diff options
Diffstat (limited to 'engines/wintermute/math/matrix4.cpp')
-rw-r--r-- | engines/wintermute/math/matrix4.cpp | 172 |
1 files changed, 86 insertions, 86 deletions
diff --git a/engines/wintermute/math/matrix4.cpp b/engines/wintermute/math/matrix4.cpp index e38833d094..ca1eae8813 100644 --- a/engines/wintermute/math/matrix4.cpp +++ b/engines/wintermute/math/matrix4.cpp @@ -1,86 +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
+/* 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 |