mirror of
https://github.com/libretro/scummvm.git
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137 lines
4.1 KiB
C++
137 lines
4.1 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "titanic/star_control/fmatrix.h"
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#include "titanic/support/simple_file.h"
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namespace Titanic {
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// Non-member functions
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void matProd(const FMatrix &a, const FMatrix &m, FMatrix &C) {
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C._row1._x = a._row1._y * m._row2._x + a._row1._z * m._row3._x + a._row1._x * m._row1._x;
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C._row1._y = a._row1._x * m._row1._y + m._row2._y * a._row1._y + m._row3._y * a._row1._z;
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C._row1._z = a._row1._x * m._row1._z + a._row1._y * m._row2._z + a._row1._z * m._row3._z;
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C._row2._x = m._row1._x * a._row2._x + m._row3._x * a._row2._z + m._row2._x * a._row2._y;
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C._row2._y = m._row3._y * a._row2._z + m._row1._y * a._row2._x + m._row2._y * a._row2._y;
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C._row2._z = a._row2._z * m._row3._z + a._row2._x * m._row1._z + a._row2._y * m._row2._z;
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C._row3._x = m._row1._x * a._row3._x + a._row3._z * m._row3._x + a._row3._y * m._row2._x;
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C._row3._y = a._row3._y * m._row2._y + a._row3._z * m._row3._y + a._row3._x * m._row1._y;
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C._row3._z = a._row3._x * m._row1._z + a._row3._y * m._row2._z + a._row3._z * m._row3._z;
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}
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// Member functions
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FMatrix::FMatrix() :
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_row1(1.0, 0.0, 0.0), _row2(0.0, 1.0, 0.0), _row3(0.0, 0.0, 1.0) {
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}
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FMatrix::FMatrix(const FVector &row1, const FVector &row2, const FVector &row3) {
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_row1 = row1;
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_row2 = row2;
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_row3 = row3;
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}
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void FMatrix::load(SimpleFile *file, int param) {
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_row1._x = file->readFloat();
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_row1._y = file->readFloat();
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_row1._z = file->readFloat();
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_row2._x = file->readFloat();
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_row2._y = file->readFloat();
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_row2._z = file->readFloat();
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_row3._x = file->readFloat();
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_row3._y = file->readFloat();
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_row3._z = file->readFloat();
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}
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void FMatrix::save(SimpleFile *file, int indent) {
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file->writeFloatLine(_row1._x, indent);
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file->writeFloatLine(_row1._y, indent);
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file->writeFloatLine(_row1._z, indent);
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file->writeFloatLine(_row2._x, indent);
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file->writeFloatLine(_row2._y, indent);
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file->writeFloatLine(_row2._z, indent);
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file->writeFloatLine(_row3._x, indent);
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file->writeFloatLine(_row3._y, indent);
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file->writeFloatLine(_row3._z, indent);
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}
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void FMatrix::clear() {
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_row1.clear();
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_row2.clear();
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_row3.clear();
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}
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void FMatrix::identity() {
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_row1 = FVector(1.0, 0.0, 0.0);
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_row2 = FVector(0.0, 1.0, 0.0);
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_row3 = FVector(0.0, 0.0, 1.0);
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}
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void FMatrix::set(const FMatrix &m) {
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_row1 = m._row1;
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_row2 = m._row2;
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_row3 = m._row3;
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}
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void FMatrix::set(const FVector &row1, const FVector &row2, const FVector &row3) {
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_row1 = row1;
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_row2 = row2;
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_row3 = row3;
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}
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void FMatrix::set(const FVector &v) {
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_row3 = v;
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_row2 = _row3.swapComponents();
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_row1 = _row3.crossProduct(_row2);
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float unused_scale=0.0;
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if (!_row1.normalize(unused_scale)) {
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// Do the normalization, put the scale amount in unused_scale,
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// but if it is unsuccessful, crash
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assert(unused_scale);
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}
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_row2 = _row3.crossProduct(_row1);
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if (!_row2.normalize(unused_scale)) {
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// Do the normalization, put the scale amount in unused_scale,
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// but if it is unsuccessful, crash
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assert(unused_scale);
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}
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}
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void FMatrix::matRProd(const FMatrix &m) {
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FMatrix C = FMatrix();
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FMatrix A = FMatrix(_row1, _row2, _row3);
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matProd(A, m, C);
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this->set(C);
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}
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void FMatrix::matLProd(const FMatrix &m) {
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FMatrix C = FMatrix();
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FMatrix A = FMatrix(_row1, _row2, _row3);
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matProd(m, A, C);
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this->set(C);
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}
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} // End of namespace Titanic
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