/* 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/fvector.h" #include "titanic/star_control/dvector.h" #include "titanic/star_control/fpose.h" #include "common/algorithm.h" #include "common/textconsole.h" namespace Titanic { FVector::FVector(const DVector &src) : _x(src._x), _y(src._y), _z(src._z) { } FVector FVector::swapComponents() const { return FVector( (ABS(_x - _y) < 0.00001 && ABS(_y - _z) < 0.00001 && ABS(_x - _z) < 0.00001) ? -_y : _y, _z, _x ); } FVector FVector::crossProduct(const FVector &src) const { return FVector( src._z * _y - _z * src._y, src._x * _z - _x * src._z, src._y * _x - _y * src._x ); } bool FVector::normalize(float & hyp) { hyp = sqrt(_x * _x + _y * _y + _z * _z); if (hyp==0) { return false; } _x *= 1.0 / hyp; _y *= 1.0 / hyp; _z *= 1.0 / hyp; return true; } FVector FVector::addAndNormalize(const FVector &v) const { FVector tempV(_x + v._x, _y + v._y, _z + v._z); float unused_scale=0.0; if (!tempV.normalize(unused_scale)) { // Do the normalization, put the scale amount in unused_scale, // but if it is unsuccessful, crash assert(unused_scale); } return tempV; } float FVector::getDistance(const FVector &src) const { float xd = src._x - _x; float yd = src._y - _y; float zd = src._z - _z; return sqrt(xd * xd + yd * yd + zd * zd); } FVector FVector::MatProdRowVect(const FPose &pose) const { FVector v; v._x = pose._row2._x * _y + pose._row3._x * _z + pose._row1._x * _x + pose._vector._x; v._y = pose._row2._y * _y + pose._row3._y * _z + pose._row1._y * _x + pose._vector._y; v._z = pose._row3._z * _z + pose._row2._z * _y + pose._row1._z * _x + pose._vector._z; return v; } Common::String FVector::toString() const { return Common::String::format("(%.3f,%.3f,%.3f)", _x, _y, _z); } } // End of namespace Titanic