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84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#ifndef MATRIX3_HH
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#define MATRIX3_HH
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#include "vector3d.h"
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// matrix 3 is a rotation matrix
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class Matrix3{
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public:
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Vector3d right_;
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Vector3d up_;
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Vector3d at_;
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void buildFromPitchYawRoll( float pitch, float yaw, float roll );
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void setAsIdentity(void);
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void constructAroundPitch( float pitch );
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void constructAroundYaw( float pitch );
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void constructAroundRoll( float pitch );
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void getPitchYawRoll( float* pPitch, float* pYaw, float* pRoll );
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float getPitch();
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float getYaw();
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float getRoll();
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void transform( Vector3d v );
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// operators
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Matrix3& operator *=(const Matrix3& s)
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{
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float x, y, z;
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x = right_.dotProduct( s.right_.x(), s.up_.x(), s.at_.x() );
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y = right_.dotProduct( s.right_.y(), s.up_.y(), s.at_.y() );
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z = right_.dotProduct( s.right_.z(), s.up_.z(), s.at_.z() );
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right_.set( x, y, z );
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x = up_.dotProduct( s.right_.x(), s.up_.x(), s.at_.x() );
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y = up_.dotProduct( s.right_.y(), s.up_.y(), s.at_.y() );
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z = up_.dotProduct( s.right_.z(), s.up_.z(), s.at_.z() );
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up_.set( x, y, z );
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x = at_.dotProduct( s.right_.x(), s.up_.x(), s.at_.x() );
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y = at_.dotProduct( s.right_.y(), s.up_.y(), s.at_.y() );
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z = at_.dotProduct( s.right_.z(), s.up_.z(), s.at_.z() );
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at_.set( x, y, z );
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return *this;
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}
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Matrix3& operator =(const Matrix3& s)
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{
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right_ = s.right_;
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up_ = s.up_;
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at_ = s.at_;
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return *this;
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}
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private:
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};
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#endif // MATRIX_HH
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