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Diffstat (limited to 'engines/wintermute/math/Matrix4.cpp')
-rw-r--r-- | engines/wintermute/math/Matrix4.cpp | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/engines/wintermute/math/Matrix4.cpp b/engines/wintermute/math/Matrix4.cpp new file mode 100644 index 0000000000..d9d17b613b --- /dev/null +++ b/engines/wintermute/math/Matrix4.cpp @@ -0,0 +1,86 @@ +/* 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/math/Matrix4.h"
+#include "engines/wintermute/math/Vector2.h"
+#include <math.h>
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////////
+Matrix4::Matrix4() {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ m[i][j] = 0.0f;
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+Matrix4::~Matrix4() {
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void Matrix4::Identity() {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ m[i][j] = 0.0f;
+ }
+ }
+ m[0][0] = 1.0f;
+ m[1][1] = 1.0f;
+ m[2][2] = 1.0f;
+ m[3][3] = 1.0f;
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+void Matrix4::RotationZ(float angle) {
+ Identity();
+
+ m[0][0] = cos(angle);
+ m[1][1] = cos(angle);
+ m[0][1] = sin(angle);
+ m[1][0] = -sin(angle);
+}
+
+//////////////////////////////////////////////////////////////////////////
+void Matrix4::TransformVector2(Vector2 &vec) {
+ float norm;
+
+ norm = m[0][3] * vec.x + m[1][3] * vec.y + m[3][3];
+
+ float x = (m[0][0] * vec.x + m[1][0] * vec.y + m[3][0]) / norm;
+ float y = (m[0][1] * vec.x + m[1][1] * vec.y + m[3][1]) / norm;
+
+ vec.x = x;
+ vec.y = y;
+}
+
+} // end of namespace WinterMute
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