/* ScummVM - Graphic Adventure Engine * * ScummVM 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 3 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, see . * */ #include "math/matrix4.h" #include "math/vector4d.h" #include "math/squarematrix.h" namespace Math { Matrix<4, 4>::Matrix() : MatrixType<4, 4>(), Rotation3D() { } Matrix<4, 4>::Matrix(const MatrixBase<4, 4> &m) : MatrixType<4, 4>(m), Rotation3D() { } void Matrix<4, 4>::transform(Vector3d *v, bool trans) const { Vector4d m; m(0, 0) = v->x(); m(1, 0) = v->y(); m(2, 0) = v->z(); m(3, 0) = (trans ? 1.f : 0.f); m = *this * m; v->set(m(0, 0), m(1, 0), m(2, 0)); } Vector3d Matrix<4, 4>::getPosition() const { return Vector3d(getValue(0, 3), getValue(1, 3), getValue(2, 3)); } void Matrix<4, 4>::setPosition(const Vector3d &v) { setValue(0, 3, v.x()); setValue(1, 3, v.y()); setValue(2, 3, v.z()); } Matrix3 Matrix<4, 4>::getRotation() const{ Matrix3 m2; m2.setValue(0, 0, getValue(0, 0)); m2.setValue(0, 1, getValue(0, 1)); m2.setValue(0, 2, getValue(0, 2)); m2.setValue(1, 0, getValue(1, 0)); m2.setValue(1, 1, getValue(1, 1)); m2.setValue(1, 2, getValue(1, 2)); m2.setValue(2, 0, getValue(2, 0)); m2.setValue(2, 1, getValue(2, 1)); m2.setValue(2, 2, getValue(2, 2)); return m2; } void Matrix<4, 4>::setRotation(const Matrix3 &m) { setValue(0, 0, m.getValue(0, 0)); setValue(0, 1, m.getValue(0, 1)); setValue(0, 2, m.getValue(0, 2)); setValue(1, 0, m.getValue(1, 0)); setValue(1, 1, m.getValue(1, 1)); setValue(1, 2, m.getValue(1, 2)); setValue(2, 0, m.getValue(2, 0)); setValue(2, 1, m.getValue(2, 1)); setValue(2, 2, m.getValue(2, 2)); } void Matrix<4, 4>::translate(const Vector3d &vec) { Vector3d v(vec); transform(&v, false); operator()(0, 3) += v.x(); operator()(1, 3) += v.y(); operator()(2, 3) += v.z(); } /** * Generates a lookat matrix. For reference, see * http://clb.confined.space/MathGeoLib/nightly/docs/float3x3_LookAt.php */ void Matrix<4, 4>::buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection, const Math::Vector3d &modelUp, const Math::Vector3d &worldUp) { Matrix3 rotation; rotation.buildFromTargetDir(modelForward, targetDirection, modelUp, worldUp); this->setRotation(rotation); } void Matrix<4, 4>::invertAffineOrthonormal() { Matrix3 rotation(getRotation()); rotation.transpose(); Vector3d position(getPosition().getNegative()); rotation.transformVector(&position); setRotation(rotation); setPosition(position); } void swap(float &a, float &b); void Matrix<4, 4>::transpose() { swap(operator ()(0,1), operator ()(1,0)); swap(operator ()(0,2), operator ()(2,0)); swap(operator ()(0,3), operator ()(3,0)); swap(operator ()(1,2), operator ()(2,1)); swap(operator ()(1,3), operator ()(3,1)); swap(operator ()(2,3), operator ()(3,2)); } } // end of namespace Math