Files
XCEngine/docs/api/math/matrix4/matrix4.md
ssdfasd 0f0ab8922a docs: fix naming conventions across threading, math, memory, core, and debug modules
threading/:
- Rename 19 camelCase method files to hyphenated names
- task-system: createtaskgroup→create-task-group, etc.
- tasksystemconfig: enabletaskprofiling→enable-task-profiling, etc.
- thread: getcurrentid→get-current-id, etc.
- task: addref→add-ref, getid→get-id, etc.

math/:
- Rename underscore operator files to hyphenated
- vector3: operator_add→operator-add, etc.
- matrix4: gettranslation→get-translation, etc.
- vector4: tovector3→to-vector3, constructor_vector3→constructor-vector3
- sphere: sphere_constructor→sphere-constructor, etc.

memory/:
- Remove duplicate memorymanager/ folder (kept manager/ which was correct)

core/:
- filewriter: Consolidate ctor-default.md and ctor-file.md into constructor.md
- Rename dtor.md→destructor.md

debug/:
- filelogsink: Rename construct.md→constructor.md, ~filelogsink.md→destructor.md

All overview pages updated with new file references.
2026-03-22 23:09:29 +08:00

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# Matrix4
**命名空间**: `XCEngine::Math`
**类型**: `struct`
**头文件**: `XCEngine/Math/Matrix4.h`
**描述**: 4x4 矩阵,用于 3D 变换(平移、旋转、缩放)、视图和投影计算
## 概述
`Matrix4` (别名 `Matrix4x4`) 是 XCEngine 中用于表示 4x4 变换矩阵的结构体。它支持标准的 3D 图形变换操作,包括平移、旋转、缩放,以及视图矩阵和投影矩阵的构建。该结构体采用列主序存储方式,适用于 GPU 渲染和物理计算场景。
## 结构体成员
| 成员 | 类型 | 描述 |
|------|------|------|
| `m[4][4]` | `float` | 矩阵元素数组 |
## 公共方法
| 方法 | 描述 |
|------|------|
| [`Identity`](identity.md) | 返回单位矩阵 |
| [`Zero`](zero.md) | 返回零矩阵 |
| [`Translation`](translation.md) | 创建平移矩阵 |
| [`Rotation`](rotation.md) | 从四元数创建旋转矩阵 |
| [`Scale`](scale.md) | 创建缩放矩阵 |
| [`TRS`](trs.md) | 创建组合变换矩阵 |
| [`LookAt`](lookat.md) | 创建视图矩阵 |
| [`Perspective`](perspective.md) | 创建透视投影矩阵 |
| [`Orthographic`](orthographic.md) | 创建正交投影矩阵 |
| [`RotationX`](rotationx.md) | 创建绕 X 轴旋转矩阵 |
| [`RotationY`](rotationy.md) | 创建绕 Y 轴旋转矩阵 |
| [`RotationZ`](rotationz.md) | 创建绕 Z 轴旋转矩阵 |
| [`operator*`](operator-mul.md) | 矩阵乘法 |
| [`MultiplyPoint`](multiplypoint.md) | 变换点w=1 |
| [`MultiplyVector`](multiplyvector.md) | 变换向量w=0 |
| [`Transpose`](transpose.md) | 转置矩阵 |
| [`Inverse`](inverse.md) | 求逆矩阵 |
| [`Determinant`](determinant.md) | 计算行列式 |
| [`GetTranslation`](get-translation.md) | 获取平移分量 |
| [`GetRotation`](get-rotation.md) | 获取旋转分量 |
| [`GetScale`](get-scale.md) | 获取缩放分量 |
| [`Decompose`](decompose.md) | 分解矩阵为变换分量 |
| [`operator[]`](operator-index.md) | 访问矩阵行数据 |
## 使用示例
```cpp
#include "XCEngine/Math/Matrix4.h"
#include "XCEngine/Math/Vector3.h"
#include "XCEngine/Math/Quaternion.h"
using namespace XCEngine::Math;
void MatrixExample() {
Matrix4 mat = Matrix4::TRS(
Vector3(1.0f, 2.0f, 3.0f),
Quaternion::FromEulerAngles(0.0f, 90.0f, 0.0f),
Vector3(1.5f, 1.5f, 1.5f)
);
Vector3 point(1.0f, 0.0f, 0.0f);
Vector3 transformed = mat.MultiplyPoint(point);
Matrix4 inv = mat.Inverse();
Matrix4 result = mat * inv;
}
```
## 相关文档
- [Vector3](../vector3/vector3.md) - 三维向量
- [Quaternion](../quaternion/quaternion.md) - 四元数
- [Matrix3](../matrix3/matrix3.md) - 3x3 矩阵