scummvm/matrix3.h
Pawel Kolodziejski a2df2cf7ce update copyrights
2005-01-01 10:23:18 +00:00

82 lines
2.2 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003-2005 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef MATRIX3_HH
#define MATRIX3_HH
#include "vector3d.h"
// matrix 3 is a rotation matrix
class Matrix3{
public:
Vector3d _right;
Vector3d _up;
Vector3d _at;
void buildFromPitchYawRoll(float pitch, float yaw, float roll);
void setAsIdentity();
void constructAroundPitch(float pitch);
void constructAroundYaw(float pitch);
void constructAroundRoll(float pitch);
void getPitchYawRoll(float* pPitch, float* pYaw, float* pRoll);
float getPitch();
float getYaw();
float getRoll();
void transform(Vector3d* v);
// operators
Matrix3& operator *=(const Matrix3& s) {
float x, y, z;
x = _right.dotProduct(s._right.x(), s._up.x(), s._at.x());
y = _right.dotProduct(s._right.y(), s._up.y(), s._at.y());
z = _right.dotProduct(s._right.z(), s._up.z(), s._at.z());
_right.set(x, y, z);
x = _up.dotProduct(s._right.x(), s._up.x(), s._at.x());
y = _up.dotProduct(s._right.y(), s._up.y(), s._at.y());
z = _up.dotProduct(s._right.z(), s._up.z(), s._at.z());
_up.set( x, y, z );
x = _at.dotProduct(s._right.x(), s._up.x(), s._at.x());
y = _at.dotProduct(s._right.y(), s._up.y(), s._at.y());
z = _at.dotProduct(s._right.z(), s._up.z(), s._at.z());
_at.set(x, y, z);
return *this;
}
Matrix3& operator =(const Matrix3& s) {
_right = s._right;
_up = s._up;
_at = s._at;
return *this;
}
private:
};
#endif // MATRIX_HH