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-rw-r--r--engines/wintermute/math/matrix4.cpp172
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