/* 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/fmatrix.h" #include "titanic/support/simple_file.h" namespace Titanic { // Non-member functions void matProd(const FMatrix &a, const FMatrix &m, FMatrix &C) { C._row1._x = a._row1._y * m._row2._x + a._row1._z * m._row3._x + a._row1._x * m._row1._x; C._row1._y = a._row1._x * m._row1._y + m._row2._y * a._row1._y + m._row3._y * a._row1._z; C._row1._z = a._row1._x * m._row1._z + a._row1._y * m._row2._z + a._row1._z * m._row3._z; C._row2._x = m._row1._x * a._row2._x + m._row3._x * a._row2._z + m._row2._x * a._row2._y; C._row2._y = m._row3._y * a._row2._z + m._row1._y * a._row2._x + m._row2._y * a._row2._y; C._row2._z = a._row2._z * m._row3._z + a._row2._x * m._row1._z + a._row2._y * m._row2._z; C._row3._x = m._row1._x * a._row3._x + a._row3._z * m._row3._x + a._row3._y * m._row2._x; C._row3._y = a._row3._y * m._row2._y + a._row3._z * m._row3._y + a._row3._x * m._row1._y; C._row3._z = a._row3._x * m._row1._z + a._row3._y * m._row2._z + a._row3._z * m._row3._z; } // Member functions FMatrix::FMatrix() : _row1(1.0, 0.0, 0.0), _row2(0.0, 1.0, 0.0), _row3(0.0, 0.0, 1.0) { } FMatrix::FMatrix(const FVector &row1, const FVector &row2, const FVector &row3) { _row1 = row1; _row2 = row2; _row3 = row3; } FMatrix::FMatrix(const FMatrix &src) { _row1 = src._row1; _row2 = src._row2; _row3 = src._row3; } void FMatrix::load(SimpleFile *file, int param) { _row1._x = file->readFloat(); _row1._y = file->readFloat(); _row1._z = file->readFloat(); _row2._x = file->readFloat(); _row2._y = file->readFloat(); _row2._z = file->readFloat(); _row3._x = file->readFloat(); _row3._y = file->readFloat(); _row3._z = file->readFloat(); } void FMatrix::save(SimpleFile *file, int indent) { file->writeFloatLine(_row1._x, indent); file->writeFloatLine(_row1._y, indent); file->writeFloatLine(_row1._z, indent); file->writeFloatLine(_row2._x, indent); file->writeFloatLine(_row2._y, indent); file->writeFloatLine(_row2._z, indent); file->writeFloatLine(_row3._x, indent); file->writeFloatLine(_row3._y, indent); file->writeFloatLine(_row3._z, indent); } void FMatrix::clear() { _row1.clear(); _row2.clear(); _row3.clear(); } void FMatrix::identity() { _row1 = FVector(1.0, 0.0, 0.0); _row2 = FVector(0.0, 1.0, 0.0); _row3 = FVector(0.0, 0.0, 1.0); } void FMatrix::set(const FMatrix &m) { _row1 = m._row1; _row2 = m._row2; _row3 = m._row3; } void FMatrix::set(const FVector &row1, const FVector &row2, const FVector &row3) { _row1 = row1; _row2 = row2; _row3 = row3; } void FMatrix::set(const FVector &v) { _row3 = v; _row2 = _row3.swapComponents(); _row1 = _row3.crossProduct(_row2); float unused_scale=0.0; if (!_row1.normalize(unused_scale)) { // Do the normalization, put the scale amount in unused_scale, // but if it is unsuccessful, crash assert(unused_scale); } _row2 = _row3.crossProduct(_row1); if (!_row2.normalize(unused_scale)) { // Do the normalization, put the scale amount in unused_scale, // but if it is unsuccessful, crash assert(unused_scale); } } void FMatrix::matRProd(const FMatrix &m) { FMatrix C = FMatrix(); FMatrix A = FMatrix(_row1, _row2, _row3); matProd(A, m, C); this->set(C); } void FMatrix::matLProd(const FMatrix &m) { FMatrix C = FMatrix(); FMatrix A = FMatrix(_row1, _row2, _row3); matProd(m, A, C); this->set(C); } } // End of namespace Titanic