/* 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/fpose.h" #include "titanic/star_control/matrix_transform.h" #include "titanic/star_control/matrix_inv.h" #include "common/math.h" namespace Titanic { // Non-member functions void fposeProd(const FPose &a, const FPose &m, FPose &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; C._vector._x = a._vector._x * m._row1._x + a._vector._y * m._row2._x + a._vector._z * m._row3._x + m._vector._x; C._vector._y = a._vector._x * m._row1._y + a._vector._y * m._row2._y + a._vector._z * m._row3._y + m._vector._y; C._vector._z = a._vector._x * m._row1._z + a._vector._y * m._row2._z + a._vector._z * m._row3._z + m._vector._z; } // Member functions FPose::FPose() { clear(); } FPose::FPose(Axis axis, float amount) { setRotationMatrix(axis, amount); } FPose::FPose(const FPose &src) : FMatrix() { copyFrom(src); } FPose::FPose(const FPose &s1, const FPose &s2) { fposeProd(s1, s2, *this); } FPose::FPose(int mode, const FVector &src) { switch (mode) { case 0: _row1._x = 1.0; _row2._y = 1.0; _row3._z = 1.0; _vector = src; break; case 1: _row1._x = src._x; _row2._y = src._y; _row3._z = src._z; break; default: _row1._x = 1.0; _row2._y = 1.0; _row3._z = 1.0; break; } } void FPose::identity() { FMatrix::identity(); _vector.clear(); } // Source: https://en.wikipedia.org/wiki/Rotation_matrix void FPose::setRotationMatrix(Axis axis, float amount) { float sinVal = sin(Common::deg2rad(amount)); float cosVal = cos(Common::deg2rad(amount)); switch (axis) { case X_AXIS: _row1._x = 1.0; _row1._y = 0.0; _row1._z = 0.0; _row2._x = 0.0; _row2._y = cosVal; _row2._z = sinVal; _row3._x = 0.0; _row3._y = -sinVal; _row3._z = cosVal; break; case Y_AXIS: _row1._x = cosVal; _row1._y = 0.0; _row1._z = -sinVal; _row2._x = 0.0; _row2._y = 1.0; _row2._z = 0.0; _row3._x = sinVal; _row3._y = 0.0; _row3._z = cosVal; break; case Z_AXIS: _row1._x = cosVal; _row1._y = sinVal; _row1._z = 0.0; _row2._x = -sinVal; _row2._y = cosVal; _row2._z = 0.0; _row3._x = 0.0; _row3._y = 0.0; _row3._z = 1.0; break; default: break; } _vector.clear(); } void FPose::rotVectAxisY(double angleDeg) { _row1.rotVectAxisY(angleDeg); _row2.rotVectAxisY(angleDeg); _row3.rotVectAxisY(angleDeg); _vector.rotVectAxisY(angleDeg); } void FPose::copyFrom(const FPose &src) { _row1 = src._row1; _row2 = src._row2; _row3 = src._row3; _vector = src._vector; } void FPose::copyFrom(const FMatrix &src) { _row1 = src._row1; _row2 = src._row2; _row3 = src._row3; } FPose FPose::inverseTransform() const { FPose matrix_inv; matrix_inv._row1._x = _row1._x; matrix_inv._row2._x = _row1._y; matrix_inv._row3._x = _row1._z; matrix_inv._row1._y = _row2._x; matrix_inv._row2._y = _row2._y; matrix_inv._row3._y = _row2._z; matrix_inv._row1._z = _row3._x; matrix_inv._row2._z = _row3._y; matrix_inv._row3._z = _row3._z; float A[16]={_row1._x,_row1._y,_row1._z, 0.0, _row2._x,_row2._y,_row2._z, 0.0, _row3._x,_row3._y,_row3._z, 0.0, _vector._x,_vector._y,_vector._z, 1.0}; // Inverse matrix float B[16]={}; // B contains inverse of A matrix4Inverse(A,B); matrix_inv._vector._x=B[12]; matrix_inv._vector._y=B[13]; matrix_inv._vector._z=B[14]; return matrix_inv; } //TODO: Check math and provide source void FPose::loadTransform(const CMatrixTransform &src) { double total = src.fn1(); double factor = (total <= 0.0) ? 0.0 : 2.0 / total; FVector temp1V = src._vector * factor; FVector 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; _row1._x = 1.0 - (temp2V._z + temp2V._y); _row1._y = val1 + val6; _row1._z = val2 - val5; _row2._x = val1 - val6; _row2._y = 1.0 - (temp2V._z + temp2V._x); _row2._z = val3 + val4; _row3._x = val2 + val5; _row3._y = val3 - val4; _row3._z = 1.0 - (temp2V._y + temp2V._x); _vector._x = 0; _vector._y = 0; _vector._z = 0; } FPose FPose::compose(const FMatrix &m) { FPose dm; FPose am; am._row1 = m._row1; am._row2 = m._row2; am._row3 = m._row3; fposeProd(*this, am, dm); return dm; } FPose FPose::compose2(const FPose &m) { FPose dm; dm._row1 = _row1.matProdRowVect(m); dm._row2 = _row2.matProdRowVect(m); dm._row3 = _row3.matProdRowVect(m); dm._vector = _vector.matProdRowVect(m); return dm; } } // End of namespace Titanic