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-rw-r--r--engines/titanic/star_control/matrix_transform.cpp146
1 files changed, 146 insertions, 0 deletions
diff --git a/engines/titanic/star_control/matrix_transform.cpp b/engines/titanic/star_control/matrix_transform.cpp
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+++ b/engines/titanic/star_control/matrix_transform.cpp
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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/matrix_transform.h"
+#include "common/textconsole.h"
+
+namespace Titanic {
+
+void CMatrixTransform::setup(double val1, double x, double y, double z) {
+ _field0 = val1;
+ _vector._x = x;
+ _vector._y = y;
+ _vector._z = z;
+}
+
+void CMatrixTransform::copyFrom(const CMatrixTransform &src) {
+ _field0 = src._field0;
+ _vector = src._vector;
+}
+
+double CMatrixTransform::fn1() const {
+ return _vector._x * _vector._x + _vector._y * _vector._y +
+ _vector._z * _vector._z + _field0 * _field0;
+}
+
+double CMatrixTransform::fn2(const CMatrixTransform &src) {
+ return _field0 * src._field0 + _vector._x * src._vector._x
+ + _vector._y * src._vector._y + _vector._z * src._vector._z;
+}
+
+CMatrixTransform CMatrixTransform::resize(double factor) const {
+ CMatrixTransform dest;
+ dest.setup(_field0 * factor, _vector._x * factor, _vector._y * factor,
+ _vector._z * factor);
+ return dest;
+}
+
+void CMatrixTransform::fn4(const DMatrix &m) {
+ double total = m._row1._x + m._row3._z + m._row2._y + 1.0;
+
+ if (total <= 0.00001) {
+ total = m._row3._z;
+
+ if (m._row1._x <= m._row3._z) {
+ if (m._row2._y > total)
+ total = m._row2._y;
+ } else if (m._row1._x > total) {
+ total = m._row1._x;
+ }
+
+ if (total == m._row1._x) {
+ double val1 = sqrt(m._row1._x - -1.0 - m._row2._y - m._row3._z);
+ double val2 = 0.5 / val1;
+ _vector._x = val1 * 0.5;
+ _field0 = (m._row2._z - m._row3._y) * val2;
+ _vector._y = (m._row2._x + m._row1._y) * val2;
+ _vector._z = (m._row3._x + m._row1._z) * val2;
+ } else if (total == m._row2._y) {
+ double val1 = sqrt(m._row2._y - -1.0 - m._row3._z - m._row1._x);
+ double val2 = 0.5 / val1;
+ _vector._y = val1 * 0.5;
+ _field0 = (m._row3._x - m._row1._z) * val2;
+ _vector._z = (m._row3._y + m._row2._z) * val2;
+ _vector._x = (m._row2._x + m._row1._y) * val2;
+ } else if (total == m._row3._z) {
+ double val1 = sqrt(m._row3._z - -1.0 - m._row1._x - m._row2._y);
+ double val2 = 0.5 / val1;
+ _vector._z = val1 * 0.5;
+ _field0 = (m._row1._y - m._row2._x) * val2;
+ _vector._x = (m._row3._x + m._row1._z) * val2;
+ _vector._y = (m._row3._y + m._row2._z) * val2;
+ }
+ } else {
+ double val1 = 0.5 / sqrt(total);
+ _field0 = sqrt(total) * 0.5;
+ _vector._x = (m._row2._z - m._row3._y) * val1;
+ _vector._y = (m._row3._x - m._row1._z) * val1;
+ _vector._z = (m._row1._y - m._row2._x) * val1;
+ }
+}
+
+CMatrixTransform CMatrixTransform::fn5(double percent, const CMatrixTransform &src) {
+ CMatrixTransform sub1 = *this;
+ CMatrixTransform sub2, sub4;
+ CMatrixTransform dest;
+ double val1 = sub1.fn2(src);
+
+ if (val1 < 0.0) {
+ val1 = -val1;
+ sub2.setup(-sub1._field0, -sub1._vector._x, -sub1._vector._y, -sub1._vector._z);
+ sub1 = sub2;
+ }
+
+ if (val1 + 1.0 <= 0.00001) {
+ dest._vector._x = -sub1._vector._y;
+ dest._vector._y = sub1._vector._x;
+ dest._vector._z = -sub1._field0;
+ dest._field0 = sub1._vector._z;
+
+ double sin1 = sin(percent * M_PI);
+ double sin2 = sin((0.5 - percent) * M_PI);
+ dest._vector._x = sin1 * dest._vector._x + sub1._vector._x * sin2;
+ dest._vector._y = sub1._vector._y * sin2 + sub1._vector._x * sin1;
+ dest._vector._z = sin1 * -sub1._field0 + sub1._vector._z * sin2;
+ return dest;
+ }
+
+ CMatrixTransform t1, t2;
+ double val2;
+
+ if (1.0 - val1 <= 0.00001) {
+ val2 = 1.0 - percent;
+ t1 = src.resize(percent);
+ } else {
+ double cosVal = acos(val1);
+ double sinVal = sin(cosVal);
+ val2 = sin((1.0 - percent) * cosVal) / sinVal;
+ t2 = src.resize(sin(cosVal * percent) / sinVal);
+ }
+
+ t2 = sub1.resize(val2);
+ dest.setup(t2._field0 + t1._field0, t1._vector._x + t2._vector._x,
+ t1._vector._y + t2._vector._y, t1._vector._z + t2._vector._z);
+ return dest;
+}
+
+} // End of namespace Titanic