/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "math/matrix3.h" namespace Math { Matrix<3, 3>::Matrix() : MatrixType<3, 3>(), Rotation3D >() { } Matrix<3, 3>::Matrix(const MatrixBase<3, 3> &m) : MatrixType<3, 3>(m), Rotation3D >() { } void swap (float &a, float &b) { float c=a; a=b; b=c; } void Matrix<3, 3>::transpose() { swap(operator()(0,1), operator()(1,0)); swap(operator()(0,2), operator()(2,0)); swap(operator()(1,2), operator()(2,1)); } /** * Generates a lookat matrix. For reference, see * http://clb.demon.fi/MathGeoLib/docs/float3x3_LookAt.php */ void Matrix<3, 3>::buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection, const Math::Vector3d &modelUp, const Math::Vector3d &worldUp) { Math::Vector3d modelRight = Math::Vector3d::crossProduct(modelUp, modelForward); modelRight.normalize(); Math::Vector3d worldRight = Math::Vector3d::crossProduct(worldUp, targetDirection); worldRight.normalize(); Math::Vector3d perpWorldUp = Math::Vector3d::crossProduct(targetDirection, worldRight); perpWorldUp.normalize(); Math::Matrix3 m1; m1.getRow(0) << worldRight.x() << worldRight.y() << worldRight.z(); m1.getRow(1) << perpWorldUp.x() << perpWorldUp.y() << perpWorldUp.z(); m1.getRow(2) << targetDirection.x() << targetDirection.y() << targetDirection.z(); m1.transpose(); Math::Matrix3 m2; m2.getRow(0) << modelRight.x() << modelRight.y() << modelRight.z(); m2.getRow(1) << modelUp.x() << modelUp.y() << modelUp.z(); m2.getRow(2) << modelForward.x() << modelForward.y() << modelForward.z(); this->operator=(m1 * m2); } } // end of namespace Math