/* 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/daffine.h" #include "titanic/star_control/fmatrix.h" // includes FVector #include "titanic/star_control/matrix_inv.h" #include "titanic/star_control/matrix_transform.h" namespace Titanic { DAffine::DAffine() : _col1(0.0, 0.0, 0.0), _col2(0.0, 0.0, 0.0), _col3(0.0, 0.0, 0.0), _col4(0.0, 0.0, 0.0) { } DAffine::DAffine(int mode, const DVector &src) { switch (mode) { case 0: _col1._x = 1.0; _col2._y = 1.0; _col3._z = 1.0; _col4 = src; break; case 1: _col1._x = src._x; _col2._y = src._y; _col3._z = src._z; break; default: _col1._x = 1.0; _col2._y = 1.0; _col3._z = 1.0; break; } } DAffine::DAffine(Axis axis, double angleDeg) { setRotationMatrix(axis, angleDeg); } DAffine::DAffine(const FMatrix &src) { _col1 = src._row1; _col2 = src._row2; _col3 = src._row3; } void DAffine::clear() { _col1._x = 0.0; _col1._y = 0.0; _col1._z = 0.0; _col2._x = 0.0; _col2._y = 0.0; _col2._z = 0.0; _col3._x = 0.0; _col3._y = 0.0; _col3._z = 0.0; _col4._x = 0.0; _col4._y = 0.0; _col4._z = 0.0; } // Source: https://en.wikipedia.org/wiki/Rotation_matrix void DAffine::setRotationMatrix(Axis axis, double angleDeg) { clear(); double sinVal = sin(angleDeg * Deg2Rad); double cosVal = cos(angleDeg * Deg2Rad); switch (axis) { case X_AXIS: _col1._x = 1.0; _col2._y = cosVal; _col2._z = sinVal; _col3._y = -sinVal; _col3._z = cosVal; break; case Y_AXIS: _col1._x = cosVal; _col1._z = -sinVal; _col2._y = 1.0; _col3._x = sinVal; _col3._z = cosVal; break; case Z_AXIS: _col1._x = cosVal; _col1._y = sinVal; _col2._x = -sinVal; _col2._y = cosVal; _col3._z = 1.0; break; default: break; } } void DAffine::rotVectAxisY(double angleDeg) { _col1.rotVectAxisY(angleDeg); _col2.rotVectAxisY(angleDeg); _col3.rotVectAxisY(angleDeg); _col4.rotVectAxisY(angleDeg); } DAffine DAffine::inverseTransform() const { DAffine m; // Create a 4x4 matrix so that the column 4 // for the inverse can be obtained, // it is not simply -inv(R)*_col4 // Load input matrix double A[16]={_col1._x,_col1._y,_col1._z, 0.0, _col2._x,_col2._y,_col2._z, 0.0, _col3._x,_col3._y,_col3._z, 0.0, _col4._x,_col4._y,_col4._z, 1.0}; // Inverse matrix double B[16]={}; // B contains inverse of A matrix4Inverse(A,B); // Inverse of rotation matrix is the transpose // While B contains the inverse of the rotation // this method is more numerically accurate m._col1._x = _col1._x; m._col2._x = _col1._y; m._col3._x = _col1._z; m._col1._y = _col2._x; m._col2._y = _col2._y; m._col3._y = _col2._z; m._col1._z = _col3._x; m._col2._z = _col3._y; m._col3._z = _col3._z; m._col4._x = B[12]; m._col4._y = B[13]; m._col4._z = B[14]; return m; } //TODO: Check math and provide source void DAffine::loadTransform(const CMatrixTransform &src) { double total = src.fn1(); double factor = (total <= 0.0) ? 0.0 : 2.0 / total; DVector temp1V = src._vector * factor; DVector temp2V = temp1V * src._vector; double val1 = temp1V._y * src._vector._x; double val2 = temp1V._z * src._vector._x; double val3 = temp1V._z * src._vector._y; double val4 = temp1V._x * src._field0; double val5 = temp1V._y * src._field0; double val6 = temp1V._z * src._field0; _col1._x = 1.0 - (temp2V._z + temp2V._y); _col1._y = val1 + val6; _col1._z = val2 - val5; _col2._x = val1 - val6; _col2._y = 1.0 - (temp2V._z + temp2V._x); _col2._z = val3 + val4; _col3._x = val2 + val5; _col3._y = val3 - val4; _col3._z = 1.0 - (temp2V._y + temp2V._x); _col4._x = 0; _col4._y = 0; _col4._z = 0; } //TODO: Check math and provide source DAffine DAffine::compose(const DAffine &m) { DAffine dm; dm._col1._x = m._col3._x * _col1._z + m._col2._x * _col1._y + m._col1._x * _col1._x; dm._col1._y = _col1._x * m._col1._y + m._col3._y * _col1._z + m._col2._y * _col1._y; dm._col1._z = _col1._x * m._col1._z + m._col3._z * _col1._z + m._col2._z * _col1._y; dm._col2._x = m._col1._x * _col2._x + _col2._y * m._col2._x + _col2._z * m._col3._x; dm._col2._y = _col2._y * m._col2._y + _col2._z * m._col3._y + m._col1._y * _col2._x; dm._col2._z = m._col1._z * _col2._x + _col2._y * m._col2._z + _col2._z * m._col3._z; dm._col3._x = m._col1._x * _col3._x + _col3._y * m._col2._x + _col3._z * m._col3._x; dm._col3._y = _col3._y * m._col2._y + _col3._z * m._col3._y + m._col1._y * _col3._x; dm._col3._z = m._col2._z * _col3._y + m._col3._z * _col3._z + m._col1._z * _col3._x; dm._col4._x = m._col1._x * _col4._x + _col4._y * m._col2._x + _col4._z * m._col3._x + m._col4._x; dm._col4._y = _col4._z * m._col3._y + _col4._y * m._col2._y + _col4._x * m._col1._y + m._col4._y; dm._col4._z = _col4._y * m._col2._z + _col4._x * m._col1._z + _col4._z * m._col3._z + m._col4._z; return dm; } DAffine DAffine::compose2(const DAffine &m) { DAffine dm; dm._col1 = _col1.dAffMatrixProdVec(m); dm._col2 = _col2.dAffMatrixProdVec(m); dm._col3 = _col3.dAffMatrixProdVec(m); dm._col4 = _col4.dAffMatrixProdVec(m); return dm; } } // End of namespace Titanic