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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "titanic/star_control/fpose.h"
+
+namespace Titanic {
+
+FPose::FPose() {
+ clear();
+}
+
+FPose::FPose(Axis axis, float amount) {
+ setRotationMatrix(axis, amount);
+}
+
+FPose::FPose(const FPose &src) {
+ copyFrom(src);
+}
+
+FPose::FPose(const FPose &s1, const FPose &s2) {
+ _row1._x = s2._row1._x * s1._row1._x
+ + s1._row1._z * s2._row3._x
+ + s1._row1._y * s2._row2._x;
+ _row1._y = s1._row1._x * s2._row1._y
+ + s2._row3._y * s1._row1._z
+ + s2._row2._y * s1._row1._y;
+ _row1._z = s1._row1._x * s2._row1._z
+ + s2._row3._z * s1._row1._z
+ + s2._row2._z * s1._row1._y;
+ _row2._x = s2._row1._x * s1._row2._x
+ + s1._row2._y * s2._row2._x
+ + s1._row2._z * s2._row3._x;
+ _row2._y = s1._row2._y * s2._row2._y
+ + s1._row2._z * s2._row3._y
+ + s2._row1._y * s1._row2._x;
+ _row2._z = s2._row1._z * s1._row2._x
+ + s1._row2._y * s2._row2._z
+ + s1._row2._z * s2._row3._z;
+ _row3._x = s2._row1._x * s1._row3._x
+ + s1._row3._y * s2._row2._x
+ + s1._row3._z * s2._row3._x;
+ _row3._y = s1._row3._z * s2._row3._y
+ + s1._row3._y * s2._row2._y
+ + s2._row1._y * s1._row3._x;
+ _row3._z = s2._row3._z * s1._row3._z
+ + s2._row2._z * s1._row3._y
+ + s2._row1._z * s1._row3._x;
+ _vector._x = s2._row1._x * s1._vector._x
+ + s1._vector._y * s2._row2._x
+ + s1._vector._z * s2._row3._x
+ + s2._vector._x;
+ _vector._y = s1._vector._z * s2._row3._y
+ + s1._vector._y * s2._row2._y
+ + s1._vector._x * s2._row1._y
+ + s2._vector._y;
+ _vector._z = s1._vector._y * s2._row2._z
+ + s1._vector._z * s2._row3._z
+ + s1._vector._x * s2._row1._z
+ + s2._vector._z;
+}
+
+void FPose::identity() {
+ FMatrix::identity();
+ _vector.clear();
+}
+
+void FPose::setRotationMatrix(Axis axis, float amount) {
+ const float ROTATION = 2 * M_PI / 360.0;
+ float sinVal = sin(amount * ROTATION);
+ float cosVal = cos(amount * ROTATION);
+
+ switch (axis) {
+ case X_AXIS:
+ _row1._x = 1.0;
+ _row1._y = 0.0;
+ _row1._z = 0.0;
+ _row2._x = 0.0;
+ _row2._y = cosVal;
+ _row2._z = sinVal;
+ _row3._x = 0.0;
+ _row3._y = -sinVal;
+ _row3._z = cosVal;
+ break;
+
+ case Y_AXIS:
+ _row1._x = cosVal;
+ _row1._y = 0.0;
+ _row1._z = sinVal;
+ _row2._x = 0.0;
+ _row2._y = 1.0;
+ _row2._z = 0.0;
+ _row3._x = -sinVal;
+ _row3._y = 0.0;
+ _row3._z = cosVal;
+ break;
+
+ case Z_AXIS:
+ _row1._x = cosVal;
+ _row1._y = sinVal;
+ _row1._z = 0.0;
+ _row2._x = -sinVal;
+ _row2._y = cosVal;
+ _row2._z = 0.0;
+ _row3._x = 0.0;
+ _row3._y = 0.0;
+ _row3._z = 1.0;
+ break;
+
+ default:
+ break;
+ }
+
+ _vector.clear();
+}
+
+void FPose::copyFrom(const FPose &src) {
+ _row1 = src._row1;
+ _row2 = src._row2;
+ _row3 = src._row3;
+ _vector = src._vector;
+}
+
+void FPose::copyFrom(const FMatrix &src) {
+ _row1 = src._row1;
+ _row2 = src._row2;
+ _row3 = src._row3;
+}
+
+FPose FPose::fn4() const {
+ float v2, v3, v6, v7, v8, v9, v10, v11;
+ float v12, v13, v14, v15, v16, v17, v18;
+ FPose result;
+
+ v16 = _row3._z * _row2._y;
+ v2 = _row1._x * v16;
+ v3 = 0.0;
+ v18 = v2;
+ if (v2 < 0.0) {
+ v3 = v18;
+ v2 = 0.0;
+ }
+ v6 = _row3._x * _row1._y * _row2._z;
+ if (v6 < 0.0)
+ v3 = v3 + v6;
+ else
+ v2 = v2 + v6;
+ v7 = _row3._y * _row1._z * _row2._x;
+ if (v7 < 0.0)
+ v3 = v3 + v7;
+ else
+ v2 = v2 + v7;
+ if (-(_row3._x * _row1._z * _row2._y) < 0.0)
+ v3 = v3 - _row3._x * _row1._z * _row2._y;
+ else
+ v2 = v2 - _row3._x * _row1._z * _row2._y;
+ if (-(_row1._y * _row2._x * _row3._z) < 0.0)
+ v3 = v3 - _row1._y * _row2._x * _row3._z;
+ else
+ v2 = v2 - _row1._y * _row2._x * _row3._z;
+ v17 = _row2._z * _row3._y;
+ if (-(_row1._x * v17) < 0.0)
+ v3 = v3 - _row1._x * v17;
+ else
+ v2 = v2 - _row1._x * v17;
+ v18 = v3 + v2;
+ assert(!(v18 == 0.0 || fabs(v18 / (v2 - v3)) < 1.0e-10));
+
+ v8 = 1.0 / v18;
+ v18 = v8;
+ result._row1._x = (v16 - v17) * v8;
+ result._row2._x = -(_row2._x * _row3._z - _row3._x * _row2._z) * v8;
+ result._row3._x = (_row3._y * _row2._x - _row3._x * _row2._y) * v8;
+ result._row1._y = -(_row1._y * _row3._z - _row3._y * _row1._z) * v8;
+ result._row2._y = (_row1._x * _row3._z - _row3._x * _row1._z) * v8;
+ result._row3._y = -(_row1._x * _row3._y - _row3._x * _row1._y) * v8;
+ result._row1._z = (_row1._y * _row2._z - _row1._z * _row2._y) * v8;
+ result._row2._z = -(_row1._x * _row2._z - _row1._z * _row2._x) * v8;
+ v9 = result._row1._x;
+ v10 = result._row2._y;
+ v11 = result._row3._y;
+ v12 = result._row1._z;
+ v13 = result._row2._z;
+ result._row3._z = (_row1._x * _row2._y - _row1._y * _row2._x) * v18;
+ v14 = v9;
+ v15 = result._row3._z;
+ result._vector._x = -(v14 * _vector._x
+ + _vector._y * result._row2._x
+ + _vector._z * result._row3._x);
+ result._vector._y = -(_vector._x * result._row1._y + v10 * _vector._y + v11 * _vector._z);
+ result._vector._z = -(v12 * _vector._x + v13 * _vector._y + v15 * _vector._z);
+
+ return result;
+}
+
+} // End of namespace Titanic