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Diffstat (limited to 'engines/titanic/star_control/fpose.cpp')
-rw-r--r-- | engines/titanic/star_control/fpose.cpp | 214 |
1 files changed, 214 insertions, 0 deletions
diff --git a/engines/titanic/star_control/fpose.cpp b/engines/titanic/star_control/fpose.cpp new file mode 100644 index 0000000000..3f7b03df85 --- /dev/null +++ b/engines/titanic/star_control/fpose.cpp @@ -0,0 +1,214 @@ +/* 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) : FMatrix() { + 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 |