/* 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/fpose.h" #include "common/math.h" namespace Titanic { 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 ); } void FVector::rotVectAxisY(float angleDeg) { float sinVal = sin(Common::deg2rad(angleDeg)); float cosVal = cos(Common::deg2rad(angleDeg)); float x = cosVal * _x - sinVal * _z; float z = cosVal * _z + sinVal * _x; _x = x; _z = z; } 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 unusedScale = 0.0; if (!tempV.normalize(unusedScale)) { // Do the normalization, put the scale amount in unusedScale, // but if it is unsuccessful, crash assert(unusedScale); } return tempV; } FVector FVector::getAnglesAsVect() const { FVector vector = *this; FVector dest; if (!vector.normalize(dest._x)) { // Makes this vector have magnitude=1, put the scale amount in dest._x, // but if it is unsuccessful, crash assert(dest._x); } dest._y = acos(vector._y); // radian distance/angle that this vector's y component is from the +y axis, // result is restricted to [0,pi] dest._z = atan2(vector._x,vector._z); // result is restricted to [-pi,pi] return dest; } 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; } FPose FVector::getFrameTransform(const FVector &v) { FPose matrix1, matrix2, matrix3, matrix4; FVector vector1 = getAnglesAsVect(); matrix1.setRotationMatrix(X_AXIS, Common::rad2deg(vector1._y)); matrix2.setRotationMatrix(Y_AXIS, Common::rad2deg(vector1._z)); fposeProd(matrix1, matrix2, matrix3); matrix4 = matrix3.inverseTransform(); vector1 = v.getAnglesAsVect(); matrix1.setRotationMatrix(X_AXIS, Common::rad2deg(vector1._y)); matrix2.setRotationMatrix(Y_AXIS, Common::rad2deg(vector1._z)); fposeProd(matrix1, matrix2, matrix3); fposeProd(matrix4, matrix3, matrix1); return matrix1; } FPose FVector::formRotXY() const { FVector v1 = getAnglesAsVect(); FPose m1, m2; m1.setRotationMatrix(X_AXIS, Common::rad2deg(v1._y)); m2.setRotationMatrix(Y_AXIS, Common::rad2deg(v1._z)); FPose m3; fposeProd(m1, m2, m3); return m3; } Common::String FVector::toString() const { return Common::String::format("(%.3f,%.3f,%.3f)", _x, _y, _z); } } // End of namespace Titanic