/* 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" 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 = m._row1._x * a._vector._x + a._vector._y * m._row2._x + a._vector._z * m._row3._x + m._vector._x; C._vector._y = a._vector._z * m._row3._y + a._vector._y * m._row2._y + a._vector._x * m._row1._y + a._vector._y; C._vector._z = a._vector._y * m._row2._z + a._vector._z * m._row3._z + a._vector._x * m._row1._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); } void FPose::identity() { FMatrix::identity(); _vector.clear(); } // Source: https://en.wikipedia.org/wiki/Rotation_matrix void FPose::setRotationMatrix(Axis axis, float amount) { const float ROTATION = 2 * M_PI / 360.0; float sinVal = sin(amount * ROTATION); float cosVal = cos(amount * ROTATION); 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::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 result; result._row1._x = _row1._x; result._row2._x = _row1._y; result._row3._x = _row1._z; result._row1._y = _row2._x; result._row2._y = _row2._y; result._row3._y = _row2._z; result._row1._z = _row3._x; result._row2._z = _row3._y; result._row3._z = _row3._z; result._vector._x = -(_vector._x * result._row1._x + _vector._y * result._row2._x + _vector._z * result._row3._x); result._vector._y = -(_vector._x * result._row1._y + _vector._y * result._row2._y + _vector._z * result._row3._y); result._vector._z = -(_vector._x * result._row1._z + _vector._y * result._row2._z + _vector._z * result._row3._z); return result; } } // End of namespace Titanic