/// Copyright (c) 2010 Ruben Penalva. All rights reserved.
/// Redistribution and use in source and binary forms, with or without modification, 
/// are permitted provided that the following conditions are met:
///    1. Redistributions of source code must retain the above copyright notice, this 
///    list of conditions and the following disclaimer.
///    2. Redistributions in binary form must reproduce the above copyright notice,
///    this list of conditions and the following disclaimer in the documentation and/or
///    other materials provided with the distribution.
///    3. The name of the author may not be used to endorse or promote products derived
///    from this software without specific prior written permission.
///
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/// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 
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/// @file Matrix4x4.h
/// This source file is part of CUDA Ray Casting test.
/// The file holds the Matrix4x4 class declaration.
/// @author Ruben Penalva (ruben.penalva@rpenalva.com)
#ifndef _MATRIX_4X4_H_
#define _MATRIX_4X4_H_

#include "Vector3.h"

namespace CUDARayCasting
{

class Matrix4x4
{
public:
	Matrix4x4(void);

	~Matrix4x4(void);

	Matrix4x4& operator=(const Matrix4x4& m);

	void BuildIdentity(void);

	void BuildPerspective(float fovy, float aspect, float zNear, float zFar);

	void BuildView(const Vector3& eye, const Vector3& target, const Vector3& up); 

	void BuildTranslation(const Vector3& position);

	void BuildRotationX(float angle);

	void BuildRotationY(float angle);

	void BuildRotationZ(float angle);

	const float* GetData(void) const;

	Matrix4x4 Inverse(void) const;

	void Transponse(void);

	Vector3 GetTranslation(void) const;

	Vector3 operator*(const Vector3& vector);

	Vector3 operator*(const Vector3& vector) const;

	Matrix4x4 operator*(const Matrix4x4& matrix);

protected:
	float m_data[16];
};

}

#endif