/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/math/matrix4.h" #include "engines/wintermute/math/vector2.h" #include "common/scummsys.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// Matrix4::Matrix4() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { m[i][j] = 0.0f; } } } ////////////////////////////////////////////////////////////////////////// Matrix4::~Matrix4() { } ////////////////////////////////////////////////////////////////////////// void Matrix4::identity() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { m[i][j] = 0.0f; } } m[0][0] = 1.0f; m[1][1] = 1.0f; m[2][2] = 1.0f; m[3][3] = 1.0f; } ////////////////////////////////////////////////////////////////////////// void Matrix4::rotationZ(float angle) { identity(); m[0][0] = cos(angle); m[1][1] = cos(angle); m[0][1] = sin(angle); m[1][0] = -sin(angle); } ////////////////////////////////////////////////////////////////////////// void Matrix4::transformVector2(Vector2 &vec) { float norm; norm = m[0][3] * vec.x + m[1][3] * vec.y + m[3][3]; float x = (m[0][0] * vec.x + m[1][0] * vec.y + m[3][0]) / norm; float y = (m[0][1] * vec.x + m[1][1] * vec.y + m[3][1]) / norm; vec.x = x; vec.y = y; } } // End of namespace Wintermute