: dmat4x4((0.707107, 1.224745, -1.414214, 0.000000),     * //                (-1.146447, 1.478398, 0.707107, 0.000000),     * //                (1.478398, 0.560660, 1.224745, 0.000000),     * //                (10.000000, 11.000000, 12.000000, 1.000000))     */    glm::mat4 createFromArray(const QVector<float>& floats) const;      /*@jsdoc     * Extracts the translation from a matrix.     * @function Mat4(0).extractTranslation     * @param {Mat4} m - The matrix.     * @returns {Vec3} The translation contained in the matrix.     * @example <caption>Extract the translation from a matrix.</caption>     * var scale = Vec3.multiply(2, Vec3.ONE);     * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);     * var trans = { x: 10, y: 11, z: 12 };     * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);     *      * trans = Mat4.extractTranslation(matrix);     * print("Translation: " + JSON.stringify(trans));     * // Translation: {"x":10,"y":11,"z":12}     */    glm::vec3 extractTranslation(const glm::mat4& m) const;     /*@jsdoc     * Extracts the rotation from a matrix.     * @function Mat4(0).extractRotation     * @param {Mat4} m - The matrix.     * @returns {Quat} The rotation contained in the matrix.     * @example <caption>Extract the rotation from a matrix.</caption>     * var scale = Vec3.multiply(2, Vec3.ONE);     * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);     * var trans = { x: 10, y: 11, z: 12 };     * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);     *      * rot = Mat4.extractRotation(matrix);     * print("Rotation: " + JSON.stringify(Quat.safeEulerAngles(rot)));     * // Rotation: {"x":29.999998092651367,"y":45.00000762939453,"z":60.000003814697266}     */    glm::quat extractRotation(const glm::mat4& m) const;     /*@jsdoc     * Extracts the scale from a matrix.     * @function Mat4(0).extractScale     * @param {Mat4} m - The matrix.     * @returns {Vec3} The scale contained in the matrix.     * @example <caption>Extract the scale from a matrix.</caption>     * var scale = Vec3.multiply(2, Vec3.ONE);     * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);     * var trans = { x: 10, y: 11, z: 12 };     * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);     *      * scale = Mat4.extractScale(matrix);     * print("Scale: " + JSON.stringify(scale));     * // Scale: {"x":1.9999998807907104,"y":1.9999998807907104,"z":1.9999998807907104}     */    glm::vec3 extractScale(const glm::mat4& m) const;      /*@jsdoc     * Transforms a point into a new coordinate system: the point value is scaled, rotated, and translated.     * @function Mat4(0).transformPoint     * @param {Mat4} m - The transform to the new coordinate system.     * @param {Vec3} point - The point to transform.     * @returns {Vec3} The point in the new coordinate system.     * @example <caption>Transform a point.</caption>     * var scale = Vec3.multiply(2, Vec3.ONE);     * var rot = Quat.fromPitchYawRollDegrees(0, 45, 0);     * var trans = { x: 0, y: 10, z: 0 };     * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);     *      * var point = { x: 1, y: 1, z: 1 };     * var transformedPoint = Mat4.transformPoint(matrix, point);     * print("Transformed point: " + JSON.stringify(transformedPoint));     * // Transformed point: { "x": 2.8284270763397217, "y": 12, "z": -2.384185791015625e-7 }     */    glm::vec3 transformPoint(const glm::mat4& m, const glm::vec3& point) const;     /*@jsdoc     * Transforms a vector into a new coordinate system: the vector is scaled and rotated.     * @function Mat4(0).transformVector     * @param {Mat4} m - The transform to the new coordinate system.     * @param {Vec3} vector - The vector to transform.     * @returns {Vec3} The vector in the new coordinate system.     * @example <caption>Transform a vector.</caption>     * var scale = Vec3.multiply(2, Vec3.ONE);     * var rot = Quat.fromPitchYawRollDegrees(0, 45, 0);     * var trans = { x: 0, y: 10, z: 0 };     * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);     *     * var vector = { x: 1, y: 1, z: 1 };     * var transformedVector = Mat4.transformVector(matrix, vector);     * print("Transformed vector: " + JSON.stringify(transformedVector));     * // Transformed vector: { "x": 2.8284270763397217, "y": 2, "z": -2.384185791015625e-7 }     */    glm::vec3 transformVector(const glm::mat4& m, const glm::vec3& vector) const;      /*@jsdoc     * Calculates the inverse of a matrix.     * @function Mat4(0).inverse     * @param {Mat4} m - The matrix.     * @returns {Mat4} The inverse of the matrix.     * @example <caption>A matrix multiplied with its inverse is the unit matrix.</caption>     * var scale = Vec3.multiply(2, Vec3.ONE);     * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);     * var trans = { x: 10, y: 11, z: 12 };     * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);     * var inverse = Mat4.inverse(matrix);     * var multiplied = Mat4.multiply(matrix, inverse);     * Mat4.print("Multiplied:", multiplied);     * //Multiplied: dmat4x4((1.000000, 0.000000, 0.000000, 0.000000),     * //                    (0.000000, 1.000000, -0.000000, 0.000000),     * //                    (0.000000, 0.000000, 1.000000, 0.000000),     * //                    (0.000000, 0.000000, 0.000001, 1.000000))     */    glm::mat4 inverse(const glm::mat4& m) const;      /*@jsdoc     * Gets the "forward" direction that the camera would face if its orientation was set to the rotation contained in a      * matrix. The High Fidelity camera has axes x = right, y = up, -z = forward.      * <p>Synonym for {@link Mat4(0).getForward|getForward}.</p>     * @function Mat4(0).getFront     * @param {Mat4} m - The matrix.     * @returns {Vec3} The negative z-axis rotated by orientation.     */    // redundant, calls getForward which better describes the returned vector as a direction    glm::vec3 getFront(const glm::mat4& m) const { return getForward(m); }     /*@jsdoc     * Gets the "forward" direction that the camera would face if its orientation was set to the rotation contained in a     * matrix. The High Fidelity camera has axes x = right, y = up, -z = forward.     * @function Mat4(0).getForward     * @param {Mat4} m - The matrix.     * @returns {Vec3} The negative z-axis rotated by the rotation in the matrix.     * @example <caption>Demonstrate that the "forward" direction is the negative z-axis.</caption>     * var rot = Quat.IDENTITY;     * var trans = Vec3.ZERO;     * var matrix = Mat4.createFromRotAndTrans(rot, trans);     * var forward = Mat4.getForward(matrix);     * print("Forward: " + JSON.stringify(forward));     * // Forward: {"x":0,"y":0,"z":-1}     */    glm::vec3 getForward(const glm::mat4& m) const;     /*@jsdoc     * Gets the "right" direction that the camera would have if its orientation was set to the rotation contained in a matrix.      * The High Fidelity camera has axes x = right, y = up, -z = forward.     * @function Mat4(0).getRight     * @param {Mat4} m - The matrix.     * @returns {Vec3} The x-axis rotated by the rotation in the matrix.     */    glm::vec3 getRight(const glm::mat4& m) const;     /*@jsdoc     * Gets the "up" direction that the camera would have if its orientation was set to the rotation contained in a matrix. The      * High Fidelity camera has axes x = right, y = up, -z = forward.     * @function Mat4(0).getUp     * @param {Mat4} m - The matrix.     * @returns {Vec3} The y-axis rotated by the rotation in the matrix.     */    glm::vec3 getUp(const glm::mat4& m) const;      /*@jsdoc     * Prints a matrix to the program log as a label followed by the matrix's values.     * @function Mat4(0).print     * @param {string} label - The label to print.     * @param {Mat4} m - The matrix to print.     * @param {boolean} [transpose=false] - <code>true</code> to transpose the matrix before printing (so that it prints the      *     matrix's rows), <code>false</code> to not transpose the matrix (so that it prints the matrix's columns).     * @example <caption>Two ways of printing a label and matrix value.</caption>     * var scale = Vec3.multiply(2, Vec3.ONE);     * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);     * var trans = { x: 10, y: 11, z: 12 };     * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);     *      * Mat4.print("Matrix:", matrix);     * // Matrix: dmat4x4((0.707107, 1.224745, -1.414214, 0.000000),     * //                 (-1.146447, 1.478398, 0.707107, 0.000000),     * //                 (1.478398, 0.560660, 1.224745, 0.000000),     * //                 (10.000000, 11.000000, 12.000000, 1.000000))     *      * print("Matrix: " + JSON.stringify(matrix));     * // Matrix: {"r0c0":0.7071067094802856,"r1c0":1.2247446775436401,"r2c0":-1.4142136573791504,"r3c0":0,     * //          "r0c1": -1.1464465856552124, "r1c1": 1.4783978462219238, "r2c1": 0.7071066498756409, "r3c1": 0,     * //          "r0c2": 1.4783978462219238, "r1c2": 0.5606603026390076, "r2c2": 1.2247447967529297, "r3c2": 0,     * //          "r0c3": 10, "r1c3": 11, "r2c3": 12, "r3c3": 1}     */    void print(const QString& label, const glm::mat4& m, bool transpose = false) const;}; #endif // hifi_Mat4_h /// @}