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fcb8eda978
Currently we can't quite make Matrix3's default constructor constexpr, as the setToIdentity-call requires C++14.
81 lines
2.7 KiB
C++
81 lines
2.7 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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#ifndef MATH_MATRIX3_H
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#define MATH_MATRIX3_H
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#include "math/rotation3d.h"
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#include "math/squarematrix.h"
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#include "math/vector3d.h"
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namespace Math {
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template<>
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class Matrix<3, 3> : public MatrixType<3, 3>, public Rotation3D<Matrix<3, 3> > {
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public:
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Matrix() : MatrixType<3, 3>(), Rotation3D<Matrix<3, 3> >() {}
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Matrix(const MatrixBase<3, 3> &m) :
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MatrixType<3, 3>(m), Rotation3D<Matrix<3, 3> >() {
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}
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void transpose();
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/**
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* Builds a matrix that maps the given local space forward direction vector to point towards the given
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* target direction, and the given local up direction towards the given target world up direction.
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*
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* @param modelForward The forward direction in the local space of the object.
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* @param targetDirection The desired world space direction the object should look at.
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* @param modelUp The up direction in the local space of the object. This vector must be
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* perpendicular to the vector localForward.
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* @param worldUp The global up direction of the scene in world space. The worldUp and targetDirection
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* vectors cannot be collinear, but they do not need to be perpendicular either.
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* All the parameters MUST be normalized.
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*/
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void buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection,
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const Math::Vector3d &modelUp, const Math::Vector3d &worldUp);
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inline Matrix<3, 3> operator*(const Matrix<3, 3> &m2) const {
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Matrix<3, 3> result;
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const float *d1 = getData();
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const float *d2 = m2.getData();
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float *r = result.getData();
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for (int i = 0; i < 9; i += 3) {
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for (int j = 0; j < 3; ++j) {
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r[i + j] = (d1[i + 0] * d2[j + 0])
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+ (d1[i + 1] * d2[j + 3])
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+ (d1[i + 2] * d2[j + 6]);
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}
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}
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return result;
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}
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};
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typedef Matrix<3, 3> Matrix3;
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} // end of namespace Math
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#endif
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