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87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/Matrix4.h"
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#include "engines/wintermute/Vector2.h"
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#include <math.h>
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namespace WinterMute {
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//////////////////////////////////////////////////////////////////////////
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Matrix4::Matrix4() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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m[i][j] = 0.0f;
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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Matrix4::~Matrix4() {
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}
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//////////////////////////////////////////////////////////////////////////
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void Matrix4::Identity() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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m[i][j] = 0.0f;
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}
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}
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m[0][0] = 1.0f;
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m[1][1] = 1.0f;
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m[2][2] = 1.0f;
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m[3][3] = 1.0f;
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}
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//////////////////////////////////////////////////////////////////////////
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void Matrix4::RotationZ(float angle) {
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Identity();
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m[0][0] = cos(angle);
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m[1][1] = cos(angle);
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m[0][1] = sin(angle);
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m[1][0] = -sin(angle);
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}
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//////////////////////////////////////////////////////////////////////////
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void Matrix4::TransformVector2(Vector2 &vec) {
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float norm;
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norm = m[0][3] * vec.x + m[1][3] * vec.y + m[3][3];
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float x = (m[0][0] * vec.x + m[1][0] * vec.y + m[3][0]) / norm;
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float y = (m[0][1] * vec.x + m[1][1] * vec.y + m[3][1]) / norm;
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vec.x = x;
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vec.y = y;
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}
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} // end of namespace WinterMute
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