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89 lines
2.4 KiB
C++
89 lines
2.4 KiB
C++
/* Residual - A 3D game interpreter
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*
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* Residual 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 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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*/
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#ifndef GRAPHICS_MATRIX3_H
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#define GRAPHICS_MATRIX3_H
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#include "graphics/vector3d.h"
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namespace Graphics {
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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();
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void constructAroundPitch(float pitch);
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void constructAroundYaw(float yaw);
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void constructAroundRoll(float roll);
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void getPitchYawRoll(float* pPitch, float* pYaw, float* pRoll) const;
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float getPitch() const;
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float getYaw() const;
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float getRoll() const;
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void transform(Vector3d* v) const;
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// operators
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Matrix3& operator *=(const Matrix3& s) {
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float rx = s._right.dotProduct(_right.x(), _up.x(), _at.x());
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float ry = s._right.dotProduct(_right.y(), _up.y(), _at.y());
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float rz = s._right.dotProduct(_right.z(), _up.z(), _at.z());
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float ux = s._up.dotProduct(_right.x(), _up.x(), _at.x());
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float uy = s._up.dotProduct(_right.y(), _up.y(), _at.y());
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float uz = s._up.dotProduct(_right.z(), _up.z(), _at.z());
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float ax = s._at.dotProduct(_right.x(), _up.x(), _at.x());
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float ay = s._at.dotProduct(_right.y(), _up.y(), _at.y());
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float az = s._at.dotProduct(_right.z(), _up.z(), _at.z());
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_right.set(rx,ry,rz);
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_up.set(ux,uy,uz);
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_at.set(ax,ay,az);
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return *this;
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}
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Matrix3& operator =(const Matrix3& s) {
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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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} // end of namespace Graphics
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#endif
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